I am aware of this question, and the answer works ok for me but I would like the drawn polygons (hexagons) not to move or scale with the map.
Is there a way to do besides overlaying an SVG on top of the map and drawing on it?
Related
I have a triangle polygon filled with color and low opacity. That was no problem so far.
What I'm trying to achieve looks like this (without points and lines). It is basically triangle polygon with fill color but opacity smoothly lowering from one of the triangle apexes.
Is there any way to achieve this with mapbox? Thanks!
There is no easy, built in way to do this with Mapbox GL JS.
The best way I can think of is to create a Marker (an HTML object anchored at a specific lat/lng) to draw the shape. You will have to do some maths to translate the coordinates of the triangle's vertices into screen coordinates. You will also have to update the calculations if the viewport zooms or rotates.
Using leaflet mobile maps, you can easily get "lost" if you zoom in too far or pan in the wrong direction, so I'd like to display some kind of dynamic hint arrows(?) around the edge of the map which point to those offscreen markers. Something like the illustration below which I stumbled on here while trying to find a solution.
You would probably be interested in Leaflet EdgeMarker plugin (demo):
[…] allows you to indicate Markers, Circles and CircleMarkers that are outside of the current view by displaying [a chosen icon (like an arrow)] at the edges of the map.
I was asked to see if I could using leaflet draw a circle and as I'm drawing it show what the current expanding radius is. Either as a tooltip or write it to a page label. I noticed the circle option has a showRadius option but can you capture this value as your drawing the circle?
Kind of like the measure tool that uses the drawing plugin can show your distance as you move the mouse.
This way the user can see how big their circle is as they are drawing it.
Any ideas, examples, hints?
Leaflet.draw plugin does that.
Check out this demo
However, it shows radius only when you create a circle. Unfortunately, not when you edit it.
I need a 'mask' layer that covers the whole screen, with the center part (a circle) to be transparent. Then I can move the mask layer around using touch. User are only able to see the transparent part in the middle.
I don't think a png file can help because the file need to be very large to cover the whole screen.
So is it possible to do it by coding?
i found this online, but don't know much about openGL. http://www.cocos2d-iphone.org/forum/topic/7921.
it would be great if i can use a CCMaskLayer and input with the radius. i can handle the touch event by my self.
the attached png file is expected result, the center part is transparent. i need this to cover my screen, and only show the middle part. the red part is covered.
I write a CCMaskLayer to do the exactly same thing.
https://github.com/smilingpoplar/CCMaskLayer
You may solve this task with cropped circle texture in two ways:
1) Draw sprite with circle texture in screen center and draw another 4 sprites around (on top, bottom, left and right sides) with small red texture but scaled to cover all screen.
2) (more elegant but harder to implement) Make your mask layer fullscreen but adjust texture coordinates. In details:
set wrap mode to GL_CLAMP_TO_EDGE to your circle texture
adjust texture coordinates of your layer vertices (to do this you need to subclass base CCLayer):
Here v means vertex position and t - texture coordinates. You need to set correct texture coordinates for four corner vertices of layer. For future if you will want to drag circle you will need to add some offset values to texture coordinates.
I am trying to draw the entire globe inside my MKMapView. By pinching to zoom out I am limited to zooming out to a certain level. I would like to be able to zoom out past this level to show the entire globe on the map. This doesn't seem like it would be very difficult, but I have been unable to find any solution.
The map inside an MKMapView doesn't repats on the sides, so you can't zoom out far enough to view the whole world.
Solution: Write your own renderer (very hard task, working with coordinates on a surface like the earth is a pain).