| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
- fixes #5959: MGLBaseStyleLayer docs
- fixes #5960: MGLSource & subclasses docs
- fixes #6467: concrete layer subclass docs
- move Core Graphics include
- slight code & template cleanups
- add ./documentation to git ignores
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
This is very much a work in progress.
|
|
|
|
| |
Also renamed as many references to OS X as possible to macOS in documentation.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Add an UIView subclass that can be used as the base class for all
client provided UIViews for annotations.
Teach MGLMapView to be able to display annotation views over the map if provided by the client delegate. For now, if the delegate provides a UIView then it will be used. If not, the map view will fall back to the old strategy of using GL annotations with an image provided by the delegate or a default image if not.
The map keeps a reuse queue and will store annotation views that are panned
offscreen in the queue if the application developer supplied a reuse queue identifer. The views in the queue are reused when more annotation
views are required. This view reuse provides a performance gain when many
annotations are shown and most of them are offscreen.
iosapp now implements the new delegate method to supply
a native view.
Add a playground to the workspace to facilitate experimentation
with new features. A playground is capable of importing frameworks if it
exists in the same workspace that builds the imported framework. The
initial playground demonstrates annotation views.
This also fixes a crash due to nullptr in annotations array If the `annotations` method is called while the user dot's callout view was showing, the userdot annotation is represented as null in the annotation context map. This
caused a crash when the null pointer was attempted to be converted
into an NSArray via C array. This protects against this bug by filtering out such a null annotation.
|
|
|
| |
Place them in a directory corresponding to the test .cpp file name.
|
|
|
|
| |
If you’ve gone through the trouble of running iso-bench’s download.sh scripts, use those assets instead of fetching them at runtime from the server.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Main gyp files are now standardized as platform/<platform>/platform.gyp.
* Each platform gyp file defines appropriate loop_lib and headless_lib variables.
* Each platform gyp file includes mbgl.gypi, which defines base targets which may be useful to all platforms.
* CI targets are consistent across platforms: `make $(PLATFORM) && make test-$(PLATFORM)`.
* Renamed the "linux" test app to "glfw". It's now built in OS X CI.
* Android build flakiness is fixed.
* iOS CI builds the bench and iosapp targets.
* Mesa version is now in one place.
* CI scripts use bash "strict mode" and correct error handling.
* All build output goes to the build directory.
* Removed vestigial iOS/OS X/Android Travis scripts.
|
|
|
|
| |
Enable `PRAGMA auto_vacuum = INCREMENTAL`, and perform a `PRAGMA incremental_vacuum` when deleting an offline region.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Annotation tiles may become partially parsed just like regular tiles,
for example if a point annotation is added to the map before the style's
sprite has been loaded. In such cases, they need to be reparsed or the
annotation will not be rendered. Previously, the code path for reparsing
would be short-circuited by a dynamic_cast<VectorTileData*> followed by
a null check. This commit removes that case and adds (back) a virtual
reparse method to the TileData interface.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Also delete files that are test output but were checked in.
|
| |
|
| |
|
|
|
|
|
|
| |
- OpenGL ES 2 doesn't allow NPOT textures with wrap-around
- The Sprite object reported the map's pixelRatio, even though it loaded @2x assets
- Copying icons from the sprite into the atlas now uses bilinear scaling to scale up to the actual size
|
|
|
|
|
|
|
|
|
|
|
|
| |
fixes #838
instead of rendering ad libitum on the map thread, we are now driving rendering from the UI thread on iOS via the map.renderSync() function. There are still white bars during the rotation, but the general content of the view is kept visible.
- upgrades GLFW to 3.1
- removes swapped/needsSwap in favor of a more explicit scheme
- View#invalidate() now replaces View#swap() and is called whenever the View needs to trigger a rerender. GLFW and Android to this right away, while iOS goes back to the main thread and does the Map redrawing as part of the GLKView update
- sets all iOS deployment targets to 7.0
- disables SQLite3 version check, since the library version changed on iOS 8.2
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|\
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
.gitignore
gyp/mbgl-ios.gypi
gyp/mbgl-linux.gypi
gyp/mbgl-osx.gypi
include/mbgl/map/map.hpp
src/mbgl/map/map.cpp
src/mbgl/storage/caching_http_file_source.cpp
|
| | |
|
| | |
|
|/ |
|
| |
|
| |
|
| |
|