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// 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/util/color.hpp>
namespace mbgl {
namespace style {
class TerrainLayer : public Layer {
public:
TerrainLayer(const std::string& layerID, const std::string& sourceID);
~TerrainLayer() final;
// Source
const std::string& getSourceID() const;
const std::string& getSourceLayer() const;
void setSourceLayer(const std::string& sourceLayer);
void setFilter(const Filter&);
const Filter& getFilter() const;
// Paint properties
static PropertyValue<Color> getDefaultTerrainShadowColor();
PropertyValue<Color> getTerrainShadowColor(const optional<std::string>& klass = {}) const;
void setTerrainShadowColor(PropertyValue<Color>, const optional<std::string>& klass = {});
static PropertyValue<Color> getDefaultTerrainHighlightColor();
PropertyValue<Color> getTerrainHighlightColor(const optional<std::string>& klass = {}) const;
void setTerrainHighlightColor(PropertyValue<Color>, const optional<std::string>& klass = {});
static PropertyValue<Color> getDefaultTerrainAccentColor();
PropertyValue<Color> getTerrainAccentColor(const optional<std::string>& klass = {}) const;
void setTerrainAccentColor(PropertyValue<Color>, const optional<std::string>& klass = {});
static PropertyValue<float> getDefaultTerrainIlluminationDirection();
PropertyValue<float> getTerrainIlluminationDirection(const optional<std::string>& klass = {}) const;
void setTerrainIlluminationDirection(PropertyValue<float>, const optional<std::string>& klass = {});
static PropertyValue<AlignmentType> getDefaultTerrainIlluminationAlignment();
PropertyValue<AlignmentType> getTerrainIlluminationAlignment(const optional<std::string>& klass = {}) const;
void setTerrainIlluminationAlignment(PropertyValue<AlignmentType>, const optional<std::string>& klass = {});
static PropertyValue<float> getDefaultTerrainExaggeration();
PropertyValue<float> getTerrainExaggeration(const optional<std::string>& klass = {}) const;
void setTerrainExaggeration(PropertyValue<float>, const optional<std::string>& klass = {});
// Private implementation
class Impl;
Impl* const impl;
TerrainLayer(const Impl&);
TerrainLayer(const TerrainLayer&) = delete;
};
template <>
inline bool Layer::is<TerrainLayer>() const {
return type == Type::Terrain;
}
} // namespace style
} // namespace mbgl
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