Previously, the placement of symbols depended on the order in which the glyphs they need were loaded. The placement order should be based on the style. To fix this, symbol layers are placed in `placementPending` after they are parsed. After all layers are parsed, symbol layers (stored in `placementPending`) are placed and returned.
187 lines
8.1 KiB
C++
187 lines
8.1 KiB
C++
#include <mbgl/layer/symbol_layer.hpp>
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#include <mbgl/renderer/symbol_bucket.hpp>
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#include <mbgl/map/tile_id.hpp>
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#include <mbgl/style/style_bucket_parameters.hpp>
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namespace mbgl {
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std::unique_ptr<StyleLayer> SymbolLayer::clone() const {
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return std::make_unique<SymbolLayer>(*this);
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}
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void SymbolLayer::parseLayout(const JSValue& value) {
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layout.placement.parse("symbol-placement", value);
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layout.spacing.parse("symbol-spacing", value);
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layout.avoidEdges.parse("symbol-avoid-edges", value);
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layout.icon.allowOverlap.parse("icon-allow-overlap", value);
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layout.icon.ignorePlacement.parse("icon-ignore-placement", value);
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layout.icon.optional.parse("icon-optional", value);
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layout.icon.rotationAlignment.parse("icon-rotation-alignment", value);
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layout.icon.size.parse("icon-size", value);
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layout.icon.image.parse("icon-image", value);
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layout.icon.rotate.parse("icon-rotate", value);
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layout.icon.padding.parse("icon-padding", value);
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layout.icon.keepUpright.parse("icon-keep-upright", value);
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layout.icon.offset.parse("icon-offset", value);
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layout.text.rotationAlignment.parse("text-rotation-alignment", value);
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layout.text.field.parse("text-field", value);
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layout.text.font.parse("text-font", value);
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layout.text.size.parse("text-size", value);
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layout.text.maxWidth.parse("text-max-width", value);
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layout.text.lineHeight.parse("text-line-height", value);
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layout.text.letterSpacing.parse("text-letter-spacing", value);
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layout.text.justify.parse("text-justify", value);
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layout.text.anchor.parse("text-anchor", value);
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layout.text.maxAngle.parse("text-max-angle", value);
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layout.text.rotate.parse("text-rotate", value);
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layout.text.padding.parse("text-padding", value);
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layout.text.keepUpright.parse("text-keep-upright", value);
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layout.text.transform.parse("text-transform", value);
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layout.text.offset.parse("text-offset", value);
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layout.text.allowOverlap.parse("text-allow-overlap", value);
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layout.text.ignorePlacement.parse("text-ignore-placement", value);
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layout.text.optional.parse("text-optional", value);
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}
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void SymbolLayer::parsePaints(const JSValue& layer) {
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paint.icon.opacity.parse("icon-opacity", layer);
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paint.icon.color.parse("icon-color", layer);
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paint.icon.haloColor.parse("icon-halo-color", layer);
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paint.icon.haloWidth.parse("icon-halo-width", layer);
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paint.icon.haloBlur.parse("icon-halo-blur", layer);
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paint.icon.translate.parse("icon-translate", layer);
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paint.icon.translateAnchor.parse("icon-translate-anchor", layer);
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paint.text.opacity.parse("text-opacity", layer);
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paint.text.color.parse("text-color", layer);
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paint.text.haloColor.parse("text-halo-color", layer);
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paint.text.haloWidth.parse("text-halo-width", layer);
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paint.text.haloBlur.parse("text-halo-blur", layer);
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paint.text.translate.parse("text-translate", layer);
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paint.text.translateAnchor.parse("text-translate-anchor", layer);
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}
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void SymbolLayer::cascade(const StyleCascadeParameters& parameters) {
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paint.icon.opacity.cascade(parameters);
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paint.icon.color.cascade(parameters);
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paint.icon.haloColor.cascade(parameters);
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paint.icon.haloWidth.cascade(parameters);
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paint.icon.haloBlur.cascade(parameters);
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paint.icon.translate.cascade(parameters);
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paint.icon.translateAnchor.cascade(parameters);
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paint.text.opacity.cascade(parameters);
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paint.text.color.cascade(parameters);
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paint.text.haloColor.cascade(parameters);
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paint.text.haloWidth.cascade(parameters);
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paint.text.haloBlur.cascade(parameters);
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paint.text.translate.cascade(parameters);
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paint.text.translateAnchor.cascade(parameters);
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}
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bool SymbolLayer::recalculate(const StyleCalculationParameters& parameters) {
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bool hasTransitions = false;
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hasTransitions |= paint.icon.opacity.calculate(parameters);
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hasTransitions |= paint.icon.color.calculate(parameters);
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hasTransitions |= paint.icon.haloColor.calculate(parameters);
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hasTransitions |= paint.icon.haloWidth.calculate(parameters);
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hasTransitions |= paint.icon.haloBlur.calculate(parameters);
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hasTransitions |= paint.icon.translate.calculate(parameters);
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hasTransitions |= paint.icon.translateAnchor.calculate(parameters);
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hasTransitions |= paint.text.opacity.calculate(parameters);
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hasTransitions |= paint.text.color.calculate(parameters);
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hasTransitions |= paint.text.haloColor.calculate(parameters);
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hasTransitions |= paint.text.haloWidth.calculate(parameters);
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hasTransitions |= paint.text.haloBlur.calculate(parameters);
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hasTransitions |= paint.text.translate.calculate(parameters);
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hasTransitions |= paint.text.translateAnchor.calculate(parameters);
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// text-size and icon-size are layout properties but they also need to be evaluated as paint properties:
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layout.icon.size.calculate(parameters);
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layout.text.size.calculate(parameters);
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paint.icon.size = layout.icon.size;
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paint.text.size = layout.text.size;
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passes = (paint.icon.isVisible() || paint.text.isVisible())
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? RenderPass::Translucent : RenderPass::None;
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return hasTransitions;
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}
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std::unique_ptr<Bucket> SymbolLayer::createBucket(StyleBucketParameters& parameters) const {
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auto bucket = std::make_unique<SymbolBucket>(parameters.tileID.overscaling,
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parameters.tileID.z,
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parameters.mode);
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bucket->layout = layout;
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StyleCalculationParameters p(parameters.tileID.z);
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bucket->layout.placement.calculate(p);
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if (bucket->layout.placement.value == PlacementType::Line) {
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bucket->layout.icon.rotationAlignment.value = RotationAlignmentType::Map;
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bucket->layout.text.rotationAlignment.value = RotationAlignmentType::Map;
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};
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bucket->layout.spacing.calculate(p);
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bucket->layout.avoidEdges.calculate(p);
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bucket->layout.icon.allowOverlap.calculate(p);
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bucket->layout.icon.ignorePlacement.calculate(p);
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bucket->layout.icon.optional.calculate(p);
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bucket->layout.icon.rotationAlignment.calculate(p);
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bucket->layout.icon.image.calculate(p);
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bucket->layout.icon.padding.calculate(p);
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bucket->layout.icon.rotate.calculate(p);
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bucket->layout.icon.keepUpright.calculate(p);
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bucket->layout.icon.offset.calculate(p);
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bucket->layout.text.rotationAlignment.calculate(p);
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bucket->layout.text.field.calculate(p);
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bucket->layout.text.font.calculate(p);
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bucket->layout.text.maxWidth.calculate(p);
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bucket->layout.text.lineHeight.calculate(p);
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bucket->layout.text.letterSpacing.calculate(p);
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bucket->layout.text.maxAngle.calculate(p);
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bucket->layout.text.rotate.calculate(p);
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bucket->layout.text.padding.calculate(p);
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bucket->layout.text.ignorePlacement.calculate(p);
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bucket->layout.text.optional.calculate(p);
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bucket->layout.text.justify.calculate(p);
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bucket->layout.text.anchor.calculate(p);
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bucket->layout.text.keepUpright.calculate(p);
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bucket->layout.text.transform.calculate(p);
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bucket->layout.text.offset.calculate(p);
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bucket->layout.text.allowOverlap.calculate(p);
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bucket->layout.icon.size.calculate(StyleCalculationParameters(18));
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bucket->layout.text.size.calculate(StyleCalculationParameters(18));
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bucket->layout.iconMaxSize = bucket->layout.icon.size;
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bucket->layout.textMaxSize = bucket->layout.text.size;
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bucket->layout.icon.size.calculate(StyleCalculationParameters(p.z + 1));
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bucket->layout.text.size.calculate(StyleCalculationParameters(p.z + 1));
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bucket->parseFeatures(parameters.layer, filter);
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if (bucket->needsDependencies(parameters.glyphStore, parameters.spriteStore)) {
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parameters.partialParse = true;
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}
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// We do not add features if the parser is in a "partial" state because
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// the layer ordering needs to be respected when calculating text
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// collisions. Although, at this point, we requested all the resources
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// needed by this tile.
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if (!parameters.partialParse) {
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bucket->addFeatures(parameters.tileUID,
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*spriteAtlas,
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parameters.glyphAtlas,
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parameters.glyphStore);
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}
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return std::move(bucket);
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}
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} // namespace mbgl
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