| Commit message (Collapse) | Author | Age | Files | Lines |
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With _location no longer initialized to an invalid coordinate, trying to
access `_location.coordinate` when `_location == nil` will return `0,
0`, which is a valid coordinate.
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No need to explicitly initialize to `nil`.
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The documentation for the `location` property states that "This property contains `nil` if the map view is not currently showing the user location or if the user’s location has not yet been determined." The iOS SDK presently returns a garbage value, which has some rather annoying consequences when the value should logically be nullable. This change should rectify the issue.
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* [ios] Change function:angleBetweenPoints return type
* [ios] Update changelog
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counterclockwise angle after transform.invalidateCameraPosition() which needs to be transformed to a clockwise bearing) (#9632)
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return a negative number when the specified key is not mapped (#9602)
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fingers (#9571)
* [ios] Make tilt gesture recognizer recognizable only with two horizontal fingers
* [ios] Make tilt gesture recognizer tolerance degree less restrictive
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- Bail from quick zoom if new zoom is same as old zoom
- Allow pinch gesture at minZoom to still move the map
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known bugs (#9625)
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This was a faux framework once required by Fabric.
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* [android] - hit test Marker and MarkerViews
* fixup
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Android 7.0 (#9522)
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* fix my location drawable tinted when setting mapbox_myLocationTintColor in xml issue (linking my location foreground drawables with my location foreground tint color and adding the possibility of setting an undefined my location foreground tint color)
* link my location background drawable with my location background tint color and add the possibility of setting an undefined my location background tint color
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event (#9434)
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Updated French localization on iOS and macOS and added French localization on Android.
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Reverts eed89fcf9d099266aa793375ad63493e880f8a80, which causes issues on certain Android devices. We don't actually need this change on this branch, I brought it over only to make the subsequent commits cleanly cherry-pickable.
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- Guards against duplicate activations by checking wether the backend of the prior scope is the same as the current ones
- Makes sure that only the most outer backend scope deactivates by tracking activation state
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Reduces rebinding, matches gl-js, and works around the buggy VAO implementation on PowerVR SGX544 GPUs.
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These changes are necessary for programs whose set of active attributes is not fixed at compile time by a template parameter pack, but rather varies based on the generated shader text at runtime. In such cases, the attribute location of a given named attribute may vary between instances of the same Program.
Previously, attribute bindings were implicitly associated with a location based on template parameter order, and -1 was used to indicate an inactive attribute. This left us unable to disable the appropriate attribute when it went from active to inactive. Now, the state tracker for bindings explicitly associates locations and state, and an empty optional is used to indicate an inactive attribute.
In addition, a gl::VertexArray class is now exposed, allowing more flexibility in the relationship between Programs, Segments, and attribute bindings. In this commit, that relationship does not change, but the subsequent commit adjusts it to match gl-js, reduce rebinds, and work around buggy VAO implementations.
VertexArray uses a pimpl idiom in order to support implementations that lack the VAO extension. In that case, all VertexArrays share global binding state, reflecting the platform reality in the absence of VAOs, while still providing a uniform API.
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limits (#9373)
Introducing two new attributes to enable property functions for line-width (#9250) pushed the attribute count over GL_MAX_VERTEX_ATTRIBS on some devices. Now we selectively bind only attributes that are used, making it unlikely to surpass GL_MAX_VERTEX_ATTRIBS.
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reflect naming in the shader
not sure how this ever worked
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Rather than binding constant attributes that will never be used, just disable the attribute.
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The current value is not passed to `SymbolSizeBinder::uniformValues`, so we shouldn't check `currentValue.isConstant()` in `SymbolSizeBinder::attributeBindings`. If it were true, then we might end up using attribute bindings that are appropriate only for a constant property, but uniform bindings that are appropriate only for a source or composite function.
Instead, just wait for a new bucket to be generated. This will happen automatically, since icon/text-size are layout properties.
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