This change removes most of the ways you used to be able to apply a style to the map. Building on #1163, `styleURL` (HTTP(S), mapbox:, asset:) is the canonical way to apply a style, and `mapID` is a convenient shorthand for Mapbox-hosted styles. A relative style URL is interpreted as a path relative to the app’s main bundle. We now construct asset: URLs in lieu of “bundled style names”.
`Map` should be able to deal with having no access token or JSON even while it’s running. Most of `Map` accounts for this situation, but `reloadStyle()` incorrectly assumes that one or the other is set. This change corrects the assumption in `reloadStyle()`.
Also expose the access token and style name to clients as ordinary KVO-compliant properties. Actually, they’re not so ordinary because they’re inspectable!
Ref #1070, #1147
* Cleans up & documents more APIs, especially in location.
* Moves `coordinate` internal and makes use of `location` to retrieve it.
* Moves `title` & `subtitle` internal since part of `MGLAnnotation` protocol.
* Enables `isUpdating` by privately associating weakly with a map view.
This brings the easing transition code a bit closer to how easings work
in gl-js. Instead of having an array of individual transitions for scale,
rotate, and pan, there is a single transition function that does all the
required calculations. This permits us to:
* Eliminate the "timeout" transition. (Fixes#126)
* Replace start/stopPanning() et al with setGestureInProgress(). Apps or
SDKs are expected to make paired calls to setGestureInProgress(). This
state will be ORed with the active easing state to determine when to
use texture interpolation. (Fixes#79)
* Run style recalculations only when an ease transition that affects the
zoom is in progress. (Fixes#1155)
- we're now always loading and parsing styles in the map thread
- adds an atomic enum that stores the actual updates we need to perform
- adds a MapData object that mutexes access to variables used from both threads
On iOS, the main thread does framebuffer operations just before it requests a rerender of the view contents. This means that GL operations on the Map thread will interfere with that and cause a crash. While most GL operations happen throughout rendering (which is synchronized with the main thread), deletion of shared_ptrs release in turn their OpenGL objects. This may happen at any time and isn't synced with rendering.
This patch changes this so instead of deleting all objects immediately, we are collecting all abandoned IDs and delete them in bulk once the main thread has given us permission to use OpenGL calls (i.e. during render()).
As a best practice for the beta and a workaround for #1014.
Also reversed the argument order of the existing init method. Reads better this way, but you’ll likely have to change your initialization to match the new signatures.
To make it easier to debug, add the Environment ID and the Thread name
to the log messages. For instance log messages from the TileParser will look like:
[WARNING] {0}{TileWorker_15/18653/9486}[ParseTile]: some relevant warning message
| | | |
| | | +-> Component
| | +--------------------> Thread name
| +----------------------------------> Environment ID
+------------------------------------------> Severity level
Log messages that are not inside an Environment::Scope will work
normally and will look like:
[WARNING] [JNI]: some relevant warning message
Fixes#882.
- OpenGL ES 2 doesn't allow NPOT textures with wrap-around
- The Sprite object reported the map's pixelRatio, even though it loaded @2x assets
- Copying icons from the sprite into the atlas now uses bilinear scaling to scale up to the actual size