Files
MapLibreParticleLab/src/mbgl/map/vector_tile_data.hpp
2015-07-01 15:21:08 -07:00

93 lines
2.5 KiB
C++

#ifndef MBGL_MAP_VECTOR_TILE_DATA
#define MBGL_MAP_VECTOR_TILE_DATA
#include <mbgl/map/tile_data.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/fill_buffer.hpp>
#include <mbgl/geometry/icon_buffer.hpp>
#include <mbgl/geometry/line_buffer.hpp>
#include <mbgl/geometry/text_buffer.hpp>
#include <mbgl/geometry/collision_box_buffer.hpp>
#include <iosfwd>
#include <memory>
#include <mutex>
#include <unordered_map>
namespace mbgl {
class Bucket;
class CollisionTile;
class Painter;
class SourceInfo;
class StyleLayer;
class TileParser;
class Style;
class VectorTileData : public TileData {
friend class TileParser;
public:
VectorTileData(const TileID&,
Style&,
const SourceInfo&,
float angle_,
bool collisionDebug_);
~VectorTileData();
virtual void parse();
void redoPlacement(float angle, bool collisionDebug) override;
virtual Bucket* getBucket(StyleLayer const &layer_desc) override;
size_t countBuckets() const;
void setBucket(StyleLayer const &layer_desc, std::unique_ptr<Bucket> bucket);
void setState(const State& state) override;
inline CollisionTile* getCollision() const {
return collision.get();
}
void request(Worker&,
float pixelRatio,
const std::function<void()>& callback) override;
bool reparse(Worker&, std::function<void ()> callback) override;
protected:
void redoPlacement();
// Holds the actual geometries in this tile.
FillVertexBuffer fillVertexBuffer;
LineVertexBuffer lineVertexBuffer;
TriangleElementsBuffer triangleElementsBuffer;
LineElementsBuffer lineElementsBuffer;
Style& style;
private:
// Contains all the Bucket objects for the tile. Buckets are render
// objects and they get added to this std::map<> by the workers doing
// the actual tile parsing as they get processed. Tiles partially
// parsed can get new buckets at any moment but are also fit for
// rendering. That said, access to this list needs locking unless
// the tile is completely parsed.
std::unordered_map<std::string, std::unique_ptr<Bucket>> buckets;
mutable std::mutex bucketsMutex;
std::unique_ptr<CollisionTile> collision;
float lastAngle = 0;
float currentAngle;
bool lastCollisionDebug = 0;
bool currentCollisionDebug = 0;
bool redoingPlacement = false;
void endRedoPlacement();
void workerRedoPlacement(float angle, bool collisionDebug);
};
}
#endif