An OpenGL renderer for Mapbox Vector Tiles, consisting of a C++ library for OS X and Linux and SDK bindings for iOS and Android.
- Modern C++ compiler that supports
-std=c++14
(clang++ 3.5 or later or g++-4.9 or later) - Boost headers
zlib
libpng
libuv 0.10+
glfw 3.1+
libcurl
(depends on OpenSSL; Linux only)- Apple Command Line Tools (for build on OS X; available at Apple Developer)
pkg-config
(for build only)- Homebrew (for building on OS X)
- Cask (for building Android on OS X)
- Python 2.x (for build only)
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 When these are unavailable or too outdated, we run a thin build-script layer called Mason to automate builds, and load precompiled binary packages when possible.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
Prerequisites include the Boost headers (for routines provided therein) and ImageMagick (for tests). To install all prerequisites, use Homebrew and type brew install pkg-config boost 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 withxcodebuild
.make linux run-linux
: Builds and runs the Linux application withmake
.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+
CocoaPods is preferred. As of yet, Mapbox GL isn't in the global specs repo, but you can use it like so in your Podfile
:
use_frameworks!
pod 'MapboxGL', :podspec => 'https://raw.githubusercontent.com/mapbox/mapbox-gl-native/master/ios/MapboxGL.podspec'
Once the library stabilizes, a mere pod 'MapboxGL'
will work.
- Use Homebrew to install Boost headers and appledoc:
brew install boost appledoc
. - Run
make ipackage
. The packaging script will produce the statically-linkedlibMapboxGL.a
,MapboxGL.bundle
for resources, aHeaders
folder, and aDocs
folder with HTML API documentation. - 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.
- 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
- Add
-ObjC
to your target's "Other Linker Flags" build setting (OTHER_LDFLAGS
). - Set the Mapbox API access token.
#import "MapboxGL.h"
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.
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.
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 13.10 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
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
Finally, install Boost. If you're running Ubuntu 12.04 or older, you need to install a backport PPA since the version provided by APT doesn't contain Boost Geometry:
sudo add-apt-repository --yes ppa:boost-latest/ppa
sudo apt-get update
sudo apt-get install libboost1.55-dev
Otherwise, you can just install
sudo apt-get install libboost-dev libboost-program-options-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
Target devices: All Android devices on Android 4.0 or newer (API level >= 14).
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 10d.
export ANDROID_NDK_PATH="/dir/to/android-ndk-r10d"
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".
Install Oracle JDK 7+:
brew cask install java
Install the Android NDK Revision 10d 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`/r10d" >> .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".
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
.
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
.
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/app/src/main/res/raw/token.txt
where the app will read it from.
Some styles in JSON format are included at ./styles
. See the style spec for more details.
- Press
X
to reset the transform - Press
N
to reset north - Press
Tab
to toggle debug information - Press
Esc
to quit
- 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)
Under early development, this project was called LLMR (Low-Level Map Renderer), in case you see any lingering references to it.