Updating glyphs is still unsupported, and there's no good use case for doing so. When we're using a stale glyph PBF, and the fresh answer contains changed to that glyph, we will continue to use the old glyph.
This is a naïve implementation that essentially merges updated data into existing data. It will *not* remove icons from the stale sprite if they aren't present in the fresh sprite (we aren't tracking the source of a sprite, and the user could have changed it as well). Similarly, it will not update icons that have changed in dimension. This is a rare edge case and probably not worth implementing.
We're now supporting using stale TileJSON and GeoJSON data. When we receive a new answer with an updated TileJSON file, we're replacing the Source's metadata with the new one and trigger updates to make sure we're loading the correct tiles. Similarly, GeoJSON data will be reparsed.
This adds support for using cached styles that are stale. They're treated like changing styles; when the refreshed style changed compared to the one we've already had, we're swapping out the entire style, which might cause a slight flicker.
I regenerated assets.zip so that all file paths have an `assets/` prefix, as the Android AssetFileSource implementation asserts, and removed `TEST_DATA` from the paths.
* Move asset:// URL handling to DefaultFileSource.
* AssetFileSource implements FileSource interface and follows familiar implementation patterns.
* Move default implementation to platform/default, zip implementation to platform/android.
* Don't bother with modified / expires / etag -- assets are not cached so it doesn't matter.
* Don't bother with interleaving individual IO calls on the implementation thread. That adds a lot of complexity for very little benefit.
It's a premultiplied image. This implies that we were misusing encodePNG
in most cases, as we were passing premultiplied pixels which were then
interpreted as unmultiplied. I changed encodePNG to accept premultipled
pixels, and unpremultiply in the implementations.
Annotation tiles may become partially parsed just like regular tiles,
for example if a point annotation is added to the map before the style's
sprite has been loaded. In such cases, they need to be reparsed or the
annotation will not be rendered. Previously, the code path for reparsing
would be short-circuited by a dynamic_cast<VectorTileData*> followed by
a null check. This commit removes that case and adds (back) a virtual
reparse method to the TileData interface.