geoproject-app/public/site/plugins/map-editor/index.js

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refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
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refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
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refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
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refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
}`,"uniform mat4 u_matrix;uniform vec2 u_pattern_size_a;uniform vec2 u_pattern_size_b;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform float u_scale_a;uniform float u_scale_b;uniform float u_tile_units_to_pixels;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_a*u_pattern_size_a,u_tile_units_to_pixels,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,u_scale_b*u_pattern_size_b,u_tile_units_to_pixels,a_pos);}"),circle:mt(`varying vec3 v_data;varying float v_visibility;
#pragma mapbox: define highp vec4 color
#pragma mapbox: define mediump float radius
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
#pragma mapbox: define highp vec4 stroke_color
#pragma mapbox: define mediump float stroke_width
#pragma mapbox: define lowp float stroke_opacity
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize mediump float radius
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize highp vec4 stroke_color
#pragma mapbox: initialize mediump float stroke_width
#pragma mapbox: initialize lowp float stroke_opacity
vec2 extrude=v_data.xy;float extrude_length=length(extrude);lowp float antialiasblur=v_data.z;float antialiased_blur=-max(blur,antialiasblur);float opacity_t=smoothstep(0.0,antialiased_blur,extrude_length-1.0);float color_t=stroke_width < 0.01 ? 0.0 : smoothstep(antialiased_blur,0.0,extrude_length-radius/(radius+stroke_width));gl_FragColor=v_visibility*opacity_t*mix(color*opacity,stroke_color*stroke_opacity,color_t);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;uniform bool u_scale_with_map;uniform bool u_pitch_with_map;uniform vec2 u_extrude_scale;uniform lowp float u_device_pixel_ratio;uniform highp float u_camera_to_center_distance;attribute vec2 a_pos;varying vec3 v_data;varying float v_visibility;
#pragma mapbox: define highp vec4 color
#pragma mapbox: define mediump float radius
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
#pragma mapbox: define highp vec4 stroke_color
#pragma mapbox: define mediump float stroke_width
#pragma mapbox: define lowp float stroke_opacity
void main(void) {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize mediump float radius
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize highp vec4 stroke_color
#pragma mapbox: initialize mediump float stroke_width
#pragma mapbox: initialize lowp float stroke_opacity
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
vec2 extrude=vec2(mod(a_pos,2.0)*2.0-1.0);vec2 circle_center=floor(a_pos*0.5);float ele=get_elevation(circle_center);v_visibility=calculate_visibility(u_matrix*vec4(circle_center,ele,1.0));if (u_pitch_with_map) {vec2 corner_position=circle_center;if (u_scale_with_map) {corner_position+=extrude*(radius+stroke_width)*u_extrude_scale;} else {vec4 projected_center=u_matrix*vec4(circle_center,0,1);corner_position+=extrude*(radius+stroke_width)*u_extrude_scale*(projected_center.w/u_camera_to_center_distance);}gl_Position=u_matrix*vec4(corner_position,ele,1);} else {gl_Position=u_matrix*vec4(circle_center,ele,1);if (u_scale_with_map) {gl_Position.xy+=extrude*(radius+stroke_width)*u_extrude_scale*u_camera_to_center_distance;} else {gl_Position.xy+=extrude*(radius+stroke_width)*u_extrude_scale*gl_Position.w;}}lowp float antialiasblur=1.0/u_device_pixel_ratio/(radius+stroke_width);v_data=vec3(extrude.x,extrude.y,antialiasblur);}`),clippingMask:mt("void main() {gl_FragColor=vec4(1.0);}","attribute vec2 a_pos;uniform mat4 u_matrix;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);}"),heatmap:mt(`uniform highp float u_intensity;varying vec2 v_extrude;
#pragma mapbox: define highp float weight
#define GAUSS_COEF 0.3989422804014327
void main() {
#pragma mapbox: initialize highp float weight
float d=-0.5*3.0*3.0*dot(v_extrude,v_extrude);float val=weight*u_intensity*GAUSS_COEF*exp(d);gl_FragColor=vec4(val,1.0,1.0,1.0);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;uniform float u_extrude_scale;uniform float u_opacity;uniform float u_intensity;attribute vec2 a_pos;varying vec2 v_extrude;
#pragma mapbox: define highp float weight
#pragma mapbox: define mediump float radius
const highp float ZERO=1.0/255.0/16.0;
#define GAUSS_COEF 0.3989422804014327
void main(void) {
#pragma mapbox: initialize highp float weight
#pragma mapbox: initialize mediump float radius
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
vec2 unscaled_extrude=vec2(mod(a_pos,2.0)*2.0-1.0);float S=sqrt(-2.0*log(ZERO/weight/u_intensity/GAUSS_COEF))/3.0;v_extrude=S*unscaled_extrude;vec2 extrude=v_extrude*radius*u_extrude_scale;vec4 pos=vec4(floor(a_pos*0.5)+extrude,0,1);gl_Position=u_matrix*pos;}`),heatmapTexture:mt(`uniform sampler2D u_image;uniform sampler2D u_color_ramp;uniform float u_opacity;varying vec2 v_pos;void main() {float t=texture2D(u_image,v_pos).r;vec4 color=texture2D(u_color_ramp,vec2(t,0.5));gl_FragColor=color*u_opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(0.0);
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
}`,"uniform mat4 u_matrix;uniform vec2 u_world;attribute vec2 a_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos*u_world,0,1);v_pos.x=a_pos.x;v_pos.y=1.0-a_pos.y;}"),collisionBox:mt("varying float v_placed;varying float v_notUsed;void main() {float alpha=0.5;gl_FragColor=vec4(1.0,0.0,0.0,1.0)*alpha;if (v_placed > 0.5) {gl_FragColor=vec4(0.0,0.0,1.0,0.5)*alpha;}if (v_notUsed > 0.5) {gl_FragColor*=.1;}}","attribute vec2 a_pos;attribute vec2 a_anchor_pos;attribute vec2 a_extrude;attribute vec2 a_placed;attribute vec2 a_shift;uniform mat4 u_matrix;uniform vec2 u_extrude_scale;uniform float u_camera_to_center_distance;varying float v_placed;varying float v_notUsed;void main() {vec4 projectedPoint=u_matrix*vec4(a_anchor_pos,0,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float collision_perspective_ratio=clamp(0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,4.0);gl_Position=u_matrix*vec4(a_pos,get_elevation(a_pos),1.0);gl_Position.xy+=(a_extrude+a_shift)*u_extrude_scale*gl_Position.w*collision_perspective_ratio;v_placed=a_placed.x;v_notUsed=a_placed.y;}"),collisionCircle:mt("varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;void main() {float alpha=0.5*min(v_perspective_ratio,1.0);float stroke_radius=0.9*max(v_perspective_ratio,1.0);float distance_to_center=length(v_extrude);float distance_to_edge=abs(distance_to_center-v_radius);float opacity_t=smoothstep(-stroke_radius,0.0,-distance_to_edge);vec4 color=mix(vec4(0.0,0.0,1.0,0.5),vec4(1.0,0.0,0.0,1.0),v_collision);gl_FragColor=color*alpha*opacity_t;}","attribute vec2 a_pos;attribute float a_radius;attribute vec2 a_flags;uniform mat4 u_matrix;uniform mat4 u_inv_matrix;uniform vec2 u_viewport_size;uniform float u_camera_to_center_distance;varying float v_radius;varying vec2 v_extrude;varying float v_perspective_ratio;varying float v_collision;vec3 toTilePosition(vec2 screenPos) {vec4 rayStart=u_inv_matrix*vec4(screenPos,-1.0,1.0);vec4 rayEnd =u_inv_matrix*vec4(screenPos, 1.0,1.0);rayStart.xyz/=rayStart.w;rayEnd.xyz /=rayEnd.w;highp float t=(0.0-rayStart.z)/(rayEnd.z-rayStart.z);return mix(rayStart.xyz,rayEnd.xyz,t);}void main() {vec2 quadCenterPos=a_pos;float radius=a_radius;float collision=a_flags.x;float vertexIdx=a_flags.y;vec2 quadVertexOffset=vec2(mix(-1.0,1.0,float(vertexIdx >=2.0)),mix(-1.0,1.0,float(vertexIdx >=1.0 && vertexIdx <=2.0)));vec2 quadVertexExtent=quadVertexOffset*radius;vec3 tilePos=toTilePosition(quadCenterPos);vec4 clipPos=u_matrix*vec4(tilePos,1.0);highp float camera_to_anchor_distance=clipPos.w;highp float collision_perspective_ratio=clamp(0.5+0.5*(u_camera_to_center_distance/camera_to_anchor_distance),0.0,4.0);float padding_factor=1.2;v_radius=radius;v_extrude=quadVertexExtent*padding_factor;v_perspective_ratio=collision_perspective_ratio;v_collision=collision;gl_Position=vec4(clipPos.xyz/clipPos.w,1.0)+vec4(quadVertexExtent*padding_factor/u_viewport_size*2.0,0.0,0.0);}"),debug:mt("uniform highp vec4 u_color;uniform sampler2D u_overlay;varying vec2 v_uv;void main() {vec4 overlay_color=texture2D(u_overlay,v_uv);gl_FragColor=mix(u_color,overlay_color,overlay_color.a);}","attribute vec2 a_pos;varying vec2 v_uv;uniform mat4 u_matrix;uniform float u_overlay_scale;void main() {v_uv=a_pos/8192.0;gl_Position=u_matrix*vec4(a_pos*u_overlay_scale,get_elevation(a_pos),1);}"),fill:mt(`#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize lowp float opacity
gl_FragColor=color*opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`attribute vec2 a_pos;uniform mat4 u_matrix;
#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize lowp float opacity
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
gl_Position=u_matrix*vec4(a_pos,0,1);}`),fillOutline:mt(`varying vec2 v_pos;
#pragma mapbox: define highp vec4 outline_color
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize highp vec4 outline_color
#pragma mapbox: initialize lowp float opacity
float dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);gl_FragColor=outline_color*(alpha*opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`attribute vec2 a_pos;uniform mat4 u_matrix;uniform vec2 u_world;varying vec2 v_pos;
#pragma mapbox: define highp vec4 outline_color
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize highp vec4 outline_color
#pragma mapbox: initialize lowp float opacity
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
gl_Position=u_matrix*vec4(a_pos,0,1);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world;}`),fillOutlinePattern:mt(`uniform vec2 u_texsize;uniform sampler2D u_image;uniform float u_fade;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec2 v_pos;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
void main() {
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
vec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);float dist=length(v_pos-gl_FragCoord.xy);float alpha=1.0-smoothstep(0.0,1.0,dist);gl_FragColor=mix(color1,color2,u_fade)*alpha*opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;uniform vec2 u_world;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec2 v_pos;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
void main() {
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
vec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;gl_Position=u_matrix*vec4(a_pos,0,1);vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileRatio,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileRatio,a_pos);v_pos=(gl_Position.xy/gl_Position.w+1.0)/2.0*u_world;}`),fillPattern:mt(`#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_texsize;uniform float u_fade;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
void main() {
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
vec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);gl_FragColor=mix(color1,color2,u_fade)*opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform vec3 u_scale;attribute vec2 a_pos;varying vec2 v_pos_a;varying vec2 v_pos_b;
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
void main() {
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
vec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileZoomRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;gl_Position=u_matrix*vec4(a_pos,0,1);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileZoomRatio,a_pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileZoomRatio,a_pos);}`),fillExtrusion:mt(`varying vec4 v_color;void main() {gl_FragColor=v_color;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;uniform vec3 u_lightcolor;uniform lowp vec3 u_lightpos;uniform lowp float u_lightintensity;uniform float u_vertical_gradient;uniform lowp float u_opacity;attribute vec2 a_pos;attribute vec4 a_normal_ed;
#ifdef TERRAIN3D
attribute vec2 a_centroid;
#endif
varying vec4 v_color;
#pragma mapbox: define highp float base
#pragma mapbox: define highp float height
#pragma mapbox: define highp vec4 color
void main() {
#pragma mapbox: initialize highp float base
#pragma mapbox: initialize highp float height
#pragma mapbox: initialize highp vec4 color
vec3 normal=a_normal_ed.xyz;
#ifdef TERRAIN3D
float height_terrain3d_offset=get_elevation(a_centroid);float base_terrain3d_offset=height_terrain3d_offset-(base > 0.0 ? 0.0 : 10.0);
#else
float height_terrain3d_offset=0.0;float base_terrain3d_offset=0.0;
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
base=max(0.0,base)+base_terrain3d_offset;height=max(0.0,height)+height_terrain3d_offset;float t=mod(normal.x,2.0);gl_Position=u_matrix*vec4(a_pos,t > 0.0 ? height : base,1);float colorvalue=color.r*0.2126+color.g*0.7152+color.b*0.0722;v_color=vec4(0.0,0.0,0.0,1.0);vec4 ambientlight=vec4(0.03,0.03,0.03,1.0);color+=ambientlight;float directional=clamp(dot(normal/16384.0,u_lightpos),0.0,1.0);directional=mix((1.0-u_lightintensity),max((1.0-colorvalue+u_lightintensity),1.0),directional);if (normal.y !=0.0) {directional*=((1.0-u_vertical_gradient)+(u_vertical_gradient*clamp((t+base)*pow(height/150.0,0.5),mix(0.7,0.98,1.0-u_lightintensity),1.0)));}v_color.r+=clamp(color.r*directional*u_lightcolor.r,mix(0.0,0.3,1.0-u_lightcolor.r),1.0);v_color.g+=clamp(color.g*directional*u_lightcolor.g,mix(0.0,0.3,1.0-u_lightcolor.g),1.0);v_color.b+=clamp(color.b*directional*u_lightcolor.b,mix(0.0,0.3,1.0-u_lightcolor.b),1.0);v_color*=u_opacity;}`),fillExtrusionPattern:mt(`uniform vec2 u_texsize;uniform float u_fade;uniform sampler2D u_image;varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec4 v_lighting;
#pragma mapbox: define lowp float base
#pragma mapbox: define lowp float height
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
void main() {
#pragma mapbox: initialize lowp float base
#pragma mapbox: initialize lowp float height
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
vec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;vec2 imagecoord=mod(v_pos_a,1.0);vec2 pos=mix(pattern_tl_a/u_texsize,pattern_br_a/u_texsize,imagecoord);vec4 color1=texture2D(u_image,pos);vec2 imagecoord_b=mod(v_pos_b,1.0);vec2 pos2=mix(pattern_tl_b/u_texsize,pattern_br_b/u_texsize,imagecoord_b);vec4 color2=texture2D(u_image,pos2);vec4 mixedColor=mix(color1,color2,u_fade);gl_FragColor=mixedColor*v_lighting;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`uniform mat4 u_matrix;uniform vec2 u_pixel_coord_upper;uniform vec2 u_pixel_coord_lower;uniform float u_height_factor;uniform vec3 u_scale;uniform float u_vertical_gradient;uniform lowp float u_opacity;uniform vec3 u_lightcolor;uniform lowp vec3 u_lightpos;uniform lowp float u_lightintensity;attribute vec2 a_pos;attribute vec4 a_normal_ed;
#ifdef TERRAIN3D
attribute vec2 a_centroid;
#endif
varying vec2 v_pos_a;varying vec2 v_pos_b;varying vec4 v_lighting;
#pragma mapbox: define lowp float base
#pragma mapbox: define lowp float height
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
void main() {
#pragma mapbox: initialize lowp float base
#pragma mapbox: initialize lowp float height
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
vec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;vec3 normal=a_normal_ed.xyz;float edgedistance=a_normal_ed.w;vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;
#ifdef TERRAIN3D
float height_terrain3d_offset=get_elevation(a_centroid);float base_terrain3d_offset=height_terrain3d_offset-(base > 0.0 ? 0.0 : 10.0);
#else
float height_terrain3d_offset=0.0;float base_terrain3d_offset=0.0;
#endif
base=max(0.0,base)+base_terrain3d_offset;height=max(0.0,height)+height_terrain3d_offset;float t=mod(normal.x,2.0);float z=t > 0.0 ? height : base;gl_Position=u_matrix*vec4(a_pos,z,1);vec2 pos=normal.x==1.0 && normal.y==0.0 && normal.z==16384.0
? a_pos
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
: vec2(edgedistance,z*u_height_factor);v_pos_a=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,fromScale*display_size_a,tileRatio,pos);v_pos_b=get_pattern_pos(u_pixel_coord_upper,u_pixel_coord_lower,toScale*display_size_b,tileRatio,pos);v_lighting=vec4(0.0,0.0,0.0,1.0);float directional=clamp(dot(normal/16383.0,u_lightpos),0.0,1.0);directional=mix((1.0-u_lightintensity),max((0.5+u_lightintensity),1.0),directional);if (normal.y !=0.0) {directional*=((1.0-u_vertical_gradient)+(u_vertical_gradient*clamp((t+base)*pow(height/150.0,0.5),mix(0.7,0.98,1.0-u_lightintensity),1.0)));}v_lighting.rgb+=clamp(directional*u_lightcolor,mix(vec3(0.0),vec3(0.3),1.0-u_lightcolor),vec3(1.0));v_lighting*=u_opacity;}`),hillshadePrepare:mt(`#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D u_image;varying vec2 v_pos;uniform vec2 u_dimension;uniform float u_zoom;uniform vec4 u_unpack;float getElevation(vec2 coord,float bias) {vec4 data=texture2D(u_image,coord)*255.0;data.a=-1.0;return dot(data,u_unpack)/4.0;}void main() {vec2 epsilon=1.0/u_dimension;float a=getElevation(v_pos+vec2(-epsilon.x,-epsilon.y),0.0);float b=getElevation(v_pos+vec2(0,-epsilon.y),0.0);float c=getElevation(v_pos+vec2(epsilon.x,-epsilon.y),0.0);float d=getElevation(v_pos+vec2(-epsilon.x,0),0.0);float e=getElevation(v_pos,0.0);float f=getElevation(v_pos+vec2(epsilon.x,0),0.0);float g=getElevation(v_pos+vec2(-epsilon.x,epsilon.y),0.0);float h=getElevation(v_pos+vec2(0,epsilon.y),0.0);float i=getElevation(v_pos+vec2(epsilon.x,epsilon.y),0.0);float exaggerationFactor=u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;float exaggeration=u_zoom < 15.0 ? (u_zoom-15.0)*exaggerationFactor : 0.0;vec2 deriv=vec2((c+f+f+i)-(a+d+d+g),(g+h+h+i)-(a+b+b+c))/pow(2.0,exaggeration+(19.2562-u_zoom));gl_FragColor=clamp(vec4(deriv.x/2.0+0.5,deriv.y/2.0+0.5,1.0,1.0),0.0,1.0);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
}`,"uniform mat4 u_matrix;uniform vec2 u_dimension;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);highp vec2 epsilon=1.0/u_dimension;float scale=(u_dimension.x-2.0)/u_dimension.x;v_pos=(a_texture_pos/8192.0)*scale+epsilon;}"),hillshade:mt(`uniform sampler2D u_image;varying vec2 v_pos;uniform vec2 u_latrange;uniform vec2 u_light;uniform vec4 u_shadow;uniform vec4 u_highlight;uniform vec4 u_accent;
#define PI 3.141592653589793
void main() {vec4 pixel=texture2D(u_image,v_pos);vec2 deriv=((pixel.rg*2.0)-1.0);float scaleFactor=cos(radians((u_latrange[0]-u_latrange[1])*(1.0-v_pos.y)+u_latrange[1]));float slope=atan(1.25*length(deriv)/scaleFactor);float aspect=deriv.x !=0.0 ? atan(deriv.y,-deriv.x) : PI/2.0*(deriv.y > 0.0 ? 1.0 :-1.0);float intensity=u_light.x;float azimuth=u_light.y+PI;float base=1.875-intensity*1.75;float maxValue=0.5*PI;float scaledSlope=intensity !=0.5 ? ((pow(base,slope)-1.0)/(pow(base,maxValue)-1.0))*maxValue : slope;float accent=cos(scaledSlope);vec4 accent_color=(1.0-accent)*u_accent*clamp(intensity*2.0,0.0,1.0);float shade=abs(mod((aspect+azimuth)/PI+0.5,2.0)-1.0);vec4 shade_color=mix(u_shadow,u_highlight,shade)*sin(scaledSlope)*clamp(intensity*2.0,0.0,1.0);gl_FragColor=accent_color*(1.0-shade_color.a)+shade_color;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
}`,"uniform mat4 u_matrix;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos=a_texture_pos/8192.0;}"),line:mt(`uniform lowp float u_device_pixel_ratio;varying vec2 v_width2;varying vec2 v_normal;varying float v_gamma_scale;
#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
float dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);gl_FragColor=color*(alpha*opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
attribute vec2 a_pos_normal;attribute vec4 a_data;uniform mat4 u_matrix;uniform mediump float u_ratio;uniform vec2 u_units_to_pixels;uniform lowp float u_device_pixel_ratio;varying vec2 v_normal;varying vec2 v_width2;varying float v_gamma_scale;varying highp float v_linesofar;
#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
#pragma mapbox: define mediump float gapwidth
#pragma mapbox: define lowp float offset
#pragma mapbox: define mediump float width
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump float gapwidth
#pragma mapbox: initialize lowp float offset
#pragma mapbox: initialize mediump float width
float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;v_linesofar=(floor(a_data.z/4.0)+a_data.w*64.0)*2.0;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
v_width2=vec2(outset,inset);}`),lineGradient:mt(`uniform lowp float u_device_pixel_ratio;uniform sampler2D u_image;varying vec2 v_width2;varying vec2 v_normal;varying float v_gamma_scale;varying highp vec2 v_uv;
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
float dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);vec4 color=texture2D(u_image,v_uv);gl_FragColor=color*(alpha*opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
attribute vec2 a_pos_normal;attribute vec4 a_data;attribute float a_uv_x;attribute float a_split_index;uniform mat4 u_matrix;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_units_to_pixels;uniform float u_image_height;varying vec2 v_normal;varying vec2 v_width2;varying float v_gamma_scale;varying highp vec2 v_uv;
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
#pragma mapbox: define mediump float gapwidth
#pragma mapbox: define lowp float offset
#pragma mapbox: define mediump float width
void main() {
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump float gapwidth
#pragma mapbox: initialize lowp float offset
#pragma mapbox: initialize mediump float width
float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;highp float texel_height=1.0/u_image_height;highp float half_texel_height=0.5*texel_height;v_uv=vec2(a_uv_x,a_split_index*texel_height-half_texel_height);vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
v_width2=vec2(outset,inset);}`),linePattern:mt(`#ifdef GL_ES
precision highp float;
#endif
uniform lowp float u_device_pixel_ratio;uniform vec2 u_texsize;uniform float u_fade;uniform mediump vec3 u_scale;uniform sampler2D u_image;varying vec2 v_normal;varying vec2 v_width2;varying float v_linesofar;varying float v_gamma_scale;varying float v_width;
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
vec2 pattern_tl_a=pattern_from.xy;vec2 pattern_br_a=pattern_from.zw;vec2 pattern_tl_b=pattern_to.xy;vec2 pattern_br_b=pattern_to.zw;float tileZoomRatio=u_scale.x;float fromScale=u_scale.y;float toScale=u_scale.z;vec2 display_size_a=(pattern_br_a-pattern_tl_a)/pixel_ratio_from;vec2 display_size_b=(pattern_br_b-pattern_tl_b)/pixel_ratio_to;vec2 pattern_size_a=vec2(display_size_a.x*fromScale/tileZoomRatio,display_size_a.y);vec2 pattern_size_b=vec2(display_size_b.x*toScale/tileZoomRatio,display_size_b.y);float aspect_a=display_size_a.y/v_width;float aspect_b=display_size_b.y/v_width;float dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);float x_a=mod(v_linesofar/pattern_size_a.x*aspect_a,1.0);float x_b=mod(v_linesofar/pattern_size_b.x*aspect_b,1.0);float y=0.5*v_normal.y+0.5;vec2 texel_size=1.0/u_texsize;vec2 pos_a=mix(pattern_tl_a*texel_size-texel_size,pattern_br_a*texel_size+texel_size,vec2(x_a,y));vec2 pos_b=mix(pattern_tl_b*texel_size-texel_size,pattern_br_b*texel_size+texel_size,vec2(x_b,y));vec4 color=mix(texture2D(u_image,pos_a),texture2D(u_image,pos_b),u_fade);gl_FragColor=color*alpha*opacity;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
#define LINE_DISTANCE_SCALE 2.0
attribute vec2 a_pos_normal;attribute vec4 a_data;uniform mat4 u_matrix;uniform vec2 u_units_to_pixels;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;varying vec2 v_normal;varying vec2 v_width2;varying float v_linesofar;varying float v_gamma_scale;varying float v_width;
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float offset
#pragma mapbox: define mediump float gapwidth
#pragma mapbox: define mediump float width
#pragma mapbox: define lowp float floorwidth
#pragma mapbox: define lowp vec4 pattern_from
#pragma mapbox: define lowp vec4 pattern_to
#pragma mapbox: define lowp float pixel_ratio_from
#pragma mapbox: define lowp float pixel_ratio_to
void main() {
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float offset
#pragma mapbox: initialize mediump float gapwidth
#pragma mapbox: initialize mediump float width
#pragma mapbox: initialize lowp float floorwidth
#pragma mapbox: initialize mediump vec4 pattern_from
#pragma mapbox: initialize mediump vec4 pattern_to
#pragma mapbox: initialize lowp float pixel_ratio_from
#pragma mapbox: initialize lowp float pixel_ratio_to
float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;float a_linesofar=(floor(a_data.z/4.0)+a_data.w*64.0)*LINE_DISTANCE_SCALE;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
v_linesofar=a_linesofar;v_width2=vec2(outset,inset);v_width=floorwidth;}`),lineSDF:mt(`uniform lowp float u_device_pixel_ratio;uniform sampler2D u_image;uniform float u_sdfgamma;uniform float u_mix;varying vec2 v_normal;varying vec2 v_width2;varying vec2 v_tex_a;varying vec2 v_tex_b;varying float v_gamma_scale;
#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
#pragma mapbox: define mediump float width
#pragma mapbox: define lowp float floorwidth
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump float width
#pragma mapbox: initialize lowp float floorwidth
float dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);float sdfdist_a=texture2D(u_image,v_tex_a).a;float sdfdist_b=texture2D(u_image,v_tex_b).a;float sdfdist=mix(sdfdist_a,sdfdist_b,u_mix);alpha*=smoothstep(0.5-u_sdfgamma/floorwidth,0.5+u_sdfgamma/floorwidth,sdfdist);gl_FragColor=color*(alpha*opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`
#define scale 0.015873016
#define LINE_DISTANCE_SCALE 2.0
attribute vec2 a_pos_normal;attribute vec4 a_data;uniform mat4 u_matrix;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_patternscale_a;uniform float u_tex_y_a;uniform vec2 u_patternscale_b;uniform float u_tex_y_b;uniform vec2 u_units_to_pixels;varying vec2 v_normal;varying vec2 v_width2;varying vec2 v_tex_a;varying vec2 v_tex_b;varying float v_gamma_scale;
#pragma mapbox: define highp vec4 color
#pragma mapbox: define lowp float blur
#pragma mapbox: define lowp float opacity
#pragma mapbox: define mediump float gapwidth
#pragma mapbox: define lowp float offset
#pragma mapbox: define mediump float width
#pragma mapbox: define lowp float floorwidth
void main() {
#pragma mapbox: initialize highp vec4 color
#pragma mapbox: initialize lowp float blur
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize mediump float gapwidth
#pragma mapbox: initialize lowp float offset
#pragma mapbox: initialize mediump float width
#pragma mapbox: initialize lowp float floorwidth
float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;float a_linesofar=(floor(a_data.z/4.0)+a_data.w*64.0)*LINE_DISTANCE_SCALE;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;
#ifdef TERRAIN3D
v_gamma_scale=1.0;
#else
float extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
v_tex_a=vec2(a_linesofar*u_patternscale_a.x/floorwidth,normal.y*u_patternscale_a.y+u_tex_y_a);v_tex_b=vec2(a_linesofar*u_patternscale_b.x/floorwidth,normal.y*u_patternscale_b.y+u_tex_y_b);v_width2=vec2(outset,inset);}`),raster:mt(`uniform float u_fade_t;uniform float u_opacity;uniform sampler2D u_image0;uniform sampler2D u_image1;varying vec2 v_pos0;varying vec2 v_pos1;uniform float u_brightness_low;uniform float u_brightness_high;uniform float u_saturation_factor;uniform float u_contrast_factor;uniform vec3 u_spin_weights;void main() {vec4 color0=texture2D(u_image0,v_pos0);vec4 color1=texture2D(u_image1,v_pos1);if (color0.a > 0.0) {color0.rgb=color0.rgb/color0.a;}if (color1.a > 0.0) {color1.rgb=color1.rgb/color1.a;}vec4 color=mix(color0,color1,u_fade_t);color.a*=u_opacity;vec3 rgb=color.rgb;rgb=vec3(dot(rgb,u_spin_weights.xyz),dot(rgb,u_spin_weights.zxy),dot(rgb,u_spin_weights.yzx));float average=(color.r+color.g+color.b)/3.0;rgb+=(average-rgb)*u_saturation_factor;rgb=(rgb-0.5)*u_contrast_factor+0.5;vec3 u_high_vec=vec3(u_brightness_low,u_brightness_low,u_brightness_low);vec3 u_low_vec=vec3(u_brightness_high,u_brightness_high,u_brightness_high);gl_FragColor=vec4(mix(u_high_vec,u_low_vec,rgb)*color.a,color.a);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
}`,"uniform mat4 u_matrix;uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos0;varying vec2 v_pos1;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos0=(((a_texture_pos/8192.0)-0.5)/u_buffer_scale )+0.5;v_pos1=(v_pos0*u_scale_parent)+u_tl_parent;}"),symbolIcon:mt(`uniform sampler2D u_texture;varying vec2 v_tex;varying float v_fade_opacity;
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize lowp float opacity
lowp float alpha=opacity*v_fade_opacity;gl_FragColor=texture2D(u_texture,v_tex)*alpha;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`const float PI=3.141592653589793;attribute vec4 a_pos_offset;attribute vec4 a_data;attribute vec4 a_pixeloffset;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform highp float u_camera_to_center_distance;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform float u_fade_change;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform vec2 u_texsize;varying vec2 v_tex;varying float v_fade_opacity;
#pragma mapbox: define lowp float opacity
void main() {
#pragma mapbox: initialize lowp float opacity
vec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_data.xy;vec2 a_size=a_data.zw;float a_size_min=floor(a_size[0]*0.5);vec2 a_pxoffset=a_pixeloffset.xy;vec2 a_minFontScale=a_pixeloffset.zw/256.0;float ele=get_elevation(a_pos);highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}vec4 projectedPoint=u_matrix*vec4(a_pos,ele,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float distance_ratio=u_pitch_with_map ?
camera_to_anchor_distance/u_camera_to_center_distance :
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
u_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(0.5+0.5*distance_ratio,0.0,4.0);size*=perspective_ratio;float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjectedPoint=u_matrix*vec4(a_pos+vec2(1,0),ele,1);vec2 a=projectedPoint.xy/projectedPoint.w;vec2 b=offsetProjectedPoint.xy/offsetProjectedPoint.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}highp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);vec4 projected_pos=u_label_plane_matrix*vec4(a_projected_pos.xy,ele,1.0);float z=float(u_pitch_with_map)*projected_pos.z/projected_pos.w;gl_Position=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*max(a_minFontScale,fontScale)+a_pxoffset/16.0),z,1.0);v_tex=a_tex/u_texsize;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float visibility=calculate_visibility(projectedPoint);v_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));}`),symbolSDF:mt(`#define SDF_PX 8.0
uniform bool u_is_halo;uniform sampler2D u_texture;uniform highp float u_gamma_scale;uniform lowp float u_device_pixel_ratio;uniform bool u_is_text;varying vec2 v_data0;varying vec3 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
float EDGE_GAMMA=0.105/u_device_pixel_ratio;vec2 tex=v_data0.xy;float gamma_scale=v_data1.x;float size=v_data1.y;float fade_opacity=v_data1[2];float fontScale=u_is_text ? size/24.0 : size;lowp vec4 color=fill_color;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float inner_edge=(256.0-64.0)/256.0;if (u_is_halo) {color=halo_color;gamma=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);inner_edge=inner_edge+gamma*gamma_scale;}lowp float dist=texture2D(u_texture,tex).a;highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(inner_edge-gamma_scaled,inner_edge+gamma_scaled,dist);if (u_is_halo) {lowp float halo_edge=(6.0-halo_width/fontScale)/SDF_PX;alpha=min(smoothstep(halo_edge-gamma_scaled,halo_edge+gamma_scaled,dist),1.0-alpha);}gl_FragColor=color*(alpha*opacity*fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`const float PI=3.141592653589793;attribute vec4 a_pos_offset;attribute vec4 a_data;attribute vec4 a_pixeloffset;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;varying vec2 v_data0;varying vec3 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
vec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_data.xy;vec2 a_size=a_data.zw;float a_size_min=floor(a_size[0]*0.5);vec2 a_pxoffset=a_pixeloffset.xy;float ele=get_elevation(a_pos);highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}vec4 projectedPoint=u_matrix*vec4(a_pos,ele,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float distance_ratio=u_pitch_with_map ?
camera_to_anchor_distance/u_camera_to_center_distance :
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
u_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(0.5+0.5*distance_ratio,0.0,4.0);size*=perspective_ratio;float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjectedPoint=u_matrix*vec4(a_pos+vec2(1,0),ele,1);vec2 a=projectedPoint.xy/projectedPoint.w;vec2 b=offsetProjectedPoint.xy/offsetProjectedPoint.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}highp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);vec4 projected_pos=u_label_plane_matrix*vec4(a_projected_pos.xy,ele,1.0);float z=float(u_pitch_with_map)*projected_pos.z/projected_pos.w;gl_Position=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*fontScale+a_pxoffset),z,1.0);float gamma_scale=gl_Position.w;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));v_data0=a_tex/u_texsize;v_data1=vec3(gamma_scale,size,interpolated_fade_opacity);}`),symbolTextAndIcon:mt(`#define SDF_PX 8.0
#define SDF 1.0
#define ICON 0.0
uniform bool u_is_halo;uniform sampler2D u_texture;uniform sampler2D u_texture_icon;uniform highp float u_gamma_scale;uniform lowp float u_device_pixel_ratio;varying vec4 v_data0;varying vec4 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
float fade_opacity=v_data1[2];if (v_data1.w==ICON) {vec2 tex_icon=v_data0.zw;lowp float alpha=opacity*fade_opacity;gl_FragColor=texture2D(u_texture_icon,tex_icon)*alpha;
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
return;}vec2 tex=v_data0.xy;float EDGE_GAMMA=0.105/u_device_pixel_ratio;float gamma_scale=v_data1.x;float size=v_data1.y;float fontScale=size/24.0;lowp vec4 color=fill_color;highp float gamma=EDGE_GAMMA/(fontScale*u_gamma_scale);lowp float buff=(256.0-64.0)/256.0;if (u_is_halo) {color=halo_color;gamma=(halo_blur*1.19/SDF_PX+EDGE_GAMMA)/(fontScale*u_gamma_scale);buff=(6.0-halo_width/fontScale)/SDF_PX;}lowp float dist=texture2D(u_texture,tex).a;highp float gamma_scaled=gamma*gamma_scale;highp float alpha=smoothstep(buff-gamma_scaled,buff+gamma_scaled,dist);gl_FragColor=color*(alpha*opacity*fade_opacity);
#ifdef OVERDRAW_INSPECTOR
gl_FragColor=vec4(1.0);
#endif
}`,`const float PI=3.141592653589793;attribute vec4 a_pos_offset;attribute vec4 a_data;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;uniform vec2 u_texsize_icon;varying vec4 v_data0;varying vec4 v_data1;
#pragma mapbox: define highp vec4 fill_color
#pragma mapbox: define highp vec4 halo_color
#pragma mapbox: define lowp float opacity
#pragma mapbox: define lowp float halo_width
#pragma mapbox: define lowp float halo_blur
void main() {
#pragma mapbox: initialize highp vec4 fill_color
#pragma mapbox: initialize highp vec4 halo_color
#pragma mapbox: initialize lowp float opacity
#pragma mapbox: initialize lowp float halo_width
#pragma mapbox: initialize lowp float halo_blur
vec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_data.xy;vec2 a_size=a_data.zw;float a_size_min=floor(a_size[0]*0.5);float is_sdf=a_size[0]-2.0*a_size_min;float ele=get_elevation(a_pos);highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}vec4 projectedPoint=u_matrix*vec4(a_pos,ele,1);highp float camera_to_anchor_distance=projectedPoint.w;highp float distance_ratio=u_pitch_with_map ?
camera_to_anchor_distance/u_camera_to_center_distance :
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
u_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(0.5+0.5*distance_ratio,0.0,4.0);size*=perspective_ratio;float fontScale=size/24.0;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjectedPoint=u_matrix*vec4(a_pos+vec2(1,0),ele,1);vec2 a=projectedPoint.xy/projectedPoint.w;vec2 b=offsetProjectedPoint.xy/offsetProjectedPoint.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}highp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);vec4 projected_pos=u_label_plane_matrix*vec4(a_projected_pos.xy,ele,1.0);float z=float(u_pitch_with_map)*projected_pos.z/projected_pos.w;gl_Position=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*fontScale),z,1.0);float gamma_scale=gl_Position.w;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));v_data0.xy=a_tex/u_texsize;v_data0.zw=a_tex/u_texsize_icon;v_data1=vec4(gamma_scale,size,interpolated_fade_opacity,is_sdf);}`),terrain:mt("uniform sampler2D u_texture;varying vec2 v_texture_pos;void main() {gl_FragColor=texture2D(u_texture,v_texture_pos);}",jn),terrainDepth:mt("varying float v_depth;const highp vec4 bitSh=vec4(256.*256.*256.,256.*256.,256.,1.);const highp vec4 bitMsk=vec4(0.,vec3(1./256.0));highp vec4 pack(highp float value) {highp vec4 comp=fract(value*bitSh);comp-=comp.xxyz*bitMsk;return comp;}void main() {gl_FragColor=pack(v_depth);}",jn),terrainCoords:mt("precision mediump float;uniform sampler2D u_texture;uniform float u_terrain_coords_id;varying vec2 v_texture_pos;void main() {vec4 rgba=texture2D(u_texture,v_texture_pos);gl_FragColor=vec4(rgba.r,rgba.g,rgba.b,u_terrain_coords_id);}",jn)};function mt(u,t){const n=/#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g,s=t.match(/attribute ([\w]+) ([\w]+)/g),c=u.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g),h=t.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g),g=h?h.concat(c):c,_={};return{fragmentSource:u=u.replace(n,((x,w,T,I,P)=>(_[P]=!0,w==="define"?`
#ifndef HAS_UNIFORM_u_${P}
varying ${T} ${I} ${P};
#else
uniform ${T} ${I} u_${P};
#endif
`:`
#ifdef HAS_UNIFORM_u_${P}
${T} ${I} ${P} = u_${P};
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
`))),vertexSource:t=t.replace(n,((x,w,T,I,P)=>{const V=I==="float"?"vec2":"vec4",N=P.match(/color/)?"color":V;return _[P]?w==="define"?`
#ifndef HAS_UNIFORM_u_${P}
uniform lowp float u_${P}_t;
attribute ${T} ${V} a_${P};
varying ${T} ${I} ${P};
#else
uniform ${T} ${I} u_${P};
#endif
`:N==="vec4"?`
#ifndef HAS_UNIFORM_u_${P}
${P} = a_${P};
#else
${T} ${I} ${P} = u_${P};
#endif
`:`
#ifndef HAS_UNIFORM_u_${P}
${P} = unpack_mix_${N}(a_${P}, u_${P}_t);
#else
${T} ${I} ${P} = u_${P};
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
`:w==="define"?`
#ifndef HAS_UNIFORM_u_${P}
uniform lowp float u_${P}_t;
attribute ${T} ${V} a_${P};
#else
uniform ${T} ${I} u_${P};
#endif
`:N==="vec4"?`
#ifndef HAS_UNIFORM_u_${P}
${T} ${I} ${P} = a_${P};
#else
${T} ${I} ${P} = u_${P};
#endif
`:`
#ifndef HAS_UNIFORM_u_${P}
${T} ${I} ${P} = unpack_mix_${N}(a_${P}, u_${P}_t);
#else
${T} ${I} ${P} = u_${P};
#endif
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
`})),staticAttributes:s,staticUniforms:g}}class _n{constructor(){this.boundProgram=null,this.boundLayoutVertexBuffer=null,this.boundPaintVertexBuffers=[],this.boundIndexBuffer=null,this.boundVertexOffset=null,this.boundDynamicVertexBuffer=null,this.vao=null}bind(t,n,s,c,h,g,_,x,w){this.context=t;let T=this.boundPaintVertexBuffers.length!==c.length;for(let I=0;!T&&I<c.length;I++)this.boundPaintVertexBuffers[I]!==c[I]&&(T=!0);!this.vao||this.boundProgram!==n||this.boundLayoutVertexBuffer!==s||T||this.boundIndexBuffer!==h||this.boundVertexOffset!==g||this.boundDynamicVertexBuffer!==_||this.boundDynamicVertexBuffer2!==x||this.boundDynamicVertexBuffer3!==w?this.freshBind(n,s,c,h,g,_,x,w):(t.bindVertexArray.set(this.vao),_&&_.bind(),h&&h.dynamicDraw&&h.bind(),x&&x.bind(),w&&w.bind())}freshBind(t,n,s,c,h,g,_,x){const w=t.numAttributes,T=this.context,I=T.gl;this.vao&&this.destroy(),this.vao=T.createVertexArray(),T.bindVertexArray.set(this.vao),this.boundProgram=t,this.boundLayoutVertexBuffer=n,this.boundPaintVertexBuffers=s,this.boundIndexBuffer=c,this.boundVertexOffset=h,this.boundDynamicVertexBuffer=g,this.boundDynamicVertexBuffer2=_,this.boundDynamicVertexBuffer3=x,n.enableAttributes(I,t);for(const P of s)P.enableAttributes(I,t);g&&g.enableAttributes(I,t),_&&_.enableAttributes(I,t),x&&x.enableAttributes(I,t),n.bind(),n.setVertexAttribPointers(I,t,h);for(const P of s)P.bind(),P.setVertexAttribPointers(I,t,h);g&&(g.bind(),g.setVertexAttribPointers(I,t,h)),c&&c.bind(),_&&(_.bind(),_.setVertexAttribPointers(I,t,h)),x&&(x.bind(),x.setVertexAttribPointers(I,t,h)),T.currentNumAttributes=w}destroy(){this.vao&&(this.context.deleteVertexArray(this.vao),this.vao=null)}}function Nt(u){const t=[];for(let n=0;n<u.length;n++){if(u[n]===null)continue;const s=u[n].split(" ");t.push(s.pop())}return t}class $a{constructor(t,n,s,c,h,g){const _=t.gl;this.program=_.createProgram();const x=Nt(n.staticAttributes),w=s?s.getBinderAttributes():[],T=x.concat(w),I=Lt.prelude.staticUniforms?Nt(Lt.prelude.staticUniforms):[],P=n.staticUniforms?Nt(n.staticUniforms):[],V=s?s.getBinderUniforms():[],N=I.concat(P).concat(V),$=[];for(const ue of N)$.indexOf(ue)<0&&$.push(ue);const B=s?s.defines():[];h&&B.push("#define OVERDRAW_INSPECTOR;"),g&&B.push("#define TERRAIN3D;");const ee=B.concat(Lt.prelude.fragmentSource,n.fragmentSource).join(`
`),se=B.concat(Lt.prelude.vertexSource,n.vertexSource).join(`
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<div class="maplibregl-desktop-message">${u}</div>
<div class="maplibregl-mobile-message">${typeof this._cooperativeGestures!="boolean"&&this._cooperativeGestures.mobileHelpText?this._cooperativeGestures.mobileHelpText:"Use two fingers to move the map"}</div>
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
`,this._cooperativeGesturesScreen.setAttribute("aria-hidden","true"),this._canvasContainer.addEventListener("wheel",this._cooperativeGesturesOnWheel,!1),this._canvasContainer.classList.add("maplibregl-cooperative-gestures")}_destroyCooperativeGestures(){X.remove(this._cooperativeGesturesScreen),this._canvasContainer.removeEventListener("wheel",this._cooperativeGesturesOnWheel,!1),this._canvasContainer.classList.remove("maplibregl-cooperative-gestures")}_resizeCanvas(u,t,n){this._canvas.width=Math.floor(n*u),this._canvas.height=Math.floor(n*t),this._canvas.style.width=`${u}px`,this._canvas.style.height=`${t}px`}_setupPainter(){const u={alpha:!0,stencil:!0,depth:!0,failIfMajorPerformanceCaveat:this._failIfMajorPerformanceCaveat,preserveDrawingBuffer:this._preserveDrawingBuffer,antialias:this._antialias||!1};let t=null;this._canvas.addEventListener("webglcontextcreationerror",(s=>{t={requestedAttributes:u},s&&(t.statusMessage=s.statusMessage,t.type=s.type)}),{once:!0});const n=this._canvas.getContext("webgl2",u)||this._canvas.getContext("webgl",u);if(!n){const s="Failed to initialize WebGL";throw t?(t.message=s,new Error(JSON.stringify(t))):new Error(s)}this.painter=new bn(n,this.transform),Ee.testSupport(n)}_onCooperativeGesture(u,t,n){return!t&&n<2&&(this._cooperativeGesturesScreen.classList.add("maplibregl-show"),setTimeout((()=>{this._cooperativeGesturesScreen.classList.remove("maplibregl-show")}),100)),!1}loaded(){return!this._styleDirty&&!this._sourcesDirty&&!!this.style&&this.style.loaded()}_update(u){return this.style&&this.style._loaded?(this._styleDirty=this._styleDirty||u,this._sourcesDirty=!0,this.triggerRepaint(),this):this}_requestRenderFrame(u){return this._update(),this._renderTaskQueue.add(u)}_cancelRenderFrame(u){this._renderTaskQueue.remove(u)}_render(u){const t=this._idleTriggered?this._fadeDuration:0;if(this.painter.context.setDirty(),this.painter.setBaseState(),this._renderTaskQueue.run(u),this._removed)return;let n=!1;if(this.style&&this._styleDirty){this._styleDirty=!1;const c=this.transform.zoom,h=l.h.now();this.style.zoomHistory.update(c,h);const g=new l.a8(c,{now:h,fadeDuration:t,zoomHistory:this.style.zoomHistory,transition:this.style.getTransition()}),_=g.crossFadingFactor();_===1&&_===this._crossFadingFactor||(n=!0,this._crossFadingFactor=_),this.style.update(g)}this.style&&this._sourcesDirty&&(this._sourcesDirty=!1,this.style._updateSources(this.transform)),this.terrain?(this.terrain.sourceCache.update(this.transform,this.terrain),this.transform._minEleveationForCurrentTile=this.terrain.getMinTileElevationForLngLatZoom(this.transform.center,this.transform.tileZoom),this._elevationFreeze||(this.transform.elevation=this.terrain.getElevationForLngLatZoom(this.transform.center,this.transform.tileZoom))):(this.transform._minEleveationForCurrentTile=0,this.transform.elevation=0),this._placementDirty=this.style&&this.style._updatePlacement(this.painter.transform,this.showCollisionBoxes,t,this._crossSourceCollisions),this.painter.render(this.style,{showTileBoundaries:this.showTileBoundaries,showOverdrawInspector:this._showOverdrawInspector,rotating:this.isRotating(),zooming:this.isZooming(),moving:this.isMoving(),fadeDuration:t,showPadding:this.showPadding}),this.fire(new l.k("render")),this.loaded()&&!this._loaded&&(this._loaded=!0,l.bg.mark(l.bh.load),this.fire(new l.k("load"))),this.style&&(this.style.hasTransitions()||n)&&(this._styleDirty=!0),this.style&&!this._placementDirty&&this.style._releaseSymbolFadeTiles();const s=this._sourcesDirty||this._styleDirty||this._placementDirty;return s||this._repaint?this.triggerRepaint():!this.isMoving()&&this.loaded()&&this.fire(new l.k("idle")),!this._loaded||this._fullyLoaded||s||(this._fullyLoaded=!0,l.bg.mark(l.bh.fullLoad)),this}redraw(){return this.style&&(this._frame&&(this._frame.cancel(),this._frame=null),this._render(0)),this}remove(){var u;this._hash&&this._hash.remove();for(const n of this._controls)n.onRemove(this);this._controls=[],this._frame&&(this._frame.cancel(),this._frame=null),this._renderTaskQueue.clear(),this.painter.destroy(),
refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-28 16:29:15 +01:00
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refactor: comprehensive map-editor plugin refactoring (phases 1-3) This commit implements a complete refactoring of the map-editor plugin to improve code organization, reusability, and maintainability. ## Phase 1: Extraction of composables and factory functions **New composables:** - `useMarkers.js`: Centralized marker state and CRUD operations - Exports: markers, selectedMarkerId, editingMarker refs - Computed: canAddMarker, hasMarkers, selectedMarker - Methods: addMarker, updateMarker, deleteMarker, selectMarker, etc. - Includes createMarker() factory to eliminate code duplication - `useMapData.js`: Map data persistence (YAML load/save) - Exports: center, zoom refs - Methods: loadMapData, saveMapData, debouncedSave - Handles lifecycle cleanup of debounce timeouts **Benefits:** - Eliminated code duplication (2 identical marker creation blocks) - Separated business logic from UI concerns - Improved testability with pure functions - Added JSDoc documentation throughout ## Phase 2: Component extraction **New components:** - `MarkerList.vue`: Extracted sidebar UI from MapEditor.vue - Props: markers, selectedMarkerId, maxMarkers - Emits: add-marker, select-marker, edit-marker, delete-marker, select-location - Includes integrated GeocodeSearch component - Self-contained styles with scoped CSS **Benefits:** - MapEditor.vue reduced from 370 → 230 lines (-40%) - Clear separation of concerns (orchestration vs presentation) - Reusable component for potential future use - Easier to test and maintain ## Phase 3: Utils restructuring with JSDoc **New structure:** ``` utils/ ├── constants.js # NOMINATIM_API, MAP_DEFAULTS, DEBOUNCE_DELAYS ├── api/ │ └── nominatim.js # geocode() with full JSDoc typedefs └── helpers/ └── debounce.js # Generic debounce utility ``` **Removed:** - `utils/geocoding.js` (replaced by modular structure) **Benefits:** - Constants centralized for easy configuration - API layer separated from helpers - Complete JSDoc type annotations for better IDE support - Better organization following standard patterns ## Updated components **MapEditor.vue:** - Now uses useMarkers and useMapData composables - Uses MarkerList component instead of inline template - Cleaner setup function with better separation - Reduced from 537 → 256 lines (CSS moved to MarkerList) **GeocodeSearch.vue:** - Updated imports to use new utils structure - Uses DEBOUNCE_DELAYS constant instead of hardcoded value ## Build verification - ✅ npm run build successful - ✅ Bundle size unchanged (806.10 kB / 223.46 KiB gzipped) - ✅ All functionality preserved - ✅ No breaking changes ## Documentation - Added comprehensive README.md with: - Architecture overview - Composables usage examples - Component API documentation - Data flow diagrams - Development guide Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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