Commit Graph

1083 Commits

Author SHA1 Message Date
Bryan Housel
8928e95da2 Allow fallback presets (area, line, point) to appear in the recent list
(closes #4612)
2018-01-02 15:07:35 -05:00
Bryan Housel
9f1b71bb7e Add support for junction=circular (same as junction=roundabout)
(closes #4637)
2018-01-02 13:27:11 -05:00
Wille Marcel
9f1b928f89 add number of nodes information to measurement panel 2018-01-02 10:45:44 -03:00
Bryan Housel
be5929d4dc Merge pull request #4602 from openstreetmap/direction_vertices
Support rendering `direction` on vertices (stop sign, traffic_signals, etc)
2018-01-01 23:02:45 -05:00
Bryan Housel
ddaa828ec9 Handle both target GeoJSON and osmEntity in hover
(fixes test and allows hover on the area fills again)
2018-01-01 22:53:40 -05:00
Bryan Housel
6881205d43 All touch targets are GeoJSON now
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
2018-01-01 22:37:10 -05:00
Bryan Housel
9c27893748 Check for valid multipolygon geometry when dragging nodes
(this can get a bit expensive for large/complex multipolygons)
2017-12-31 02:26:19 -05:00
Bryan Housel
4f02340374 Extract self-intersection code to geoHasSelfIntersections
Test for self-intersecting areas in both drag_node and draw_way
2017-12-28 23:10:52 -05:00
Bryan Housel
462fef148d Remove unused imports (eslint warning) 2017-12-28 21:20:14 -05:00
Bryan Housel
7af73c10ef Refactor geometric math functions from geo.js to geom.js 2017-12-28 01:28:38 -05:00
Bryan Housel
96afbbd785 Refactor vector math functions from geo.js to vector.js 2017-12-28 01:08:11 -05:00
Bryan Housel
fa7a6ebb12 Snap to nope line targets too, also remove svgBlocker, not needed
(it's easier to just class the surface, and won't interfere with snapping)
2017-12-27 22:51:36 -05:00
ajlomagno
5d3df25960 Moved cleanuo code to exit function in welcome.js 2017-12-27 13:19:22 -05:00
ajlomagno
81910d4f27 Fixed click counter persisting 2017-12-26 15:12:11 -05:00
Bryan Housel
ee617779a4 Snap to nope targets too (snapping is useful feedback)
Also remove "acting" cursor, which was overriding the no-action
cursor in some situations.
2017-12-25 23:11:00 -05:00
Bryan Housel
009d7b0d65 Add layer blocker and polygon self-intersection geometry check 2017-12-24 09:21:59 -05:00
Bryan Housel
9fbb4d350f Add geoVecEquals for strict comparisons 2017-12-23 22:33:35 -05:00
Bryan Housel
d6e8ca2a1c Transitioned bouncebacks when user drags node onto a nope 2017-12-22 21:06:44 -05:00
Bryan Housel
117ad7d6b6 Transitionable actionMoveNode 2017-12-22 16:57:27 -05:00
Bryan Housel
64a11f4cbf Restore ability to extend line at beginning or end 2017-12-22 15:08:05 -05:00
Bryan Housel
fc680545ad Don't dispatch drag start and move together
Drag start is responsible for switching into drag mode, classing
stuff as `active` and kicking off a bunch of other things.

If the drag move happens immediately after this, and includes the
target from the initial active drag, it can cause weird snapping
from the dragnode to its own parent way.  (Happened if the user did
a very fast drag from the node along the parent way just next to it)
2017-12-22 13:58:27 -05:00
Bryan Housel
be00a526b6 Make sure all targets are redrawn during a mode change
There was an issue where the lines did not redraw their targets right away
when entering drag node, which could make it possible for a quick drag node
to try to connect to its parent line.  With the chooseEdge exclusion it
would not connect to the parent nearby, but in another weird part of the line.
2017-12-22 11:42:21 -05:00
Bryan Housel
7851c49e80 Fix nopefilters by testing the original id for the filter 2017-12-22 00:26:39 -05:00
Bryan Housel
2be62fffe5 All the complicated code in drawWay can be removed
Now that we can target specific segments along a line, we don't need
temporary drawing objects or extra code to check for self intersections
2017-12-22 00:01:23 -05:00
Bryan Housel
5d9b051f84 Fix drag_node for touch targets and line snapping 2017-12-21 20:31:20 -05:00
Bryan Housel
d82d5dc3d0 Add skipID to geoChooseEdge, to ignore dragging node 2017-12-21 17:30:50 -05:00
Bryan Housel
6d7659b3bb Refactor common helper code to svg/helpers.js, add area nopes 2017-12-21 10:36:02 -05:00
Bryan Housel
f58349864c Add support for nope targets, line sub-segment targeting 2017-12-20 13:52:16 -05:00
Bryan Housel
7994baae23 WIP: trying singular activeID and smarter target drawing code
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.
2017-12-19 11:23:35 -05:00
Bryan Housel
563c496a65 Update selected vertices when drawing in select mode
This is a better solution to catching and drawing new verteices that
got added because a user double clicked on a line.
2017-12-19 09:08:59 -05:00
Bryan Housel
7a8f50c74e More fixes for drawing/snapping, don't draw touch targets for activeIDs 2017-12-18 22:54:49 -05:00
Bryan Housel
eafc2b4300 Adjust touch target radii 2017-12-18 17:00:47 -05:00
Bryan Housel
7155ef8bc6 Fix double clicking on a way to create a vertex 2017-12-18 16:09:07 -05:00
Bryan Housel
2e2b037e36 Move a bunch of commonly used vector and projection math functions into geo
- geoVecAdd
- geoVecSubtract
- geoVecScale
- geoZoomToScale
- geoScaleToZoom
2017-12-18 15:05:42 -05:00
Bryan Housel
18c97d52c8 Extract viewport nudging code from several places to geoViewportEdge 2017-12-18 09:50:17 -05:00
Bryan Housel
bcd511573f Fix extent in turn restrictions viewer, so vertices will render 2017-12-18 00:34:54 -05:00
Bryan Housel
b5eaa76d1a Optimization: when moving stuff around, don't exit/enter nodes
This avoids thrashing the DOM. The positions of the nodes will still
get updated by the update selection.
2017-12-18 00:13:16 -05:00
Bryan Housel
57ba6a9862 Add selectedIDs() for modeMove and modeRotate
This allows the label collision boxes for the vertices to update
during these modes. Otherwise the labels.js `isInterestingVertex()`
function doesn't consider them interesting enough to update.
2017-12-18 00:11:08 -05:00
Bryan Housel
aa68b21d7a Add touch targets for line/area 2017-12-17 22:53:58 -05:00
Bryan Housel
5a4faa84a1 Fixed some of the point/vertex/midpoint snapping issues
Still working on snapping to lines/areas, and making sure drawing lines/areas
will complete
2017-12-16 01:33:12 -05:00
Bryan Housel
5cb5456869 Implement touch targets for midpoints and points 2017-12-15 22:50:55 -05:00
Bryan Housel
9d42d470ca Touch targets can be keyed on entity.id instead of osmEntity.key
to avoid excessive exit/enter flickering
2017-12-15 21:26:58 -05:00
Bryan Housel
ba7437b4cc Fix order of vertex in _assign, always get latest entity
(selected or hovered entities are old, if we're moving vertices around)
2017-12-15 21:21:48 -05:00
Bryan Housel
f0e2d3fbfe Slightly adjust numbers for iconified vertices for better centering
(maybe not changed after we switched to maki2 which has 11px icons)
2017-12-15 17:50:00 -05:00
Bryan Housel
89d8d37576 Drawing all the correct vertices now where I want them, simplify classes
Some highlights
- `getSiblingAndChildVertices` are expensive, so they're saved and called less frequently
- draw touch targets for all the visible vertices
- remove redundant css classes and `setClass` function
2017-12-15 17:28:20 -05:00
Bryan Housel
ba5b3eee9c More work on vertex drawing, add debug for touch targets 2017-12-15 00:26:37 -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
bfaf17538e Move text to single group with subgroups for halo,label,debug 2017-12-14 12:32:28 -05:00
Bryan Housel
24baa5390e Adjust some variable names to better match what they do
- `nodes` are for osm nodes
- `points` are the projected locations of those node `loc` in screen space
2017-12-13 18:31:37 -05:00
Bryan Housel
d9e3367836 More improvements to label vertex avoidance
(re: #4271, #3636)

- better classification of "interesting" vertices
  (include tagged, selected, or child of selected)
- now we can draw labels on selected lines again (revert #3636)
  because the labels will avoid the vertices
- if debugging is on, draw a collision box for the mouse
2017-12-13 18:05:06 -05:00