Commit Graph

182 Commits

Author SHA1 Message Date
Bryan Housel
8ea2c7ff9a Add community icons, add icons and descriptions to post-save screen 2018-04-07 14:51:04 -04:00
Bryan Housel
242a01a3e1 Import osm-community-index and debug flag so we can look at it 2018-04-03 22:44:52 -04:00
Bryan Housel
cc79e2170b Only draw targets for lines and areas that have a valid path
Before, it was drawing svg path elements for all the segments,
even those that were clipped out of view (getPath returns null).
This was putting a lot of junk into the DOM.
2018-03-01 22:49:56 -05:00
Bryan Housel
4b1f8a8f61 Merge pull request #4768 from openstreetmap/advanced_intersection
Add support for complex intersection and via way restrictions
2018-03-01 01:46:30 -05:00
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
4a7fa80225 eslint 2018-02-15 08:31:31 -05:00
vershwal
a80f5b0957 fixes 4795 : Added check for properties 2018-02-15 17:55:04 +05:30
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
6570365413 Use dark halo around text, switch to svgPath to get viewport clipping 2018-01-23 00:29:07 -05:00
Bryan Housel
34c170f6ca Merge pull request #4678 from nnodot/increase-gpxlabels-readability
Increase GPX labels readability
2018-01-22 23:32:43 -05:00
Bryan Housel
de488e252f Draw covered/underground lines beneath areas
(closes #4718)
2018-01-22 15:06:58 -05:00
Bryan Housel
d00bdc69a5 Fix vertex hovering (targets are GeoJSON now) 2018-01-20 01:20:29 -05:00
Bryan Housel
94f89f67c2 Adjacent segments should only be nope'd on the active (drawing) way
(closes #4713)
2018-01-20 00:09:04 -05:00
Bryan Housel
b0cba113e9 Fix directional vertices on IE11/Edge
(closes #4710)
2018-01-19 20:32:45 +00:00
Nicolas Decoster
dd0a88c245 fix failing npm test 2018-01-15 11:17:51 +01:00
Nicolas Decoster
c796a9de12 Increase GPX labels readability 2018-01-10 15:42:56 +01:00
Bryan Housel
f0a27bc1ec Simplify way segmentation and fix bug with adjacent segment type
(closes #4669)

Now instead of creating MultiLineString targets, we just create a bunch of
LineString targets.  This makes the code simpler, and anyway the entity is
still there in `properties` for drawing code to decide what to do with the target.

Incidentally, this change allows iD to support an extrusion operation.
(Because each way segment has its own unique GeoJSON target now)
2018-01-09 10:12:29 -05:00
Bryan Housel
c908807f64 Render oneway=alternating, oneway=reversible with dual arrows
(closes #4291)
2018-01-04 13:40:49 -05:00
Bryan Housel
99a21d1117 Render points as vertices at zoom >= 18 (was > 18)
(closes #4642)
2018-01-03 16:52:29 -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
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
Bryan Housel
009d7b0d65 Add layer blocker and polygon self-intersection geometry check 2017-12-24 09:21:59 -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
5d9b051f84 Fix drag_node for touch targets and line snapping 2017-12-21 20:31:20 -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
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
aa68b21d7a Add touch targets for line/area 2017-12-17 22:53:58 -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