Files
MapLibreParticleLab/src/mbgl/style/style.cpp
Minh Nguyễn 7ff036cd01 [core] Removed map attribution API
Since client code can readily access the individual sources, Map doesn’t need to expose a dedicated API for iterating over them.
2016-09-26 15:42:57 -07:00

549 lines
16 KiB
C++

#include <mbgl/style/style.hpp>
#include <mbgl/style/observer.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/style/layers/symbol_layer.hpp>
#include <mbgl/style/layers/symbol_layer_impl.hpp>
#include <mbgl/style/layers/custom_layer.hpp>
#include <mbgl/style/layers/custom_layer_impl.hpp>
#include <mbgl/style/layers/background_layer.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/style/layers/fill_layer.hpp>
#include <mbgl/style/layers/line_layer.hpp>
#include <mbgl/style/layers/circle_layer.hpp>
#include <mbgl/style/layers/raster_layer.hpp>
#include <mbgl/style/layer_impl.hpp>
#include <mbgl/style/parser.hpp>
#include <mbgl/style/transition_options.hpp>
#include <mbgl/style/class_dictionary.hpp>
#include <mbgl/style/update_parameters.hpp>
#include <mbgl/style/cascade_parameters.hpp>
#include <mbgl/style/calculation_parameters.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/text/glyph_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/renderer/render_item.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/math/minmax.hpp>
#include <algorithm>
namespace mbgl {
namespace style {
static Observer nullObserver;
Style::Style(FileSource& fileSource_, float pixelRatio)
: fileSource(fileSource_),
glyphAtlas(std::make_unique<GlyphAtlas>(2048, 2048, fileSource)),
spriteAtlas(std::make_unique<SpriteAtlas>(1024, 1024, pixelRatio)),
lineAtlas(std::make_unique<LineAtlas>(256, 512)),
observer(&nullObserver) {
glyphAtlas->setObserver(this);
spriteAtlas->setObserver(this);
}
Style::~Style() {
for (const auto& source : sources) {
source->baseImpl->setObserver(nullptr);
}
glyphAtlas->setObserver(nullptr);
spriteAtlas->setObserver(nullptr);
}
bool Style::addClass(const std::string& className) {
if (hasClass(className)) return false;
classes.push_back(className);
return true;
}
bool Style::hasClass(const std::string& className) const {
return std::find(classes.begin(), classes.end(), className) != classes.end();
}
bool Style::removeClass(const std::string& className) {
const auto it = std::find(classes.begin(), classes.end(), className);
if (it != classes.end()) {
classes.erase(it);
return true;
}
return false;
}
void Style::setClasses(const std::vector<std::string>& classNames) {
classes = classNames;
}
std::vector<std::string> Style::getClasses() const {
return classes;
}
void Style::setTransitionOptions(const TransitionOptions& options) {
transitionOptions = options;
}
TransitionOptions Style::getTransitionOptions() const {
return transitionOptions;
}
void Style::setJSON(const std::string& json) {
sources.clear();
layers.clear();
classes.clear();
transitionOptions = {};
updateBatch = {};
Parser parser;
auto error = parser.parse(json);
if (error) {
Log::Error(Event::ParseStyle, "Failed to parse style: %s", util::toString(error).c_str());
observer->onStyleError();
observer->onResourceError(error);
return;
}
for (auto& source : parser.sources) {
addSource(std::move(source));
}
for (auto& layer : parser.layers) {
addLayer(std::move(layer));
}
name = parser.name;
defaultLatLng = parser.latLng;
defaultZoom = parser.zoom;
defaultBearing = parser.bearing;
defaultPitch = parser.pitch;
glyphAtlas->setURL(parser.glyphURL);
spriteAtlas->load(parser.spriteURL, fileSource);
loaded = true;
observer->onStyleLoaded();
}
void Style::addSource(std::unique_ptr<Source> source) {
source->baseImpl->setObserver(this);
sources.emplace_back(std::move(source));
}
void Style::removeSource(const std::string& id) {
auto it = std::find_if(sources.begin(), sources.end(), [&](const auto& source) {
return source->getID() == id;
});
if (it == sources.end()) {
throw std::runtime_error("no such source");
}
sources.erase(it);
updateBatch.sourceIDs.erase(id);
}
std::vector<const Layer*> Style::getLayers() const {
std::vector<const Layer*> result;
result.reserve(layers.size());
for (const auto& layer : layers) {
result.push_back(layer.get());
}
return result;
}
std::vector<std::unique_ptr<Layer>>::const_iterator Style::findLayer(const std::string& id) const {
return std::find_if(layers.begin(), layers.end(), [&](const auto& layer) {
return layer->baseImpl->id == id;
});
}
Layer* Style::getLayer(const std::string& id) const {
auto it = findLayer(id);
return it != layers.end() ? it->get() : nullptr;
}
Layer* Style::addLayer(std::unique_ptr<Layer> layer, optional<std::string> before) {
// TODO: verify source
if (SymbolLayer* symbolLayer = layer->as<SymbolLayer>()) {
if (!symbolLayer->impl->spriteAtlas) {
symbolLayer->impl->spriteAtlas = spriteAtlas.get();
}
}
if (CustomLayer* customLayer = layer->as<CustomLayer>()) {
customLayer->impl->initialize();
}
layer->baseImpl->setObserver(this);
return layers.emplace(before ? findLayer(*before) : layers.end(), std::move(layer))->get();
}
void Style::removeLayer(const std::string& id) {
auto it = findLayer(id);
if (it == layers.end())
throw std::runtime_error("no such layer");
layers.erase(it);
}
std::string Style::getName() const {
return name;
}
LatLng Style::getDefaultLatLng() const {
return defaultLatLng;
}
double Style::getDefaultZoom() const {
return defaultZoom;
}
double Style::getDefaultBearing() const {
return defaultBearing;
}
double Style::getDefaultPitch() const {
return defaultPitch;
}
void Style::updateTiles(const UpdateParameters& parameters) {
for (const auto& source : sources) {
source->baseImpl->updateTiles(parameters);
}
}
void Style::relayout() {
for (const auto& sourceID : updateBatch.sourceIDs) {
Source* source = getSource(sourceID);
if (!source) continue;
source->baseImpl->reloadTiles();
}
updateBatch.sourceIDs.clear();
}
void Style::cascade(const TimePoint& timePoint, MapMode mode) {
// When in continuous mode, we can either have user- or style-defined
// transitions. Still mode is always immediate.
static const TransitionOptions immediateTransition {};
std::vector<ClassID> classIDs;
for (const auto& className : classes) {
classIDs.push_back(ClassDictionary::Get().lookup(className));
}
classIDs.push_back(ClassID::Default);
classIDs.push_back(ClassID::Fallback);
const CascadeParameters parameters {
classIDs,
mode == MapMode::Continuous ? timePoint : Clock::time_point::max(),
mode == MapMode::Continuous ? transitionOptions : immediateTransition
};
for (const auto& layer : layers) {
layer->baseImpl->cascade(parameters);
}
}
void Style::recalculate(float z, const TimePoint& timePoint, MapMode mode) {
for (const auto& source : sources) {
source->baseImpl->enabled = false;
}
zoomHistory.update(z, timePoint);
const CalculationParameters parameters {
z,
mode == MapMode::Continuous ? timePoint : Clock::time_point::max(),
zoomHistory,
mode == MapMode::Continuous ? util::DEFAULT_FADE_DURATION : Duration::zero()
};
hasPendingTransitions = false;
for (const auto& layer : layers) {
const bool hasTransitions = layer->baseImpl->recalculate(parameters);
// Disable this layer if it doesn't need to be rendered.
const bool needsRendering = layer->baseImpl->needsRendering(zoomHistory.lastZoom);
if (!needsRendering) {
continue;
}
hasPendingTransitions |= hasTransitions;
// If this layer has a source, make sure that it gets loaded.
if (Source* source = getSource(layer->baseImpl->source)) {
source->baseImpl->enabled = true;
if (!source->baseImpl->loaded) {
source->baseImpl->loadDescription(fileSource);
}
}
}
}
Source* Style::getSource(const std::string& id) const {
const auto it = std::find_if(sources.begin(), sources.end(), [&](const auto& source) {
return source->getID() == id;
});
return it != sources.end() ? it->get() : nullptr;
}
bool Style::hasTransitions() const {
return hasPendingTransitions;
}
bool Style::isLoaded() const {
if (!loaded) {
return false;
}
for (const auto& source: sources) {
if (source->baseImpl->enabled && !source->baseImpl->isLoaded()) {
return false;
}
}
if (!spriteAtlas->isLoaded()) {
return false;
}
return true;
}
RenderData Style::getRenderData(MapDebugOptions debugOptions) const {
RenderData result;
for (const auto& source : sources) {
if (source->baseImpl->enabled) {
result.sources.insert(source.get());
}
}
for (const auto& layer : layers) {
if (!layer->baseImpl->needsRendering(zoomHistory.lastZoom)) {
continue;
}
if (const BackgroundLayer* background = layer->as<BackgroundLayer>()) {
if (debugOptions & MapDebugOptions::Overdraw) {
// We want to skip glClear optimization in overdraw mode.
result.order.emplace_back(*layer);
continue;
}
const BackgroundPaintProperties& paint = background->impl->paint;
if (layer.get() == layers[0].get() && paint.backgroundPattern.value.from.empty()) {
// This is a solid background. We can use glClear().
result.backgroundColor = paint.backgroundColor * paint.backgroundOpacity;
} else {
// This is a textured background, or not the bottommost layer. We need to render it with a quad.
result.order.emplace_back(*layer);
}
continue;
}
if (layer->is<CustomLayer>()) {
result.order.emplace_back(*layer);
continue;
}
Source* source = getSource(layer->baseImpl->source);
if (!source) {
Log::Warning(Event::Render, "can't find source for layer '%s'", layer->baseImpl->id.c_str());
continue;
}
for (auto& pair : source->baseImpl->getRenderTiles()) {
auto& tile = pair.second;
if (!tile.tile.isRenderable()) {
continue;
}
// We're not clipping symbol layers, so when we have both parents and children of symbol
// layers, we drop all children in favor of their parent to avoid duplicate labels.
// See https://github.com/mapbox/mapbox-gl-native/issues/2482
if (layer->is<SymbolLayer>()) {
bool skip = false;
// Look back through the buckets we decided to render to find out whether there is
// already a bucket from this layer that is a parent of this tile. Tiles are ordered
// by zoom level when we obtain them from getTiles().
for (auto it = result.order.rbegin(); it != result.order.rend() && (&it->layer == layer.get()); ++it) {
if (tile.tile.id.isChildOf(it->tile->tile.id)) {
skip = true;
break;
}
}
if (skip) {
continue;
}
}
auto bucket = tile.tile.getBucket(*layer);
if (bucket) {
result.order.emplace_back(*layer, &tile, bucket);
}
}
}
return result;
}
std::vector<Feature> Style::queryRenderedFeatures(const QueryParameters& parameters) const {
std::vector<Feature> result;
std::unordered_map<std::string, std::vector<Feature>> resultsByLayer;
for (const auto& source : sources) {
auto sourceResults = source->baseImpl->queryRenderedFeatures(parameters);
std::move(sourceResults.begin(), sourceResults.end(), std::inserter(resultsByLayer, resultsByLayer.begin()));
}
if (resultsByLayer.empty()) {
return result;
}
// Combine all results based on the style layer order.
for (const auto& layer : layers) {
if (!layer->baseImpl->needsRendering(zoomHistory.lastZoom)) {
continue;
}
auto it = resultsByLayer.find(layer->baseImpl->id);
if (it != resultsByLayer.end()) {
std::move(it->second.begin(), it->second.end(), std::back_inserter(result));
}
}
return result;
}
float Style::getQueryRadius() const {
float additionalRadius = 0;
for (auto& layer : layers) {
if (!layer->baseImpl->needsRendering(zoomHistory.lastZoom)) {
continue;
}
additionalRadius = util::max(additionalRadius, layer->baseImpl->getQueryRadius());
}
return additionalRadius;
}
void Style::setSourceTileCacheSize(size_t size) {
for (const auto& source : sources) {
source->baseImpl->setCacheSize(size);
}
}
void Style::onLowMemory() {
for (const auto& source : sources) {
source->baseImpl->onLowMemory();
}
}
void Style::setObserver(style::Observer* observer_) {
observer = observer_;
}
void Style::onGlyphsLoaded(const FontStack& fontStack, const GlyphRange& glyphRange) {
observer->onGlyphsLoaded(fontStack, glyphRange);
observer->onUpdate(Update::Repaint);
}
void Style::onGlyphsError(const FontStack& fontStack, const GlyphRange& glyphRange, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load glyph range %d-%d for font stack %s: %s",
glyphRange.first, glyphRange.second, fontStackToString(fontStack).c_str(), util::toString(error).c_str());
observer->onGlyphsError(fontStack, glyphRange, error);
observer->onResourceError(error);
}
void Style::onSourceLoaded(Source& source) {
observer->onSourceLoaded(source);
observer->onUpdate(Update::Repaint);
}
void Style::onSourceAttributionChanged(Source& source, const std::string& attribution) {
observer->onSourceAttributionChanged(source, attribution);
}
void Style::onSourceError(Source& source, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load source %s: %s",
source.getID().c_str(), util::toString(error).c_str());
observer->onSourceError(source, error);
observer->onResourceError(error);
}
void Style::onTileChanged(Source& source, const OverscaledTileID& tileID) {
observer->onTileChanged(source, tileID);
observer->onUpdate(Update::Repaint);
}
void Style::onTileError(Source& source, const OverscaledTileID& tileID, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load tile %s for source %s: %s",
util::toString(tileID).c_str(), source.getID().c_str(), util::toString(error).c_str());
observer->onTileError(source, tileID, error);
observer->onResourceError(error);
}
void Style::onSpriteLoaded() {
observer->onSpriteLoaded();
observer->onUpdate(Update::Repaint);
}
void Style::onSpriteError(std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load sprite: %s", util::toString(error).c_str());
observer->onSpriteError(error);
observer->onResourceError(error);
}
struct QueueSourceReloadVisitor {
UpdateBatch& updateBatch;
// No need to reload sources for these types; their visibility can change but
// they don't participate in layout.
void operator()(CustomLayer&) {}
void operator()(RasterLayer&) {}
void operator()(BackgroundLayer&) {}
template <class VectorLayer>
void operator()(VectorLayer& layer) {
updateBatch.sourceIDs.insert(layer.getSourceID());
}
};
void Style::onLayerFilterChanged(Layer& layer) {
layer.accept(QueueSourceReloadVisitor { updateBatch });
observer->onUpdate(Update::Layout);
}
void Style::onLayerVisibilityChanged(Layer& layer) {
layer.accept(QueueSourceReloadVisitor { updateBatch });
observer->onUpdate(Update::RecalculateStyle | Update::Layout);
}
void Style::onLayerPaintPropertyChanged(Layer&) {
observer->onUpdate(Update::RecalculateStyle | Update::Classes);
}
void Style::onLayerLayoutPropertyChanged(Layer& layer) {
layer.accept(QueueSourceReloadVisitor { updateBatch });
observer->onUpdate(Update::Layout);
}
void Style::dumpDebugLogs() const {
for (const auto& source : sources) {
source->baseImpl->dumpDebugLogs();
}
spriteAtlas->dumpDebugLogs();
}
} // namespace style
} // namespace mbgl