20 Commits

Author SHA1 Message Date
Bryan Housel
cc71f924f3 Fix stacking order in turn restriction editor 2018-11-09 22:54:07 -05:00
Bryan Housel
3bc841e95b Adjust layer ordering to draw touch targets above data layers 2018-11-09 21:48:45 -05:00
Bryan Housel
470835b38f Extract all graphics from iD sprite, reassemble with svg-sprite
All iD sprite graphics are now prefixed with `iD-`
Also includes support for sending the preset logos to taginfo
2018-06-08 16:06:46 -04:00
Bryan Housel
200098dff9 Render restriction paths with red/green/blue shadow 2018-02-19 21:30:47 -05:00
Bryan Housel
a2b6a3b09b Flag restriction as indirect if from doesn't match 2018-02-15 22:18:01 -05:00
Bryan Housel
f7e6eae065 Support Only Via paths, render indirect turn restriction with opacity 2018-02-15 17:27:45 -05:00
Bryan Housel
9cb3e7d03a Adjust calculation for turn indicator placement
This helps move the indicator a bit further away in cases where
turn.to.node is right up very close to the turning vertex
2018-02-15 13:40:32 -05:00
Bryan Housel
0381bad22d Adjust constants, trying to avoid crunched turn indicator on leaf way 2018-02-13 17:45:45 -05:00
Bryan Housel
1174424f50 Adjust padding and sizing constants, return to col4 sidebar
I really want the sidebar back to col4, so the user sees more main map.
This makes it very tricky to fit all of the intersection in the turn
restriction editor.
2018-02-12 15:35:45 -05:00
Bryan Housel
c9dac22218 Render turn indicators slightly closer to turning vertex 2018-02-12 14:43:14 -05:00
Bryan Housel
cf1226ca33 Better calc of turn arrow placmenet along short segments 2018-02-07 17:00:22 -05:00
Bryan Housel
c1378a141f Add support for complex intersection and via way restrictions 2018-02-02 19:58:09 -05:00
Bryan Housel
b9e48d1682 WIP: Move layer-hit to layer-points with explict sublayers, update tests
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.
2017-12-14 17:38:43 -05:00
Bryan Housel
9edae82673 Convert lodah-es and d3 to named imports for svg 2017-09-25 23:16:24 -04:00
Bryan Housel
8b6e5db004 Fix turn restrictions editor enter/update selection issues 2016-10-30 00:01:05 -04:00
Bryan Housel
3102a4ae6a Rename all the things to include pseudonamespaces 2016-10-04 19:06:20 -04:00
Bryan Housel
a6d683eaf7 Code cleanups in svg, ui for selection merging, fix Mapillary. 2016-09-17 23:26:49 -04:00
Bryan Housel
afb88f2ae6 Fix rendering selections for all the OSM layers
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.
2016-09-08 22:37:06 -04:00
Kushan Joshi
b3492b17a0 external modules for SVG 2016-07-06 14:39:14 -04:00
Beau Gunderson
fb838645ae refactor svg into ES6 modules for #3118 2016-06-16 11:58:23 -07:00