| Commit message (Collapse) | Author | Age | Files | Lines |
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Drag two fingers upward to tilt the map.
Implements #2116
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To be able to resize the framebuffer on the map thread
in HeadlessView.
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also moves framebuffer size out of TransformState into its own object
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Add different random triangles count by using the keys 7, 8, 9 or 0.
Q will clear all the annotations.
W will remove one annotation.
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Fixes #1717.
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(only works correctly when rotated to north, but this is a just a debug functionality anyway)
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ResourceLoader got merged with Style.
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rejections
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The callback will be called when any of the resources requested
from the network failed to load.
There is not recovery implemented yet, so the closest thing to
reseting the Map object and reloading all the resources would
be setting a new style.
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These were used only for prerendered textures, which were removed.
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Compiler was complaining about shadowed variable after
macro expansion.
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Makes the life of people using Linux as development environment way
easier.
Just press 's' to cycle through 3 different styles.
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Both Android and iOS now use pause/resume. The map thread is
always running, and be able to receive messages. When paused,
it will just refuse to render.
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- static rendering now also runs in a separate thread; you have to start it with map.start(Map::Mode::Static) and join the thread with map.stop() before destructing the Map object
- map.renderStill() takes a callback with will be invoked on the *map* thread, so you'll have to figure out your own method of dispatching back to the main thread.
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- catch SQLite exceptions and report them
- failed statements are ignored, we're really just caching here, so if it fails we're handling it gracefully elsewhere
- handle cases where the database file goes away after we opened it
- handle cases where the schema wasn't created after the database file was opened successfully
- add tests
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To make it easier to debug, add the Environment ID and the Thread name
to the log messages. For instance log messages from the TileParser will look like:
[WARNING] {0}{TileWorker_15/18653/9486}[ParseTile]: some relevant warning message
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| | | +-> Component
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| +----------------------------------> Environment ID
+------------------------------------------> Severity level
Log messages that are not inside an Environment::Scope will work
normally and will look like:
[WARNING] [JNI]: some relevant warning message
Fixes #882.
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- 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
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Refactoring of the log system
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Now the FixtureLog is an Log::Observer instead of a backend. The
observer can sniff and filter log messages, that can be used
for fail a test if it emits a warning for example.
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No initialization is needed anymore and we can use the logging functions
safely at any point of the code (threading is not handled though, so you
might get multiplexed messages if you log from two threads
simultaneously).
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Move the implementation of the more specialized methods to the base
class and let the platform implement only the most generic method that
takes all the possible arguments.
These specialized methods will then map to the generic implementation
that must be provided by the platforms we support.
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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
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they can only be called by View::resize
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