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* [core] move HeadlessBackend extension initialization code into Implupstream/consolidate-backendsKonstantin Käfer2017-11-2820-120/+117
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* [core] fold HeadlessDisplay into the headless RenderBackend implementationKonstantin Käfer2017-11-2817-442/+285
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* [darwin, macos, ios] Renames CGImage creation function to imply +1 retain ↵Andrew Kitchen2017-11-274-6/+6
| | | | count (#10570)
* [core, ios, qt, android] Close race condition in RunLoop (issue #9620)Chris Loer2017-11-274-8/+16
| | | | | Because a message we queue from the foreground may cause the background to complete, exit, and tear down the AsyncTask, we have to block queue processing until we've finished our call to AsyncTask::send(). Broadening the scope of a mutex is scary, but I audited the code of our four implementations of AsyncTask and I don't see any way this could cause a deadlock.
* [core] Android + old libstdc++ build fixThiago Marcos P. Santos2017-11-272-2/+3
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* [core] Fix Qt4 on macOSBruno de Oliveira Abinader2017-11-271-1/+6
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* [qt] Use qWarning() for loggingThiago Marcos P. Santos2017-11-242-3/+13
| | | | This is the Qt default and it is thread-safe.
* [core] Fix crash on Qt + Windows + ANGLEThiago Marcos P. Santos2017-11-241-1/+6
| | | | Support for VAO extensions is broken.
* [build] refresh Circle CI docker imagesKonstantin Käfer2017-11-231-14/+27
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* [Qt] Update documentationBruno de Oliveira Abinader2017-11-232-6/+12
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* [build] Added CircleCI macos-release-node{4,6} jobsBruno de Oliveira Abinader2017-11-233-83/+81
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* [android] - update bottom sheet example with popable fragment backstack (#10506)Tobrun2017-11-231-12/+15
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* [android] Use inherited javaPeer in CustomGeometrySource C++ peerAsheem Mamoowala2017-11-223-21/+32
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* [android] Reuse Java Source objects by holding on to a strong reference in ↵Asheem Mamoowala2017-11-2221-193/+183
| | | | the C++ peer.
* [core, ios, macos] Implement unique_any and remove linb::anyAsheem Mamoowala2017-11-2212-21/+469
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* [core] Use Actors for CustomTileLoader invocation from bindings.Asheem Mamoowala2017-11-225-22/+13
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* [android] Add Grid source sample for Custom Geometry SourceAsheem Mamoowala2017-11-225-2/+182
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* [android] Bindings for Custom Geometry SourcesAsheem Mamoowala2017-11-229-1/+448
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* [ios,macos] Add MGLComputedShapeSource example to demo appsJesse Crocker2017-11-223-4/+203
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* [ios, macos] Implement MGLComputedShapeSource binding for CustomGeometrySourceAsheem Mamoowala2017-11-2213-6/+377
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* [darwin] Abstract ShapeSource interfaceJesse Crocker2017-11-2214-133/+235
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* [core] Custom Geometry SourcesAsheem Mamoowala2017-11-2222-1/+907
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* [android] - harden MarkerView integration by checking for null bitmap (#10532)Tobrun2017-11-221-1/+1
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* [android] - activate filesource to list offline regions (#10531)Tobrun2017-11-221-2/+5
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* [android] - use TextureView for ViewPager carousel (#10519)Tobrun2017-11-211-0/+1
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* [ios] update constraints when updating content insetFredrik Karlsson2017-11-201-1/+1
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* [build] Added CircleCI macos-debug-qt5 jobBruno de Oliveira Abinader2017-11-203-74/+49
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* [android] Enable map rendering when app is pausedIvo van Dongen2017-11-204-4/+21
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* [core] Symbol cross-fading.Chris Loer2017-11-178-4/+112
| | | | Hold onto tiles after they've been removed from the render tree long enough to run a fade animation on their symbols.
* [core] Add unit test for CrossTileSymbolIndexAnsis Brammanis2017-11-174-7/+91
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* [core] Cleanup in response to review comments.Chris Loer2017-11-1716-211/+229
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* [core] Remove ignores for passing tests.Chris Loer2017-11-172-8/+5
| | | | | Update ignore links to specific issues. Bump mapbox-gl-js version to get latest text-pitch-spacing test.
* [core] Sort child symbol tiles before parent symbol tilesAnsis Brammanis2017-11-171-1/+1
| | | | This is necessary so that when there are mixed zoom levels, child symbols get placed before parent symbols.
* [core] Skip fade animation for placed symbols that are currently offscreen.Chris Loer2017-11-176-41/+84
| | | | | Don't mark items that are outside the collision grid range as placed. Requires new ignore because GL JS issue #5654 allows insertion of symbols outside the CollisionIndex range, and those symbols can cascade in to affect items within the viewport.
* [core] Split MapMode::Still into Static and TileAnsis Brammanis2017-11-1729-56/+68
| | | | | `Tile` makes sure the symbols in the resulting tile are tileable while symbols in `Still` match rendering in `Continuous` mode.
* [core] Cleanup in response to review commentsChris Loer2017-11-176-46/+42
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* [core] Added ignores for two query tests that return the same set of items ↵Chris Loer2017-11-171-0/+2
| | | | but in a different order.
* [core] Removed ignores for fixed issues.Chris Loer2017-11-171-36/+0
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* [core] Update unit tests for viewport collision.Chris Loer2017-11-179-110/+71
| | | | Add 'GridIndex' unit test.
* [core] Remove dead codeChris Loer2017-11-1711-514/+1
| | | | | | - CollisionTile - FrameHistory - PlacementConfig
* [core] Use floats instead of ints for Shaping.Chris Loer2017-11-172-5/+5
| | | | Brings gl-native shaping closer to gl-js.
* [core] Update shaders/tests from GL JS.Chris Loer2017-11-1714-155/+380
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* [core] Update queryRenderedFeatures to use global CollisionIndex.Chris Loer2017-11-1717-38/+84
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* [core] Switch from background to foreground placementChris Loer2017-11-1721-431/+697
| | | | | | | | | | | | - Background placement code now just generates static symbol buffers - Don't render GeometryTiles until their symbols are loaded. This is necessary for the CrossTileSymbolIndex to successfully prevent flicker. - SymbolInstances are transferred to SymbolBucket for use on foreground during collision detection - Symbols are sorted on foreground by sorting their index buffer but leaving vertex buffers intact (only works within one segment) - Vertical glyphs are generated at same time as horizontal glyphs. `reprojectLineLabels` chooses which one to use at render time and hides the other. - Icons are now always represented with a single collision box, even if they're placed along a line (this means their rotation alignment may be wrong, but the approach of representing them with multiple collision boxes wasn't very accurate either). - Generate vertices for new debug collision boxes and collision circles - Only add symbols within tile boundaries (reduces work, avoids double-draw) - Update symbol_projection.cpp to support line label projection calls from CollisionIndex.
* [core] Enable dynamic updates of index buffers.Chris Loer2017-11-173-5/+23
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* [core] Add global CollisionIndex to replace CollisionTile.Chris Loer2017-11-173-0/+401
| | | | | | | - Switches from tile to viewport coordinates - Represents line labels with circle geometries - Projects line labels at collision detection time to improve accuracy - Adapts tile-based symbol queries to viewport coordinates
* [core] Add Placement class.Chris Loer2017-11-173-0/+391
| | | | Responsible for running global collision detection/symbol placement algorithm and updating symbol opacity buffers accordingly.
* [core] Add circle geometries to GridIndex.Chris Loer2017-11-173-52/+339
| | | | | - Adds early exiting "hitTest" query for fast collision detection - GridIndex now determines cell count separately for x and y axes based on grid dimensions.
* [core] Add CrossTileSymbolIndex.Chris Loer2017-11-173-0/+236
| | | | This class is responsible for tracking which symbols are "the same" between tiles at different zoom levels, so that symbol opacities (fade animations) can be copied smoothly between tiles.
* [docs] Fix link in node readme (#10395)Eduard Popov2017-11-151-1/+1
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