Creates a URI for use with QgsVectorLayerExporter corresponding to given destination
table options for the backend. The URI format and extra options which
need to be passed to QgsVectorLayerExporter differ from provider to
provider, so this new method gives us a consistent, generic method we
can call to safely generate the right URI and options in a
cross-provider way.
Implemented for all database connection providers.
QgsChunkedEntity gets a capability to update an existing sub-entity for a node
by loading the node again, creating a new 3D entity, and then discarding the old
entity in favor of the new one.
QgsPointCloudLayer gets a new signal - emitted whenever a particular node's
attribute values get changed.
These two are combined for point cloud layer's 3D chunked entity: whenever there
are edits to the point cloud data, instead of doing big hard reload of the whole
point cloud, we only update entities of the few nodes that were modified.
This greatly improves the user experience of point cloud editing (no "flashing"
of the 3D view while loading everything from scratch), and it improves how quickly
the changes can be seen.
Allows raster pixels to be labeled with the value taken from a raster
band.
Labels are registered with the labeling engine, so participate in
label conflict resolution and overlap avoidance
Options include
- Selection of band to take values from
- Using QgsNumericFormat to customise the number format for the labels
- Uses text renderer, so supports buffers, shadows, etc
- Label priority
- Scale dependant visibility
- Optional pixel size dependent visibilty, ie show only when pixels are
> 4mm in size
- Z index control, overlap avoidance mode
Fixes#14408
This brings to renderer for Mesh Contours option to set renderer Min Max based on extent (specific canvas, changing canvas) in the same way as renderers for Raster Layer.
Only create rules/categorized categories/graduated ranges if the
associated symbol could be converted to SLD, and is not an "empty"
symbol.
Otherwise we do not generate a rule, as SLD spec requires a
Symbolizer element to be present.
Rework internals of QgsTextRenderer horizontal text rendering,
so that:
1. It's easier to read, cleaning up years of accumulated cruft
2. Split out bits into smaller functions
3. Reduce the amount of duplicate code for text layout, so that
there's only one function responsible for horizontal text layout
instead of multiple
4. Add shortcut optimisations for rendering text + buffer/shadow
at the same time, instead of always drawing these completely
independantly of each other and incurring the cost of text path
calculation multiple times for the same bit of text. In a simple
benchtest this reduces the time required for rendering many
text fragments with buffers from 40 seconds to 27 seconds.
There's still more we could do here, but it's a start...