[![Travis](https://api.travis-ci.org/mapbox/mapbox-gl-native.svg?branch=master)](https://travis-ci.org/mapbox/mapbox-gl-native/builds) An OpenGL renderer for [Mapbox Vector Tiles](https://www.mapbox.com/blog/vector-tiles), consisting of a C++ library for OS X and Linux and SDK bindings for iOS and Android. # Depends - Modern C++ compiler that supports `-std=c++14` (clang++ 3.5 or later or g++-4.9 or later) - [Boost headers](http://boost.org/) - [`zlib`](http://www.zlib.net/) - [`libpng`](http://www.libpng.org/pub/png/libpng.html) - [`libuv 0.10+`](https://github.com/joyent/libuv) - [`glfw 3.1+`](http://www.glfw.org/) - [`libcurl`](http://curl.haxx.se/libcurl/) (depends on OpenSSL; Linux only) - Apple Command Line Tools (for build on OS X; available at [Apple Developer](https://developer.apple.com/downloads)) - `pkg-config` (for build only) - [Homebrew](http://brew.sh) (for building on OS X) - [Cask](http://caskroom.io/) (for building Android on OS X) - Python 2.x (for build only) # Build instructions We try to link to as many system-provided libraries as possible. When these are unavailable or too outdated, we run a thin build-script layer called [Mason](https://github.com/mapbox/mason) to automate builds, and load precompiled binary packages when possible. Be sure to pull down all submodules first: git submodule init git submodule update ## OS X Prerequisites include the Boost headers (for routines provided therein) and ImageMagick (for tests). To install all prerequisites, use [Homebrew](http://brew.sh/) and type `brew install pkg-config boost imagemagick`. To create projects, you can run: - `make xproj`: Creates an Xcode project with OS X-specific handlers for HTTP downloads and settings storage. It uses [GLFW](http://www.glfw.org) for window handling. - `make lproj`: Creates an Xcode project with platform-independent handlers for downloads and settings storage. This is what is also being built on Linux. - `make osx run-osx`: Builds and runs the OS X application on the command line with `xcodebuild`. - `make linux run-linux`: Builds and runs the Linux application with `make`. - `make test-*` Builds and runs all tests. You can specify individual tests by replacing * with their name. Note that you can't have more than one project in Xcode open at a time since they the static library project is shared across the OS X, Linux and iOS project. Target OS X: 10.9+ ## iOS If you merely want to install the library for iOS and try it out as an Objective-C consumer: ### CocoaPods CocoaPods is preferred. As of yet, Mapbox GL isn't in the global specs repo, but you can use it like so in your `Podfile`: ```ruby use_frameworks! pod 'MapboxGL', :podspec => 'https://raw.githubusercontent.com/mapbox/mapbox-gl-native/master/ios/MapboxGL.podspec' ``` Once the library stabilizes, a mere `pod 'MapboxGL'` will work. ### Manually 0. Use [Homebrew](http://brew.sh/) to install Boost headers and [appledoc](http://gentlebytes.com/appledoc/): `brew install boost appledoc`. 1. Run `make ipackage`. The packaging script will produce the statically-linked `libMapboxGL.a`, `MapboxGL.bundle` for resources, a `Headers` folder, and a `Docs` folder with HTML API documentation. 2. Copy the contents of `build/ios/pkg/static` into your project. It should happen automatically, but ensure that: - `Headers` is in your *Header Search Paths* (`HEADER_SEARCH_PATHS`) build setting. - `MapboxGL.bundle` is in your target's *Copy Bundle Resources* build phase. - `libMapboxGL.a` is in your target's *Link Binary With Libraries* build phase. 3. Add the following Cocoa framework dependencies to your target's *Link Binary With Libraries* build phase: - `CoreTelephony.framework` - `GLKit.framework` - `ImageIO.framework` - `MobileCoreServices.framework` - `QuartzCore.framework` - `SystemConfiguration.framework` - `libc++.dylib` - `libsqlite3.dylib` - `libz.dylib` 4. Add `-ObjC` to your target's "Other Linker Flags" build setting (`OTHER_LDFLAGS`). 5. [Set the Mapbox API access token](#mapbox-api-access-tokens). 6. `#import "MapboxGL.h"` If you want to build from source and/or contribute to development of the project, run `make iproj`, which will create and open an Xcode project which can build the entire library from source as well as an Objective-C test app. If you don't have an Apple Developer account, change the destination from "My Mac" to a simulator such as "iPhone 6" before you run and build the app. You can run `make itest` to run the included integration tests. Requires `gem install xcpretty`. If you want to run the tests in Xcode instead, first `make ipackage` to create a local static library version, then open `test/ios/ios-tests.xcodeproj`, and lastly `Command + U` on the `Mapbox GL Tests` application target. Target devices: iPhone 4S and above (5, 5c, 5s, 6, 6 Plus) and iPad 2 and above (3, 4, Mini, Air, Mini 2, Air 2). Target iOS: 7.0 through latest 8.x. ## Linux We are using Ubuntu for development. While the software should work on other distributions as well, we are not providing explicit build instructions here. Install GCC 4.9+ if you are running Ubuntu 13.10 or older. Alternatively, you can also use Clang 3.5+. sudo add-apt-repository --yes ppa:ubuntu-toolchain-r/test sudo apt-get update sudo apt-get install gcc-4.9 g++-4.9 export CXX=g++-4.9 Ensure you have git and other build essentials: sudo apt-get install curl git build-essential zlib1g-dev automake \ libtool xutils-dev make cmake pkg-config python-pip \ libcurl4-openssl-dev libpng-dev libsqlite3-dev Install glfw3 dependencies: sudo apt-get install libxi-dev libglu1-mesa-dev x11proto-randr-dev \ x11proto-xext-dev libxrandr-dev \ x11proto-xf86vidmode-dev libxxf86vm-dev \ libxcursor-dev libxinerama-dev Finally, install Boost. If you're running Ubuntu 12.04 or older, you need to install a backport PPA since the version provided by APT doesn't contain Boost Geometry: sudo add-apt-repository --yes ppa:boost-latest/ppa sudo apt-get update sudo apt-get install libboost1.55-dev Otherwise, you can just install sudo apt-get install libboost-dev libboost-program-options-dev Then, you can then proceed to build the library: git submodule update --init make linux Set an access token as described below, and then run: make run-linux ## Android Target devices: All Android devices on Android 4.0 or newer (API level >= 14). ### On Linux Install a few build dependencies: apt-get install -y make git build-essential automake \ libtool make cmake pkg-config lib32stdc++6 lib32z1 Install Oracle JDK 7 (requires license agreement) from http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260.html export JAVA_HOME="/dir/to/jdk1.7.0_71" Install the [Android NDK Revision 10d](https://developer.android.com/tools/sdk/ndk/index.html). export ANDROID_NDK_PATH="/dir/to/android-ndk-r10d" Install the Android SDK. We recommend doing this by way of [Android Studio](https://developer.android.com/sdk/installing/studio.html). export ANDROID_HOME="/dir/to/android-sdk-linux" Run: make android You can then open `android/java` in Android Studio via "Import Non-Android Studio Project". ### On OS X Install Oracle JDK 7+: brew cask install java Install the [Android NDK Revision 10d](https://developer.android.com/tools/sdk/ndk/index.html) for 64-bit OS X: brew install android-ndk This will also install the dependency `android-sdk`. Install [Android Studio](https://developer.android.com/sdk/installing/studio.html): brew cask install android-studio android By default, the SDK will be installed to `/usr/local/opt/android-sdk`. If you open Android Studio at this point, you may get an error message telling you that it can't find a JVM, it's because you installed a custom Java VM from Oracle. Follow [these instructions](http://tools.android.com/recent/androidstudio1rc3_releasecandidate3released) to start Android Studio. You'll wind up setting these environment variables in your .bash_profile or similar: echo "export ANDROID_HOME=`brew --prefix android-sdk`" >> .bash_profile echo "export ANDROID_NDK_PATH=`brew --cellar android-ndk`/r10d" >> .bash_profile # Replace with something like /Library/Java/JavaVirtualMachines/jdk1.8.0_31.jdk echo "export JAVA_HOME=" >> .bash_profile echo "export STUDIO_JDK=$JAVA_HOME" >> .bash_profile Run: make android open -a Android\ Studio You can then open `android/java` in Android Studio via "Import Non-Android Studio Project". # Troubleshooting To trigger a complete rebuild, run `make clean` and then start over generating the Xcode projects or Makefiles as described above. If you are having trouble getting the dependencies right, you can blow away the `mason_packages` directory, or run `make distclean`. This means the Makefile and configure script will automatically install the dependencies again on the next try. On OS X, you can also try clearing the Xcode cache with `make clear_xcode_cache`. # Mapbox API access tokens The demo applications use Mapbox vector tiles, which **require a Mapbox account and API access token**. Obtain an access token on the [Mapbox account page](https://www.mapbox.com/account/apps/). For iOS and OS X use of the demo apps in Xcode, setup the access token by editing the scheme for the application target, then adding an environment variable with the name `MAPBOX_ACCESS_TOKEN`. ![edit scheme](https://cloud.githubusercontent.com/assets/98601/5460702/c4610262-8519-11e4-873a-8597821da468.png) ![setting access token in Xcode scheme](https://cloud.githubusercontent.com/assets/162976/5349358/0a086f00-7f8c-11e4-8433-bdbaccda2b58.png) For Linux, set the environment variable `MAPBOX_ACCESS_TOKEN` to your token. For Android, gradle will take the value of `MAPBOX_ACCESS_TOKEN` and save it to `android/java/app/src/main/res/raw/token.txt` where the app will read it from. # Style Some styles in JSON format are included at `./styles`. See the [style spec](https://github.com/mapbox/mapbox-gl-style-spec) for more details. # Usage ## Desktop - Press `X` to reset the transform - Press `N` to reset north - Press `Tab` to toggle debug information - Press `Esc` to quit ## Mobile - Pan to move - Pinch to zoom - Use two fingers to rotate - Double-tap to zoom in one level - Two-finger single-tap to zoom out one level - Double-tap, long-pressing the second, then pan up and down to "quick zoom" (iPhone only, meant for one-handed use) # Other notes Under early development, this project was called LLMR (Low-Level Map Renderer), in case you see any lingering references to it.