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#pragma once
#include "drape/overlay_handle.hpp"
#include "geometry/screenbase.hpp"
#include "geometry/tree4d.hpp"
#include "base/buffer_vector.hpp"
namespace dp
{
namespace detail
{
struct OverlayInfo
{
ref_ptr<OverlayHandle> m_handle;
bool m_isTransparent = false;
OverlayInfo() = default;
OverlayInfo(ref_ptr<OverlayHandle> handle, bool isTransparent)
: m_handle(handle)
, m_isTransparent(isTransparent)
{}
bool operator==(OverlayInfo const & rhs) const
{
return m_handle == rhs.m_handle && m_isTransparent == rhs.m_isTransparent;
}
};
struct OverlayTraits
{
ScreenBase m_modelView;
inline m2::RectD const LimitRect(OverlayInfo const & info)
{
return info.m_handle->GetPixelRect(m_modelView);
}
};
}
class OverlayTree : public m4::Tree<detail::OverlayInfo, detail::OverlayTraits>
{
typedef m4::Tree<detail::OverlayInfo, detail::OverlayTraits> BaseT;
public:
void Frame();
bool IsNeedUpdate() const;
void ForceUpdate();
void StartOverlayPlacing(ScreenBase const & screen, bool canOverlap = false);
void Add(ref_ptr<OverlayHandle> handle, bool isTransparent);
void EndOverlayPlacing();
using TSelectResult = buffer_vector<ref_ptr<OverlayHandle>, 8>;
void Select(m2::RectD const & rect, TSelectResult & result) const;
private:
ScreenBase const & GetModelView() const { return m_traits.m_modelView; }
private:
bool m_canOverlap = false;
int m_frameCounter = -1;
};
} // namespace dp
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