Files
MapLibreParticleLab/src/mbgl/tile/vector_tile_data.cpp
2016-04-06 14:16:53 -07:00

188 lines
6.1 KiB
C++

#include <mbgl/tile/vector_tile_data.hpp>
#include <mbgl/tile/geometry_tile.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/util/worker.hpp>
#include <mbgl/util/work_request.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/storage/file_source.hpp>
namespace mbgl {
VectorTileData::VectorTileData(const TileID& id_,
std::unique_ptr<GeometryTileMonitor> monitor_,
std::string sourceID,
Style& style_,
const MapMode mode_,
const std::function<void(std::exception_ptr)>& callback)
: TileData(id_),
style(style_),
worker(style_.workers),
tileWorker(id_,
sourceID,
*style_.spriteStore,
*style_.glyphAtlas,
*style_.glyphStore,
state,
mode_),
monitor(std::move(monitor_))
{
state = State::loading;
tileRequest = monitor->monitorTile([callback, this](std::exception_ptr err,
std::unique_ptr<GeometryTile> tile,
optional<SystemTimePoint> modified_,
optional<SystemTimePoint> expires_) {
if (err) {
callback(err);
return;
}
modified = modified_;
expires = expires_;
if (!tile) {
// This is a 404 response. We're treating these as empty tiles.
workRequest.reset();
state = State::parsed;
buckets.clear();
callback(err);
return;
}
if (state == State::loading) {
state = State::loaded;
} else if (isReady()) {
state = State::partial;
}
// Kick off a fresh parse of this tile. This happens when the tile is new, or
// when tile data changed. Replacing the workdRequest will cancel a pending work
// request in case there is one.
workRequest.reset();
workRequest = worker.parseGeometryTile(tileWorker, style.getLayers(), std::move(tile), targetConfig, [callback, this, config = targetConfig] (TileParseResult result) {
workRequest.reset();
if (state == State::obsolete) {
return;
}
std::exception_ptr error;
if (result.is<TileParseResultBuckets>()) {
auto& resultBuckets = result.get<TileParseResultBuckets>();
state = resultBuckets.state;
// Persist the configuration we just placed so that we can later check whether we need to
// place again in case the configuration has changed.
placedConfig = config;
// Move over all buckets we received in this parse request, potentially overwriting
// existing buckets in case we got a refresh parse.
buckets = std::move(resultBuckets.buckets);
} else {
error = result.get<std::exception_ptr>();
state = State::obsolete;
}
callback(error);
});
});
}
VectorTileData::~VectorTileData() {
cancel();
}
bool VectorTileData::parsePending(std::function<void(std::exception_ptr)> callback) {
if (workRequest) {
// There's already parsing or placement going on.
return false;
}
workRequest.reset();
workRequest = worker.parsePendingGeometryTileLayers(tileWorker, targetConfig, [this, callback, config = targetConfig] (TileParseResult result) {
workRequest.reset();
if (state == State::obsolete) {
return;
}
std::exception_ptr error;
if (result.is<TileParseResultBuckets>()) {
auto& resultBuckets = result.get<TileParseResultBuckets>();
state = resultBuckets.state;
// Move over all buckets we received in this parse request, potentially overwriting
// existing buckets in case we got a refresh parse.
for (auto& bucket : resultBuckets.buckets) {
buckets[bucket.first] = std::move(bucket.second);
}
// Persist the configuration we just placed so that we can later check whether we need to
// place again in case the configuration has changed.
placedConfig = config;
} else {
error = result.get<std::exception_ptr>();
state = State::obsolete;
}
callback(error);
});
return true;
}
Bucket* VectorTileData::getBucket(const StyleLayer& layer) {
const auto it = buckets.find(layer.bucketName());
if (it == buckets.end()) {
return nullptr;
}
assert(it->second);
return it->second.get();
}
void VectorTileData::redoPlacement(const PlacementConfig newConfig, const std::function<void()>& callback) {
if (newConfig != placedConfig) {
targetConfig = newConfig;
redoPlacement(callback);
}
}
void VectorTileData::redoPlacement(const std::function<void()>& callback) {
// Don't start a new placement request when the current one hasn't completed yet, or when
// we are parsing buckets.
if (workRequest) return;
workRequest = worker.redoPlacement(tileWorker, buckets, targetConfig, [this, callback, config = targetConfig] {
workRequest.reset();
// Persist the configuration we just placed so that we can later check whether we need to
// place again in case the configuration has changed.
placedConfig = config;
for (auto& bucket : buckets) {
bucket.second->swapRenderData();
}
// The target configuration could have changed since we started placement. In this case,
// we're starting another placement run.
if (placedConfig != targetConfig) {
redoPlacement(callback);
} else {
callback();
}
});
}
void VectorTileData::cancel() {
state = State::obsolete;
tileRequest.reset();
workRequest.reset();
}
bool VectorTileData::hasData() const {
return !buckets.empty();
}
} // namespace mbgl