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#pragma once
#include "tile_key.hpp"
#include "drape/glstate.hpp"
#include "drape/render_bucket.hpp"
#include "drape/texture_manager.hpp"
#include "geometry/spline.hpp"
#include <memory>
namespace df
{
struct UserMarkRenderParams
{
int m_minZoom = 1;
m2::PointD m_pivot = m2::PointD(0.0, 0.0);
m2::PointD m_pixelOffset = m2::PointD(0.0, 0.0);
std::string m_symbolName;
dp::Anchor m_anchor = dp::Center;
float m_depth = 0.0;
bool m_runCreationAnim = false;
bool m_isVisible = true;
};
struct LineLayer
{
LineLayer() = default;
LineLayer(dp::Color color, float width, float depth)
: m_color(color)
, m_width(width)
, m_depth(depth)
{}
dp::Color m_color;
float m_width = 0.0;
float m_depth = 0.0;
};
struct UserLineRenderParams
{
int m_minZoom = 1;
std::vector<LineLayer> m_layers;
m2::SharedSpline m_spline;
};
using UserMarksRenderCollection = std::vector<UserMarkRenderParams>;
using UserLinesRenderCollection = std::vector<UserLineRenderParams>;
using MarkIndexesCollection = std::vector<uint32_t>;
using LineIndexesCollection = std::vector<uint32_t>;
struct UserMarkRenderData
{
UserMarkRenderData(dp::GLState const & state,
drape_ptr<dp::RenderBucket> && bucket,
TileKey const & tileKey)
: m_state(state), m_bucket(move(bucket)), m_tileKey(tileKey)
{}
dp::GLState m_state;
drape_ptr<dp::RenderBucket> m_bucket;
TileKey m_tileKey;
};
using TUserMarksRenderData = std::vector<UserMarkRenderData>;
void CacheUserMarks(TileKey const & tileKey, ref_ptr<dp::TextureManager> textures,
UserMarksRenderCollection const & renderParams, MarkIndexesCollection const & indexes,
TUserMarksRenderData & renderData);
void CacheUserLines(TileKey const & tileKey, ref_ptr<dp::TextureManager> textures,
UserLinesRenderCollection const & renderParams, LineIndexesCollection const & indexes,
TUserMarksRenderData & renderData);
} // namespace df
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