- Pause location services when the app goes to sleep; address iOS 8 blue bar issue.
- Only ask for location permissions if not already granted/denied.
- Cleanup usage of `.isDormant` → `.dormant`
Partially addresses #2945, for which a full and complete fix waits until #4030.
The lock is in place to enforce that `async` is not accessed if the request has been, cancelled. Therefore it's not necessary to hold the lock beyond setting cancelled to true, and in fact it's unsafe to so: if this is the last remaining shared reference, `delete this` will destroy the mutex. If the lock was held, it would then be orphaned.
This eliminates the reliance on ThreadContext to provide GLObjectStore, and statically enforces that GL cleanup functions happen only when GLObjectStore::performCleanup is called.
With the elimination of the Map thread, this becomes important because there may be multiple GLObjectStore's per-thread, and Map will need to ensure that the correct context is active when calling GLObjectStore::performCleanup.
These tests are intended to reflect how someone using the custom layer feature might actually write their callbacks. Therefore the callbacks should not use mbgl-specific classes.
This reverts commit 69112a2a09.
The umbrella header inside the static framework now imports the required iOS SDK frameworks so manual linking is unnecessary. This change corrects a regression introduced in #3183, when the umbrella header used in version 3.0.1 was removed.
People are used to dragging frameworks into the Linked Frameworks and Libraries section, but the SDK only works when embedded inside the application.
Fixes#4011.
Texture pool now allocates a block of 64 textures per time. Each block
contains a TextureObject which handles GL object lifetime. Blocks can be
added or removed according to the following rules:
1. If pool is empty, created a new block upon first call (lazy load);
2. Iterate blocks to find an available texture ID:
- If found, remove that from the list of available IDs for that block
and return its ID.
- Othewise, allocate a new block and grab an available ID from that.
3. When releasing a texture ID, check if the associated block is free.
If no IDs are currently in use, then abandon its TextureObject and
remove the block from the pool.