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MapLibreParticleLab/include/mbgl/map/view.hpp
Konstantin Käfer 46bf226910 align static render mode and still image render mode
- static rendering now also runs in a separate thread; you have to start it with map.start(Map::Mode::Static) and join the thread with map.stop() before destructing the Map object
- map.renderStill() takes a callback with will be invoked on the *map* thread, so you'll have to figure out your own method of dispatching back to the main thread.
2015-04-17 13:40:42 +02:00

71 lines
2.2 KiB
C++

#ifndef MBGL_MAP_VIEW
#define MBGL_MAP_VIEW
#include <mbgl/util/chrono.hpp>
#include <memory>
namespace mbgl {
class Map;
class StillImage;
enum MapChange : uint8_t {
MapChangeRegionWillChange = 0,
MapChangeRegionWillChangeAnimated = 1,
MapChangeRegionIsChanging = 2,
MapChangeRegionDidChange = 3,
MapChangeRegionDidChangeAnimated = 4,
MapChangeWillStartLoadingMap = 5,
MapChangeDidFinishLoadingMap = 6,
MapChangeDidFailLoadingMap = 7,
MapChangeWillStartRenderingMap = 8,
MapChangeDidFinishRenderingMap = 9,
MapChangeDidFinishRenderingMapFullyRendered = 10
};
class View {
public:
virtual void initialize(Map *map_);
// Called from the render thread. Makes the GL context active in the current
// thread. This is typically just called once at the beginning of the
// renderer setup since the render thread doesn't switch the contexts.
virtual void activate() = 0;
// Called from the render thread. Makes the GL context inactive in the current
// thread. This is called once just before the rendering thread terminates.
virtual void deactivate() = 0;
virtual void notify() = 0;
// Called from the render thread. The implementation must trigger a rerender.
// (i.e. map->renderSync() or map->renderAsync() must be called as a result of this)
virtual void invalidate() = 0;
// Called from the render (=GL) thread. Signals that the contents of the contents
// may be discarded. The default is a no-op.
virtual void discard();
// Reads the pixel data from the current framebuffer. If your View implementation
// doesn't support reading from the framebuffer, return a null pointer.
virtual std::unique_ptr<StillImage> readStillImage();
// Notifies a watcher of map x/y/scale/rotation changes.
// Must only be called from the same thread that caused the change.
// Must not be called from the render thread.
virtual void notifyMapChange(
MapChange change,
Duration delay = Duration::zero());
protected:
// Resizes the view
void resize(uint16_t width, uint16_t height, float ratio, uint16_t fbWidth, uint16_t fbHeight);
protected:
mbgl::Map *map = nullptr;
};
}
#endif