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<main>
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<h1 id="running-maplibre-rs-demos-on-various-platforms"><a class="header" href="#running-maplibre-rs-demos-on-various-platforms">Running maplibre-rs demos on various platforms</a></h1>
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<p>During development, you will want to run the maplibre demos on your local machine to test out your changes.
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There are multiple demos of maplibre-rs for different targets. Some targets have prerequisites
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depending on your operating system.</p>
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<ul>
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<li><strong>maplibre-demo</strong> - targets Windows, macOS and Linux, it is built directly with cargo.</li>
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<li><strong>apple</strong> - targets iOS and macOS and relies on the xcode IDE.</li>
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<li><strong>android</strong> - targets Android devices and builds in Android Studio.</li>
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<li><strong>web</strong> - targets the web using a WASM binary.</li>
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<li><strong>maplibre-headless</strong> - <em>TBD</em></li>
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</ul>
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<p>All the targets below require you to install <a href="https://rustup.rs/">rustup</a> to manage your Rust toolchain.</p>
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<blockquote>
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<p><strong>Note</strong>: Make sure you have selected the right toolchain target within rustup. You can use <code>rustup show</code> to see your
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active toolchain. If you want to change the target of the build manually, use the cargo <code>--target</code> parameter.</p>
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</blockquote>
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<h2 id="maplibre-demo"><a class="header" href="#maplibre-demo">Maplibre-demo</a></h2>
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<h3 id="linuxmacos"><a class="header" href="#linuxmacos">Linux/macOS</a></h3>
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<p>The build for desktop is very simple, you just have to run the following command from the root of the
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maplibre-rs project:</p>
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<pre><code class="language-bash">cargo run -p maplibre-demo
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</code></pre>
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<h3 id="windows"><a class="header" href="#windows">Windows</a></h3>
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<p>Windows has two additional prerequisites to be able to run. You will need CMake, Visual Studio C++ build tools and the
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sqlite3 library.</p>
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<p>Install <a href="https://cmake.org/download/">CMake</a> and add it to your path environment variables.</p>
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<p>For the C++ build tools, download the <a href="https://visualstudio.microsoft.com/downloads/">Visual Studio 2022 Build tools</a>
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from the Microsoft website. After the download, while installing the Build tools, make sure that you select the
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<em>C++ build tools</em>.</p>
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<p>To install sqlite3 you need to build the sqlite3.lib manually with the following
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<a href="https://gist.github.com/zeljic/d8b542788b225b1bcb5fce169ee28c55">steps</a>. This will generate a .lib file that
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you will have to add to the SQLITE3_LIB_DIR environment variable.</p>
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<p>Restart your shell to make sure you are using up-to-date environment variables.</p>
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<p>Finally, the command below should execute successfully:</p>
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<pre><code class="language-bash">cargo run -p maplibre-demo
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</code></pre>
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<h2 id="android"><a class="header" href="#android">Android</a></h2>
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<p>Start by installing the
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<a href="https://developer.android.com/studio?gclid=CjwKCAjwj42UBhAAEiwACIhADmF7uHXnEHGnmOgFnjp0Z6n-TnBvutC5faGA89lwouMIXiR6OXK4hBoCq78QAvD_BwE&gclsrc=aw.ds">Android Studio IDE</a>.</p>
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<p>Make sure the NDK is installed. The Native Development Kit (NDK) is a set of tools that allows
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you to use C and C++ code with Android. You have to install manually the version that is used in
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<code>./android/gradle/lib/build.gradle</code>.</p>
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<pre><code>ANDROID STUDIO -> tools -> SDK manager -> SDK tools -> tick show package details -> ndk (side by side)
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</code></pre>
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<p>Open the project within <code>./android/gradle</code> and create a new virtual device with the device manager. Minimum SDK version
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should be 21. This was tested on an x86_64 emulator. Finally, run the demo configuration. It should open your virtual device and
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run the maplibre-rs Android demo on it. Alternatively you can also run it on your own Android device.</p>
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<blockquote>
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<p>Note: If you are building for an x86 Android device, you probably need to install the following target using<br />
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rustup with the following command <code>rustup target add i686-linux-android</code>.</p>
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</blockquote>
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<blockquote>
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<p>Note: Android is configured to support OpenGL ES 3.1 (This API specification is supported by Android 5.0 (API level 21) and higher).
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Your Android device is required to support OpenGL ES 3.1 at least. There are some issues
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<a href="https://stackoverflow.com/questions/40797975/android-emulator-and-opengl-es3-egl-bad-config">here</a> and
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<a href="https://www.reddit.com/r/Arcore/comments/8squbo/opengl_es_31_is_required_for_android_emulator_to/">here</a> that
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discuss configuration of Android Studio for OpenGL ES 3.1 support in emulators.</p>
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</blockquote>
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<h2 id="apple"><a class="header" href="#apple">Apple</a></h2>
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<p>Apple builds rely on the <a href="https://apps.apple.com/us/app/xcode/id497799835?ls=1&mt=12">XCode IDE</a>.
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Start by installing XCode and open the project within <code>./apple/xcode</code>.</p>
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<blockquote>
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<p>Cargo is used in to build the maplibre library in the build phases of the XCode project configuration.</p>
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</blockquote>
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<h3 id="ios"><a class="header" href="#ios">iOS</a></h3>
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<p>You can use XCode to run on a iOS Simulator or a real device. Install a simulator in XCode.
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Version 9 is the minimum version supported theoretically.</p>
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<p>Select the scheme called <em>example (iOS)</em> and click on run. This will start the iOS application.</p>
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<h3 id="macos"><a class="header" href="#macos">macOS</a></h3>
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<p>As you might have seen in the maplibre-demo section, you can build Unix executables directly with Cargo.
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In order to build a proper macOS application (in OSX terminology) you have to use the <code>./apple/xcode</code> project.</p>
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<p>Open the project from the folder <code>./apple/xcode</code> with XCode. Select the scheme called <em>example (macOS)</em> and
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click on run. This will start the macOS application.</p>
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<blockquote>
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<p>The minimum target OSX version for the macOS build is defined inside <em>Build settings -> Deployment -> macOS deployment target</em>.
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If you are using a lower version of OSX, you will not be able to run the application on your computer.</p>
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</blockquote>
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<h2 id="web-webgl-webgpu"><a class="header" href="#web-webgl-webgpu">Web (WebGL, WebGPU)</a></h2>
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<p>You need to first build the library for WebGL or WebGPU. Optionally, you can also enabled multi-threading support,
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which requires that the library is used in a secure environment:
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<a href="https://developer.mozilla.org/en-US/docs/Web/API/isSecureContext">isSecureContext</a>
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and <a href="https://developer.mozilla.org/en-US/docs/Web/API/crossOriginIsolated">crossOriginIsolated</a>.
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The demo runs this such an environment.</p>
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<p>If you have a browser which already supports a recent version of the WebGPU specification then you can build the library
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with WebGPU:</p>
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<pre><code class="language-bash">just web-lib build # WebGPU
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</code></pre>
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<p>If not, then you must enable WebGL support:</p>
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<pre><code class="language-bash">just web-lib build --webgl # WebGL
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just web-lib build --webgl --multithreaded # WebGL + multithreaded
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</code></pre>
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<p>Instead of building it is also possible to watch for changes. The same flags as with <code>web-lib build</code> are supported:</p>
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<pre><code class="language-bash">just web-lib watch --webgl
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</code></pre>
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<p>After building the library you can run the demo server:</p>
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<pre><code class="language-bash">just web-demo start
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</code></pre>
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