summaryrefslogtreecommitdiff
path: root/README.md
blob: 05a9d41c0b264d7eb97284653df11db2eb2e98fb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
[![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),
implemented in C++11, currently targeting iOS, OS X, Android, and Ubuntu Linux.

# Depends

 - Modern C++ compiler that supports `-std=c++11` (On OS X clang++, on Linux g++-4.8 or g++-4.9)
 - [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 When these are unavailable or too outdated, we run a thin build-script layer called [Mason](https://github.com/mapbox/mason) to automate builds, and load precompiled binary packages when possible.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, run `./scripts/package_ios.sh`. It requires the Boost headers to be installed, so use [Homebrew](http://brew.sh/) to install them (`brew install boost`). The packaging script will produce the statically-linked `libMapboxGL.a`, `MapboxGL.bundle` for resources, and a `Headers` folder.

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.

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 8.1


## 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 4.8+ if you are running Ubuntu 13.10 or older. Alternatively, you can also use Clang 3.4+.

    sudo add-apt-repository --yes ppa:ubuntu-toolchain-r/test
    sudo apt-get update
    sudo apt-get install gcc-4.8 g++-4.8

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

Once you're done installing the build dependencies, you can get started by running

    ./configure

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 <path to JDK> with something like /Library/Java/JavaVirtualMachines/jdk1.8.0_31.jdk
    echo "export JAVA_HOME=<path to JDK>" >> .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.