Files
MapLibreParticleLab/include/mbgl/style/layers/hillshade_layer.hpp
Konstantin Käfer 2489afdd0d [build] change style code generator to sort properties alphabetically
JSON keys in our style specification don't have a defined order. This change sorts them alphabetically so that we can rely on the order remaining them same across code generation runs.
2019-05-02 17:44:18 +02:00

78 lines
3.2 KiB
C++

// This file is generated. Do not edit.
#pragma once
#include <mbgl/style/layer.hpp>
#include <mbgl/style/filter.hpp>
#include <mbgl/style/property_value.hpp>
#include <mbgl/style/expression/formatted.hpp>
#include <mbgl/util/color.hpp>
namespace mbgl {
namespace style {
class TransitionOptions;
class HillshadeLayer : public Layer {
public:
HillshadeLayer(const std::string& layerID, const std::string& sourceID);
~HillshadeLayer() final;
// Dynamic properties
optional<conversion::Error> setLayoutProperty(const std::string& name, const conversion::Convertible& value) final;
optional<conversion::Error> setPaintProperty(const std::string& name, const conversion::Convertible& value) final;
// Paint properties
static PropertyValue<Color> getDefaultHillshadeAccentColor();
const PropertyValue<Color>& getHillshadeAccentColor() const;
void setHillshadeAccentColor(const PropertyValue<Color>&);
void setHillshadeAccentColorTransition(const TransitionOptions&);
TransitionOptions getHillshadeAccentColorTransition() const;
static PropertyValue<float> getDefaultHillshadeExaggeration();
const PropertyValue<float>& getHillshadeExaggeration() const;
void setHillshadeExaggeration(const PropertyValue<float>&);
void setHillshadeExaggerationTransition(const TransitionOptions&);
TransitionOptions getHillshadeExaggerationTransition() const;
static PropertyValue<Color> getDefaultHillshadeHighlightColor();
const PropertyValue<Color>& getHillshadeHighlightColor() const;
void setHillshadeHighlightColor(const PropertyValue<Color>&);
void setHillshadeHighlightColorTransition(const TransitionOptions&);
TransitionOptions getHillshadeHighlightColorTransition() const;
static PropertyValue<HillshadeIlluminationAnchorType> getDefaultHillshadeIlluminationAnchor();
const PropertyValue<HillshadeIlluminationAnchorType>& getHillshadeIlluminationAnchor() const;
void setHillshadeIlluminationAnchor(const PropertyValue<HillshadeIlluminationAnchorType>&);
void setHillshadeIlluminationAnchorTransition(const TransitionOptions&);
TransitionOptions getHillshadeIlluminationAnchorTransition() const;
static PropertyValue<float> getDefaultHillshadeIlluminationDirection();
const PropertyValue<float>& getHillshadeIlluminationDirection() const;
void setHillshadeIlluminationDirection(const PropertyValue<float>&);
void setHillshadeIlluminationDirectionTransition(const TransitionOptions&);
TransitionOptions getHillshadeIlluminationDirectionTransition() const;
static PropertyValue<Color> getDefaultHillshadeShadowColor();
const PropertyValue<Color>& getHillshadeShadowColor() const;
void setHillshadeShadowColor(const PropertyValue<Color>&);
void setHillshadeShadowColorTransition(const TransitionOptions&);
TransitionOptions getHillshadeShadowColorTransition() const;
// Private implementation
class Impl;
const Impl& impl() const;
Mutable<Impl> mutableImpl() const;
HillshadeLayer(Immutable<Impl>);
std::unique_ptr<Layer> cloneRef(const std::string& id) const final;
protected:
Mutable<Layer::Impl> mutableBaseImpl() const final;
};
} // namespace style
} // namespace mbgl