Clients no longer need to provide data (eg. if gesturing or in a custom animation) to Map::nudgeTransitions(). Upon MapContext::renderSync(), a new atomic bool 'needsRepaint' in MapData allows thread-safe communication between Map and MapContext.
147 lines
4.0 KiB
C++
147 lines
4.0 KiB
C++
#ifndef MBGL_MAP_MAP_DATA
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#define MBGL_MAP_MAP_DATA
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#include <mbgl/util/chrono.hpp>
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#include <string>
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#include <mutex>
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#include <atomic>
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#include <vector>
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#include <cassert>
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#include <condition_variable>
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#include <mbgl/map/mode.hpp>
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#include <mbgl/map/annotation.hpp>
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#include <mbgl/util/exclusive.hpp>
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namespace mbgl {
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class MapData {
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using Lock = std::lock_guard<std::mutex>;
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public:
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inline MapData(MapMode mode_, const float pixelRatio_)
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: mode(mode_)
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, pixelRatio(pixelRatio_)
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, animationTime(Duration::zero())
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, defaultFadeDuration(std::chrono::milliseconds(300))
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, defaultTransitionDuration(Duration::zero())
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, defaultTransitionDelay(Duration::zero()) {
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assert(pixelRatio > 0);
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}
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// Adds the class if it's not yet set. Returns true when it added the class, and false when it
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// was already present.
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bool addClass(const std::string& klass);
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// Removes the class if it's present. Returns true when it remvoed the class, and false when it
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// was not present.
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bool removeClass(const std::string& klass);
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// Returns true when class is present in the list of currently set classes.
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bool hasClass(const std::string& klass) const;
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// Changes the list of currently set classes to the new list.
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void setClasses(const std::vector<std::string>& klasses);
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// Returns a list of all currently set classes.
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std::vector<std::string> getClasses() const;
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inline bool getDebug() const {
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return debug;
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}
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inline bool toggleDebug() {
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return debug ^= 1u;
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}
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inline void setDebug(bool value) {
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debug = value;
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}
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inline bool getCollisionDebug() const {
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return collisionDebug;
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}
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inline bool toggleCollisionDebug() {
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return collisionDebug ^= 1u;
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}
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inline void setCollisionDebug(bool value) {
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collisionDebug = value;
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}
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inline TimePoint getAnimationTime() const {
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// We're casting the TimePoint to and from a Duration because libstdc++
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// has a bug that doesn't allow TimePoints to be atomic.
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return TimePoint(animationTime);
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}
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inline void setAnimationTime(const TimePoint& timePoint) {
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animationTime = timePoint.time_since_epoch();
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};
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inline Duration getDefaultFadeDuration() const {
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return defaultFadeDuration;
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}
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inline void setDefaultFadeDuration(const Duration& duration) {
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defaultFadeDuration = duration;
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}
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inline Duration getDefaultTransitionDuration() const {
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return defaultTransitionDuration;
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}
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inline void setDefaultTransitionDuration(const Duration& duration) {
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defaultTransitionDuration = duration;
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}
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inline Duration getDefaultTransitionDelay() const {
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return defaultTransitionDelay;
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}
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inline void setDefaultTransitionDelay(const Duration& delay) {
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defaultTransitionDelay = delay;
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}
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inline bool getNeedsRepaint() const {
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return needsRepaint;
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}
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inline void setNeedsRepaint(const bool needsRepaint_) {
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needsRepaint = needsRepaint_;
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}
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util::exclusive<AnnotationManager> getAnnotationManager() {
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return util::exclusive<AnnotationManager>(
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&annotationManager,
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std::make_unique<std::lock_guard<std::mutex>>(annotationManagerMutex));
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}
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public:
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const MapMode mode;
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const float pixelRatio;
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private:
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mutable std::mutex annotationManagerMutex;
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AnnotationManager annotationManager;
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mutable std::mutex mtx;
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std::vector<std::string> classes;
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std::atomic<uint8_t> debug { false };
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std::atomic<uint8_t> collisionDebug { false };
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std::atomic<Duration> animationTime;
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std::atomic<Duration> defaultFadeDuration;
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std::atomic<Duration> defaultTransitionDuration;
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std::atomic<Duration> defaultTransitionDelay;
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std::atomic<bool> needsRepaint;
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// TODO: make private
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public:
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std::mutex mutexPause;
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std::condition_variable condPaused;
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std::condition_variable condResume;
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};
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}
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#endif
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