| Commit message (Collapse) | Author | Age | Files | Lines |
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A style has a collection of images, just as it has collections of sources and layers.
* Name things appropriately
* Use std::unique_ptr
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GlyphRangeSet isn't keyed by FontStack, so using it to indicate that a particular range was loaded could have produced false positives.
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* Update gl-js and generate style code
* Factor out packUint8Pair() helper function
* Draft implementation of DDS for {text,icon}-size
Ports https://github.com/mapbox/mapbox-gl-js/pull/4455
* Fix text-size/composite-function-line-placement test
* Refactor to PaintPropertyBinders-like strategy
* Dedupe gl::Program construction
* Use exponential function base for interpolation
* Dedupe coveringZoomStops method
* Fixup tests
* Fix CI errors (hidden within #if block)
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- Expose glyph and icon information to workers via message interface.
- Glyph/SpriteAtlas track which tiles have outstanding requests
and send messages to them when glyphs/icons become available.
- Remove obsolete "updateSymbolDependentTiles" pathway
- Symbol preparation for a tile now depends on all glyphs becoming
available before it can start.
- Start tracking individual icons needed for a tile, although we don't
do anything with the information yet.
- Introduce typedef for GlyphID
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Provide Image::copy, which handles copying rectangles from a source to a destination, with thorough bounds checking.
Also fixes an indexing error in SpriteAtlas, where the top row of pixels in a wrapped image was copied from the wrong source row.
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CJK characters and adjacent punctuation now remain upright in vertically oriented labels that have line placement.
Fixes #1682.
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This converts the style property classes (CirclePaintProperties and so on) to the same tuple-based approach as gl::Attribute and gl::Uniform. The approach is outlined in https://github.com/mapbox/cpp/blob/master/C%2B%2B%20Structural%20Metaprogramming.md.
The main advantage of this approach is it allows writing algorithms that work on sets of style properties, without resorting to code generation or manually repetitive code. This lets us iterate on approaches to data-driven properties more easily.
Another advantage is that the cascading, unevaluated, and evaluated states of a set of properties exist as independent structures, instead of individual properties holding their own state. This is a more functional approach that makes data flow clearer and reduces state.
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* src/mbgl/annotation/annotation_manager.hpp
* src/mbgl/algorithm/update_renderables.hpp
* src/mbgl/geometry/glyph_atlas.hpp
* src/mbgl/renderer/painter.cpp and src/mbgl/renderer/render_item.hpp
* src/mbgl/renderer/symbol_bucket.hpp and src/mbgl/text/glyph_store.hpp
* src/mbgl/sprite/sprite_atlas.hpp
* include/mbgl/storage/network_status.hpp
* src/mbgl/text/collision_tile.cpp
* src/mbgl/style/update_batch.hpp
* platform/default/mbgl/storage/offline_download.hpp
* Add GlyphRangeSet typedef
* Fix whitespace & unused imports
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* Layer source ID is immutable; must be provided to the constructor
* Layer source layer is mutable
* Layers with GeoJSON sources do not have a source layer
While here, make Layer::copy impl-private.
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* Add support for icon-text-fit
* Port unit tests for getIconQuads() from js => cpp
* Add support for padding in all 4 directions.
* Update all hashes post-merge
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