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path: root/src/mbgl/text/placement.hpp
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* [core] Simplify Placement::addLayer()Mikhail Pozdnyakov2020-01-221-2/+1
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* [core] Cache showCollisionBoxes in PlacementMikhail Pozdnyakov2020-01-221-2/+2
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* [core] Pass UpdateParameters to Placement constructorMikhail Pozdnyakov2020-01-221-9/+9
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* [core] Pass placement commit parameters in constructorMikhail Pozdnyakov2020-01-221-2/+3
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* [core] Placement::commit() handles absence of previuos placementMikhail Pozdnyakov2019-12-091-1/+1
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* [core] Fix performance-move-const-argThiago Marcos P. Santos2019-09-251-6/+2
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* [core] Clang format fixandroid-v8.3.2Mikhail Pozdnyakov2019-09-191-13/+15
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* [core] Immutable/Mutable pattern for PlacementMikhail Pozdnyakov2019-09-191-11/+26
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* [core] Update buckets in RendererMikhail Pozdnyakov2019-09-191-3/+3
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* [core] Fix Placement constnessMikhail Pozdnyakov2019-09-191-4/+4
| | | | Update buckets methods do not mutate placement, placement methods do not mutate buckets.
* [core] Coalesce buckets updates from several tilesMikhail Pozdnyakov2019-09-131-1/+3
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* [core] Enable `text-offset` with variable label placementMikhail Pozdnyakov2019-09-031-1/+1
| | | | Port of https://github.com/mapbox/mapbox-gl-js/pull/8642
* [core] make symbols fade out faster while zooming outAnsis Brammanis2019-08-201-2/+5
| | | | | | | | | | | Zooming outcan make symbols overlap quickly. The area previously covered by the viewport is covered by a lot of colliding labels while the surrounding area has no labels. This difference produces an unwanted effect. This reduces that effect by: - reducing the fade duration while zooming out - doing placement more frequently while zooming out
* [core] Simplifications to variable text placement code pathMikhail Pozdnyakov2019-08-131-2/+2
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* [core] Implement support for "text-writing-mode" layout propertyAlexander Shalamov2019-08-131-1/+4
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* [core] Remove ProjectedCollisionBox from CollisionBoxMikhail Pozdnyakov2019-08-051-2/+5
| | | | | - Minus 20 bytes from CollisionBox size. - Fix constness at Placement::placeBucket
* [core] Remove orchestration methods from RenderTileMikhail Pozdnyakov2019-07-041-0/+1
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* [core] Use fresh transform state for bucket vertices update in placementMikhail Pozdnyakov2019-06-031-4/+3
| | | | The transform state cached in placement might get stale and cannot be used for bucket vertices updates.
* [core] Avoid unneeded update of symbol dynamic vertex bufferMikhail Pozdnyakov2019-06-031-2/+2
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* [core] Placement::placeLayerBucket() -> placeBucket()Mikhail Pozdnyakov2019-05-281-1/+1
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* [core] Encapsulate symbol bucket placement code in Placement::placeLayerBucket()Mikhail Pozdnyakov2019-05-281-7/+3
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* [core] SymbolBucket updates complete at placement stageMikhail Pozdnyakov2019-05-241-4/+2
| | | | | | | | `RenderSymbolLayer` does not have to update dynamic vertices of its buckets, this logic is moved to placement (which is already updates opacity vertices). * fixes clustering of labels when text variable placement enabled - as assignes `usesVariablePlacement` per bucket * simplifies the code in `RenderSymbolLayer` (the `RenderSymbolLayer::upload()` is now omitted). * symbol buckets are not modified after orchestration finishes
* [core] Avoid bucket downcasting in PlacementMikhail Pozdnyakov2019-05-191-9/+15
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* [core] Remove RenderLayerSymbolInterfaceMikhail Pozdnyakov2019-05-191-1/+0
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* [core] Placement accepts RenderLayer instancesMikhail Pozdnyakov2019-05-191-2/+2
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* [core] add gfx::UploadPass, split startRender into prepare and uploadKonstantin Käfer2019-05-151-2/+2
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* [core] Introduce variable text placement for point labels - Placement partMikhail Pozdnyakov2019-03-291-9/+9
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* [core] Introduce variable text placement for point labels - Render partAlexander Shalamov2019-03-291-0/+6
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* [core] Introduce variable text placement for point labels - Layout partMikhail Pozdnyakov2019-03-291-1/+11
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* [core] Let placement transitions use the transition duration, if set, and ↵Bruno de Oliveira Abinader2018-11-211-1/+4
| | | | allow disabling them entirely
* [core] Replace RenderSymbolLayer downcast with symbol interfaceAlexander Shalamov2018-11-191-3/+3
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* [core] Port "collision group" plumbing to gl-native.Chris Loer2018-09-121-2/+22
| | | | | [node] Hook up map-wide "crossSourceCollisions" option, defaulting to true. [test] Pass "crossSourceCollisions" test option through test harness; enable cross-source-collisions tests on native.
* [core] always commit placement to fix #11795Ansis Brammanis2018-06-071-2/+2
| | | | | | | | Since placements will be committed even if they do not need the full fade duration to fade features in, we need the new `fadeStartTime` to keep track of how long we still need to fade. This is important because if we fade too long we will trigger another placement and never stop rendering.
* Port global symbol query from GL JS:Chris Loer2018-04-251-1/+19
| | | | | | | - Symbol querying is now global instead of per-tile - Symbols that bleed over tile boundaries no longer missed in queries - Symbol results now sorted based on rendering order (ie overlapping symbols change their sort order when a bearing change causes their render order to change) - Placement::retainedQueryData now responsible for maintaining symbol querying data for buckets that may no longer be in the TilePyramid.
* [core] fix symbol flickering after data updatesAnsis Brammanis2018-01-111-7/+6
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* [core] Symbol cross-fading.Chris Loer2017-11-171-1/+2
| | | | Hold onto tiles after they've been removed from the render tree long enough to run a fade animation on their symbols.
* [core] Cleanup in response to review comments.Chris Loer2017-11-171-77/+77
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* [core] Skip fade animation for placed symbols that are currently offscreen.Chris Loer2017-11-171-7/+15
| | | | | 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] Cleanup in response to review commentsChris Loer2017-11-171-3/+3
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* [core] Add Placement class.Chris Loer2017-11-171-0/+82
| | | | Responsible for running global collision detection/symbol placement algorithm and updating symbol opacity buffers accordingly.
* split generating symbol quads from collision codeAnsis Brammanis2015-03-311-31/+0
| | | | Collision prevention is temporarily disabled.
* rename StyleBucket* => StyleLayout*Konstantin Käfer2015-02-171-3/+3
| | | | | | and remove a few unused variables refs #881
* make most headers privateKonstantin Käfer2014-12-041-0/+31