/mapbox-gl-native

C++/OpenGL vector maps library

Primary LanguageC++OtherNOASSERTION

Travis

An OpenGL renderer for Mapbox Vector Tiles, consisting of a C++ library for OS X and Linux and SDK bindings for iOS and Android.

Depends

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 When these are unavailable or too outdated, we run a thin build-script layer called Mason to automate builds, and load precompiled binary packages when possible.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

ImageMagick is required for tests. It's recommended to install it with Homebrew via brew install 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 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

Use

CocoaPods

CocoaPods is preferred. Put the following in your Podfile:

use_frameworks!
pod 'MapboxGL'

Manually

  1. Install appledoc 2.2v963 for API docs generation (only this exact version works).

    curl -L -o appledoc.zip https://github.com/tomaz/appledoc/releases/download/v2.2-963/appledoc.zip
    unzip appledoc.zip
    cp appledoc /usr/local/bin
    cp -Rf Templates/ ~/.appledoc
    
  2. Run make ipackage. The packaging script will produce the statically-linked libMapboxGL.a, MapboxGL.bundle for resources, a Headers folder, and a Docs folder with HTML API documentation.

  3. Copy the contents of build/ios/pkg/static into your project. It should happen automatically, but ensure that:

    • Headers is in your Header Search Paths (HEADER_SEARCH_PATHS) build setting.
    • MapboxGL.bundle is in your target's Copy Bundle Resources build phase.
    • libMapboxGL.a is in your target's Link Binary With Libraries build phase.
  4. Add the following Cocoa framework dependencies to your target's Link Binary With Libraries build phase:

    • CoreTelephony.framework
    • GLKit.framework
    • ImageIO.framework
    • MobileCoreServices.framework
    • QuartzCore.framework
    • SystemConfiguration.framework
    • libc++.dylib
    • libsqlite3.dylib
    • libz.dylib
  5. Add -ObjC to your target's "Other Linker Flags" build setting (OTHER_LDFLAGS).

  6. Set the Mapbox API access token.

  7. #import "MapboxGL.h"

Development

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. If you don't have an Apple Developer account, change the destination from "My Mac" to a simulator such as "iPhone 6" before you run and build the app.

Testing

You can run make itest to run the included integration tests. Requires gem install xcpretty. If you want to run the tests in Xcode instead, first make ipackage to create a local static library version, then open test/ios/ios-tests.xcodeproj, and lastly Command + U on the Mapbox GL Tests application target.

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 latest 8.x.

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 4.9+ if you are running Ubuntu 14.04 or older. Alternatively, you can also use Clang 3.5+.

sudo add-apt-repository --yes ppa:ubuntu-toolchain-r/test
sudo apt-get update
sudo apt-get install gcc-4.9 g++-4.9
export CXX=g++-4.9

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 \
                     libllvm3.4

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

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 10e.

export ANDROID_NDK_PATH="/dir/to/android-ndk-r10e"

Install the Android SDK. We recommend doing this by way of Android Studio.

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 10e for 64-bit OS X:

brew install android-ndk

This will also install the dependency android-sdk.

Install Android Studio:

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 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`/r10e" >> .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".

Setting up Android emulator

If you want to run the test app in the emulator, we recommend the x86 build because it will run a lot faster.

First ensure you have an MAPBOX_ACCESS_TOKEN environment variable set, as described below. Then, create an x86 build:

ANDROID_ABI=x86 make android

In Android Studio, create an x86 AVD (Android Virtual Device):

  • Open AVD Manager via the Tools menu -> Android -> AVD Manager
  • Click "Create Virtual Device" at the bottom on AVD Manager window
  • Select one of the device profiles, for example the Nexus 4
  • Click "Next"
  • Select a Lollipop or Kitkat release with ABI of x86. If the line is greyed out click Download to download the OS files.
  • Click "Next"
  • Under "Emulated Performance" check "Host GPU" and uncheck "Store a snapshot for faster startup"
  • Click "Finish"
  • Close the AVD Manager

Now when you run or debug the Android project you will see a window "Choose Device". Select your new AVD from drop down under "Launch emulator". If you select "Use same device for future launches" Android Studio will remember the selection and not ask again.

Running on a hardware device

First read the Google documentation to set up your device and your OS to connect to the device.

When you plug your device in and then run or debug the Android project you will see a window "Choose Device". Choose your device from the "Choose a running device" list.

If your device does not show you have not set it up properly, double check the Google documentation.

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.

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

setting access token in Xcode scheme

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/MapboxGLAndroidSDKTestApp/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 for more details.

Usage

Desktop

  • Press S to cycle through bundled styles
  • Press X to reset the transform
  • Press N to reset north
  • Press Tab to toggle debug information
  • Press 'C' to toggle symbol collision debug boxes
  • 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.