[node] clean up README.md [skip ci]

This commit is contained in:
Mike Morris
2016-04-08 18:48:15 -04:00
parent 35b579fde1
commit 911ff71b6c

View File

@@ -23,6 +23,7 @@ Other platforms will fall back to a source compile with `make node`. To compile
```
npm test
npm run test-suite
```
## Rendering a map tile
@@ -63,11 +64,12 @@ The first argument passed to `map.render` is an options object, all keys are opt
height: {height}, // number (px), defaults to 512
center: [{longitude}, {latitude}], // array of numbers (coordinates), defaults to [0,0]
bearing: {bearing}, // number (in degrees, counter-clockwise from north), defaults to 0
pitch: {pitch}, // number (in degrees, arcing towards the horizon), defaults to 0
classes: {classes} // array of strings
}
```
When you are finished using a map object, you can call `map.release()` to permanently dispose the internal map resources. This is not necessary, but can be helpful to optimize resource usage (memory, file sockets) on a more granualar level than v8's garbage collector. Calling `map.release()` will prevent a map object from being used for any further render calls, but can be safely called as soon as the `map.render()` callback returns, as the returned pixel buffer will always be retained for the scope of the callback.
When you are finished using a map object, you can call `map.release()` to permanently dispose the internal map resources. This is not necessary, but can be helpful to optimize resource usage (memory, file sockets) on a more granualar level than V8's garbage collector. Calling `map.release()` will prevent a map object from being used for any further render calls, but can be safely called as soon as the `map.render()` callback returns, as the returned pixel buffer will always be retained for the scope of the callback.
## Implementing a file source
@@ -82,7 +84,7 @@ var map = new mbgl.Map({
});
```
The `request()` method starts a new request to a file. The `ratio` sets the scale at which the map will render tiles, such as `2.0` for rendering images for high pixel density displays. The `req` parameter has two properties:
The `request()` method handles a request for a resource. The `ratio` sets the scale at which the map will render tiles, such as `2.0` for rendering images for high pixel density displays. The `req` parameter has two properties:
```json
{
@@ -91,7 +93,7 @@ The `request()` method starts a new request to a file. The `ratio` sets the scal
}
```
The `kind` is an enum and defined in [`mbgl.Resource`](https://github.com/mapbox/mapbox-gl-native/blob/node/include/mbgl/storage/resource.hpp):
The `kind` is an enum and defined in [`mbgl.Resource`](https://github.com/mapbox/mapbox-gl-native/blob/master/include/mbgl/storage/resource.hpp):
```json
{
@@ -105,7 +107,7 @@ The `kind` is an enum and defined in [`mbgl.Resource`](https://github.com/mapbox
}
```
It has no significance for anything but serves as a hint to your implemention as to what sort of resource to expect. E.g., your implementation could choose caching strategies based on the expected file type.
The `kind` enum has no significance for anything but serves as a hint to your implemention as to what sort of resource to expect. E.g., your implementation could choose caching strategies based on the expected file type.
The `request` implementation should pass uncompressed data to `callback`. If you are downloading assets from a source that applies gzip transport encoding, the implementation must decompress the results before passing them on.
@@ -121,7 +123,7 @@ var map = new mbgl.Map({
});
```
This is a very barebones implementation and you'll probably want a better implementation. E.g. it passes the url verbatim to the file system, but you'd want add some logic that normalizes `http` URLs. You'll notice that once your implementation has obtained the requested file, you have to deliver it to the requestee by calling `callback()`, which takes either an error object or `null` and an object with several settings:
This is a very barebones implementation and you'll probably want a better implementation. E.g. it passes the url verbatim to the file system, but you'd want add some logic that normalizes `http` URLs. You'll notice that once your implementation has obtained the requested file, you have to deliver it to the requestee by calling `callback()`, which takes either an error object or `null` and an object with several keys:
```js
{
@@ -129,10 +131,10 @@ This is a very barebones implementation and you'll probably want a better implem
expires: new Date(),
etag: "string",
data: new Buffer()
};
}
```
A sample implementation that uses [`request`](https://github.com/request/request) to query data from HTTP:
A sample implementation that uses [`request`](https://github.com/request/request) to fetch data from a remote source:
```js
var mbgl = require('mapbox-gl-native');
@@ -165,43 +167,12 @@ var map = new mbgl.Map({
});
```
Mapbox GL uses two types of protocols: `asset://` for files that should be loaded from some local static system, and `http://` (and `https://`), which should be loaded from the internet. However, stylesheets are free to use other protocols too, if your implementation of `request` supports these; e.g. you could use `s3://` to indicate that files are supposed to be loaded from S3.
Stylesheets are free to use any protocols, but your implementation of `request` must support these; e.g. you could use `s3://` to indicate that files are supposed to be loaded from S3.
## Listening for log events
The module imported with `require('mapbox-gl-native')` inherits from [`EventEmitter`](https://nodejs.org/api/events.html), and the `NodeLogObserver` will push log events to this. Log messages can have [`class`](https://github.com/mapbox/mapbox-gl-native/blob/node-v2.1.0/include/mbgl/platform/event.hpp#L43-L60), [`severity`](https://github.com/mapbox/mapbox-gl-native/blob/node-v2.1.0/include/mbgl/platform/event.hpp#L17-L23), `code` ([HTTP status codes](http://www.w3.org/Protocols/rfc2616/rfc2616-sec10.html)), and `text` parameters.
```
MBGL_DEFINE_ENUM_CLASS(EventClass, Event, {
{ Event::General, "General" },
{ Event::Setup, "Setup" },
{ Event::Shader, "Shader" },
{ Event::ParseStyle, "ParseStyle" },
{ Event::ParseTile, "ParseTile" },
{ Event::Render, "Render" },
{ Event::Style, "Style" },
{ Event::Database, "Database" },
{ Event::HttpRequest, "HttpRequest" },
{ Event::Sprite, "Sprite" },
{ Event::Image, "Image" },
{ Event::OpenGL, "OpenGL" },
{ Event::JNI, "JNI" },
{ Event::Android, "Android" },
{ Event::Crash, "Crash" },
{ Event(-1), "Unknown" },
});
```
```
MBGL_DEFINE_ENUM_CLASS(EventSeverityClass, EventSeverity, {
{ EventSeverity::Debug, "DEBUG" },
{ EventSeverity::Info, "INFO" },
{ EventSeverity::Warning, "WARNING" },
{ EventSeverity::Error, "ERROR" },
{ EventSeverity(-1), "UNKNOWN" },
});
```
```js
var mbgl = require('mapbox-gl-native');
mbgl.on('message', function(msg) {
@@ -212,59 +183,6 @@ mbgl.on('message', function(msg) {
});
```
## Mapbox API Access tokens
To use styles that rely on Mapbox vector tiles, you must pass an [API access token](https://www.mapbox.com/developers/api/#access-tokens) in your `request` implementation with requests to `mapbox://` protocols.
```js
var mbgl = require('mapbox-gl-native');
var request = require('request');
var url = require('url');
var map = new mbgl.Map({
request: function(req, callback) {
var opts = {
url: req.url,
encoding: null,
gzip: true
};
if (url.parse(req.url).protocol === 'mapbox:') {
opts.qs = { access_token: process.env.MAPBOX_ACCESS_TOKEN};
}
request(opts, function (err, res, body) {
if (err) {
callback(err);
} else if (res.statusCode == 200) {
var response = {};
if (res.headers.modified) { response.modified = new Date(res.headers.modified); }
if (res.headers.expires) { response.expires = new Date(res.headers.expires); }
if (res.headers.etag) { response.etag = res.headers.etag; }
response.data = body;
callback(null, response);
} else {
callback(new Error(JSON.parse(body).message));
}
});
}
});
// includes a datasource with a reference to something like `mapbox://mapbox.mapbox-streets-v6`
var style = mapboxStyle;
map.load(style);
map.render({}, function(err, buffer) {
if (err) throw err;
// Do something with raw pixel buffer
});
```
## Contributing
See [DEVELOPING.md](DEVELOPING.md) for instructions on building this module for development.