Update changelog

This commit is contained in:
Emux 2017-01-26 20:52:55 +02:00
parent f67c457006
commit 945b84f04f
2 changed files with 19 additions and 14 deletions

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@ -10,6 +10,7 @@
- SVG resources scaling in themes [#214](https://github.com/mapsforge/vtm/issues/214) - SVG resources scaling in themes [#214](https://github.com/mapsforge/vtm/issues/214)
- Circle map style [#122](https://github.com/mapsforge/vtm/issues/122) - Circle map style [#122](https://github.com/mapsforge/vtm/issues/122)
- Oneway arrows in themes [#275](https://github.com/mapsforge/vtm/issues/275) - Oneway arrows in themes [#275](https://github.com/mapsforge/vtm/issues/275)
- Texture atlas from bitmaps [#283](https://github.com/mapsforge/vtm/pull/283)
- PathLayer (vtm) fix disappearing segments [#108](https://github.com/mapsforge/vtm/issues/108) - PathLayer (vtm) fix disappearing segments [#108](https://github.com/mapsforge/vtm/issues/108)
- House numbers (nodes) fix visibility [#168](https://github.com/mapsforge/vtm/issues/168) - House numbers (nodes) fix visibility [#168](https://github.com/mapsforge/vtm/issues/168)
- Android fix quick scale vs long press [#250](https://github.com/mapsforge/vtm/issues/250) - Android fix quick scale vs long press [#250](https://github.com/mapsforge/vtm/issues/250)
@ -21,7 +22,7 @@
- Internal render themes new SVG resources [#251](https://github.com/mapsforge/vtm/issues/251) - Internal render themes new SVG resources [#251](https://github.com/mapsforge/vtm/issues/251)
- Internal render themes various improvements [#41](https://github.com/mapsforge/vtm/issues/41) - Internal render themes various improvements [#41](https://github.com/mapsforge/vtm/issues/41)
- Many other minor improvements and bug fixes - Many other minor improvements and bug fixes
- [Solved issues](https://github.com/mapsforge/vtm/issues?q=is%3Aissue+is%3Aclosed+milestone%3A0.7.0) - [Solved issues](https://github.com/mapsforge/vtm/issues?q=is%3Aclosed+milestone%3A0.7.0)
## Version 0.6.0 (2016-10-28) -- VTM revive ## Version 0.6.0 (2016-10-28) -- VTM revive
@ -58,4 +59,4 @@
- LWJGL desktop libGDX backend [#129](https://github.com/mapsforge/vtm/issues/129) - LWJGL desktop libGDX backend [#129](https://github.com/mapsforge/vtm/issues/129)
- SNAPSHOT builds publish to Sonatype OSSRH [#165](https://github.com/mapsforge/vtm/issues/165) - SNAPSHOT builds publish to Sonatype OSSRH [#165](https://github.com/mapsforge/vtm/issues/165)
- Many other minor improvements and bug fixes - Many other minor improvements and bug fixes
- [Solved issues](https://github.com/mapsforge/vtm/issues?q=is%3Aissue+is%3Aclosed+milestone%3A0.6.0) - [Solved issues](https://github.com/mapsforge/vtm/issues?q=is%3Aclosed+milestone%3A0.6.0)

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@ -20,11 +20,14 @@ import org.oscim.backend.canvas.Canvas;
import org.oscim.renderer.atlas.TextureAtlas; import org.oscim.renderer.atlas.TextureAtlas;
import org.oscim.renderer.atlas.TextureRegion; import org.oscim.renderer.atlas.TextureRegion;
import java.util.*; import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.LinkedHashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
/**
* Created by Longri on 26.01.2017.
*/
public class TextureAtlasUtils { public class TextureAtlasUtils {
private final static int MAX_ATLAS_SIZE = 1024; private final static int MAX_ATLAS_SIZE = 1024;
@ -36,18 +39,19 @@ public class TextureAtlasUtils {
* The List<TextureAtlas> contains the generated TextureAtlas object, for disposing if no longer needed!<br/> * The List<TextureAtlas> contains the generated TextureAtlas object, for disposing if no longer needed!<br/>
* With tha param disposeBitmap, all Bitmaps will released!<br/> * With tha param disposeBitmap, all Bitmaps will released!<br/>
* With parameter flipY, the Atlas TextureItem will flipped over Y. (Is needed by iOS)<br/> * With parameter flipY, the Atlas TextureItem will flipped over Y. (Is needed by iOS)<br/>
* @param inputMap Map<Object, Bitmap> input Map with all Bitmaps, from which the regions are to be created *
* @param outputMap Map<Object, TextureRegion> contains all generated TextureRegions * @param inputMap Map<Object, Bitmap> input Map with all Bitmaps, from which the regions are to be created
* @param atlasList List<TextureAtlas> contains all created TextureAtlases * @param outputMap Map<Object, TextureRegion> contains all generated TextureRegions
* @param atlasList List<TextureAtlas> contains all created TextureAtlases
* @param disposeBitmaps boolean (will recycle all Bitmap's) * @param disposeBitmaps boolean (will recycle all Bitmap's)
* @param flipY boolean (set True with iOS) * @param flipY boolean (set True with iOS)
*/ */
public static void createTextureRegions(final Map<Object, Bitmap> inputMap, Map<Object, TextureRegion> outputMap, public static void createTextureRegions(final Map<Object, Bitmap> inputMap, Map<Object, TextureRegion> outputMap,
List<TextureAtlas> atlasList, boolean disposeBitmaps, boolean flipY) { List<TextureAtlas> atlasList, boolean disposeBitmaps, boolean flipY) {
// step 1: sort inputMap by Bitmap size // step 1: sort inputMap by Bitmap size
List<Map.Entry<Object, Bitmap>> list = List<Map.Entry<Object, Bitmap>> list =
new LinkedList<Map.Entry<Object, Bitmap>>(inputMap.entrySet()); new LinkedList<>(inputMap.entrySet());
Collections.sort(list, new Comparator<Map.Entry<Object, Bitmap>>() { Collections.sort(list, new Comparator<Map.Entry<Object, Bitmap>>() {
public int compare(Map.Entry<Object, Bitmap> o1, Map.Entry<Object, Bitmap> o2) { public int compare(Map.Entry<Object, Bitmap> o1, Map.Entry<Object, Bitmap> o2) {
@ -59,7 +63,7 @@ public class TextureAtlasUtils {
} }
}); });
Map<Object, Object> sortedByValues = new LinkedHashMap<Object, Object>(); Map<Object, Object> sortedByValues = new LinkedHashMap<>();
for (Map.Entry<Object, Bitmap> entry : list) { for (Map.Entry<Object, Bitmap> entry : list) {
sortedByValues.put(entry.getKey(), entry.getValue()); sortedByValues.put(entry.getKey(), entry.getValue());
} }
@ -88,7 +92,7 @@ public class TextureAtlasUtils {
//step 4: calculate Regions(rectangles) and split to atlases //step 4: calculate Regions(rectangles) and split to atlases
List<AtlasElement> atlases = new ArrayList<AtlasElement>(); List<AtlasElement> atlases = new ArrayList<>();
atlases.add(new AtlasElement()); atlases.add(new AtlasElement());
int atlasIndex = 0; int atlasIndex = 0;
int maxLineHeight = PAD; int maxLineHeight = PAD;
@ -171,6 +175,6 @@ public class TextureAtlasUtils {
private static class AtlasElement { private static class AtlasElement {
int width = 0, height = 0; int width = 0, height = 0;
Map<Object, Object> map = new LinkedHashMap<Object, Object>(); Map<Object, Object> map = new LinkedHashMap<>();
} }
} }