consider some additional tags as "not interesting"/non-POI-like:
* check_date/fixme/note/note:*/survey:* — mapping related tags
* layer/level/level:ref — can be considered attributes of the address
* ref:* – often used to indicate a source ID on imported data
* maki v7+ doesn't have provide "11px" icons anymore
* use 12px for icons on points & vertices on map (instead of 11px)
* use 12px for icons on QA tool (improveOSM, osmose) markers (instead of 13px)
* drop some unused code
This makes the code a bit more consistent and lets us avoid some
hacky and probably non-performant things:
- abusing CSS classes in the draw/drag datum functions (classed `.target`)
(is this thing target? just check d.properties)
- regexing the id for `-nope$`
(is this thing a nope target? just check d.properties)
- using context.hasEntity to get a the real entity
(is this thing a real osmEntity? just check d.properties)
- fixes code like the restriction editor which uses fake ids for split ways
The goal here is that the code that draws the targets should know better
what parts of the lines/vertices are targetable, rather than just
relying on CSS to ignore the pointer events on the whole line.
e.g. when drawing a line, it's ok for it to loop back and connect
to itself, just not on a segment or vertex adjacent to the active
node.
This is more work to further isolate the layers that entities draw to.
It makes it easier to debug what is going on, and can eventually lead to
deferred drawing, if each draw function is in its own place and not dependant
on anything else.
I've started to replace the vertex-hover with an explicit layer for touch
targets.
Also had to change a lot of the svg tests, which are really brittle.
Things would happen like - the surface would be created, it would kick of a
deferred redraw, which would notice that the zoom was 0 and call
editOff, which would remove the osm layers that were just created and
that the tests were trying to draw to. These tests need proper zoom and
projection otherwise nothing works.
This includes some renames for clarity.. "surface" -> "selection"
to make it clearer that rendering functions take a selection, and
don't necessarily render to the literal `#surface` node anymore.