50 lines
2.4 KiB
C++
50 lines
2.4 KiB
C++
#include <mbgl/layout/symbol_instance.hpp>
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#include <mbgl/style/layers/symbol_layer_properties.hpp>
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namespace mbgl {
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using namespace style;
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SymbolInstance::SymbolInstance(Anchor& anchor, const GeometryCoordinates& line,
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const std::pair<Shaping, Shaping>& shapedTextOrientations, const PositionedIcon& shapedIcon,
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const SymbolLayoutProperties::Evaluated& layout, const bool addToBuffers, const uint32_t index_,
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const float textBoxScale, const float textPadding, const SymbolPlacementType textPlacement,
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const float iconBoxScale, const float iconPadding, const SymbolPlacementType iconPlacement,
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const GlyphPositions& face, const IndexedSubfeature& indexedFeature) :
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point(anchor.point),
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index(index_),
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hasText(shapedTextOrientations.first || shapedTextOrientations.second),
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hasIcon(shapedIcon),
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// Create the collision features that will be used to check whether this symbol instance can be placed
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textCollisionFeature(line, anchor, shapedTextOrientations.second ?: shapedTextOrientations.first, textBoxScale, textPadding, textPlacement, indexedFeature),
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iconCollisionFeature(line, anchor, shapedIcon, iconBoxScale, iconPadding, iconPlacement, indexedFeature) {
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// Create the quads used for rendering the icon and glyphs.
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if (addToBuffers) {
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if (shapedIcon) {
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iconQuad = getIconQuad(anchor, shapedIcon, line, layout, iconPlacement, shapedTextOrientations.first);
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}
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if (shapedTextOrientations.first) {
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auto quads = getGlyphQuads(anchor, shapedTextOrientations.first, textBoxScale, line, layout, textPlacement, face);
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glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
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}
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if (shapedTextOrientations.second) {
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auto quads = getGlyphQuads(anchor, shapedTextOrientations.second, textBoxScale, line, layout, textPlacement, face);
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glyphQuads.insert(glyphQuads.end(), quads.begin(), quads.end());
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}
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}
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if (shapedTextOrientations.first && shapedTextOrientations.second) {
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writingModes = WritingModeType::Horizontal | WritingModeType::Vertical;
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} else if (shapedTextOrientations.first) {
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writingModes = WritingModeType::Horizontal;
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} else if (shapedTextOrientations.second) {
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writingModes = WritingModeType::Vertical;
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} else {
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writingModes = WritingModeType::None;
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}
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}
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} // namespace mbgl
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