How can I draw two MKPolygons on MapView without having them connect? - swift

For some reason, when I try to draw two MKPolygons on a mapView (MKMapView) I end up with the two polygons connected. Drawing each polygon individually works fine. And I've verified that each of the polygons don't contain any of the coordinates to form the connection between the two. I've attached an image with the two polygons connected
For reference, here's where I call to add the polygons.
func addPeakTimePolygon(from coordinatesArray: [CLLocationCoordinate2D], title: Int){
let polygon = MKPolygon(coordinates: coordinatesArray, count: coordinatesArray.count)
polygon.title = String(title)
//Should refactor to use .contains(where:
var shouldAdd = true
for polygon in self.currentPolygons{
if polygon.title == String(title){
shouldAdd = false
}
}
if shouldAdd{
self.currentPolygons.append(polygon)
self.mapView.add(polygon)
}
}
And here's my rendererFor code:
func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer {
if overlay is MKPolyline {
let renderer = MKPolylineRenderer(overlay: overlay)
renderer.strokeColor = #colorLiteral(red: 0, green: 0.6862745098, blue: 0.7607843137, alpha: 1)
renderer.lineWidth = 5.0
return renderer
}
else if overlay is MKPolygon {
let renderer = MKPolygonRenderer(overlay: overlay)
renderer.fillColor = UIColor.red.withAlphaComponent(0.5)
renderer.strokeColor = UIColor.red
renderer.lineWidth = 2
return renderer
}
return MKOverlayRenderer()
}

It seems like you're making one overlay consisting of two polygons. You can't do that with an MKPolygonRenderer; you will get one polygon, as you are observing.
You will need separate overlays, one for each polygon. Unless you are using iOS 13! In that case, you are in luck: New in iOS 13, multiple polygons or polylines can be combined into an MKMultiPolygon or MKMultiPolyline and drawn by an MKMultiPolygonRenderer or MKMultiPolylineRenderer.

I forgot to check / post the code that was calling addPeakTimePolygon. Here is the problematic code below:
var locationList: [CLLocationCoordinate2D] = []
var title = 0
if let peakTimeCampaignList = data["PeakTimeRewardCampaignList"] as? [[AnyHashable:Any]]{
for campaign in peakTimeCampaignList{
if let polygonPoints = campaign["CampaignPolygon"] as? [[AnyHashable:Any]]{
for polygonPoint in polygonPoints{
let polygonPoint = CLLocationCoordinate2D(latitude: polygonPoint["Latitude"] as! CLLocationDegrees, longitude: polygonPoint["Longitude"] as! CLLocationDegrees)
locationList.append(polygonPoint)
}
}
if let id = campaign["Id"] as? Int{
title = id
}
mapBundle.addPeakTimePolygon(from: locationList, title: title)
}
}
As you can see locationList wasn't being cleared out within the loop, causing whatever we sent over to addPeakTimePolygon to have coordinates from two polygons and MapKit was trying it's best to form a polygon between them.
This was a dumb mistake, but hoping someone else sees this with the same problem!

Related

How Do I Draw a String in an MKOverlayRender

The use case I have is one where I want to draw and label counties in a state. Annotations don't seem like the right approach to solve this problem. First of all, the label refers to region rather than a point. Second, there are far too many; so, I would have to selectively show and hide annotations based on zoom level (actually something more like the size of the MKCoordinateRegion span). Lastly, county labels are not all that relevant unless the user starts zooming in.
Just as a side note, county boundaries may be present in map tiles, but they are not emphasized. Moreover, there are a multitude of other boundaries I might want to draw that are completely absent from map tiles.
Ultimately, what I want to do is create an overlay for each county shape (counties are clickable and I can navigate to details) and another set of overlays for the labels. I separate county shapes and labels because county shapes are messy and I just use the center of the county. There is no guarantee with this approach that labels will not draw outside of county shapes, which means labels could end up getting clipped when other counties are drawn.
Drawing the county shapes was relatively easy or at least relatively well documented. I do not include any code on rendering shapes. Drawing text on the other hand is not straight forward, not well documented, and most of the posts on the subject are ancient. The lack of recent posts on the subject as well as the fact that most posts posit solutions that no longer work, use deprecated APIs, or only solve a part of the problem motivates this post. Of course, the lack of activity on this problem could be because my strategy is mind numbingly stupid.
I have posted a complete solution to the problem. If you can improve on the solution below or believe there is a better way, I would appreciate the feedback. Alternatively, if you are trying to find a solution to this problem, you will find this post more helpful than the dozens I have looked at, which on the whole got me to where I am now.
Below is a complete solution that can be run in an Xcode single view Playground. I am running Xcode 14.2. The most important bit of code is the overridden draw function of LabelOverlayRenderer. That bit of code is what I struggled to craft for more than a day. I almost gave up. Another key point is when drawing text, one uses CoreText. The APIs pertaining to drawing and managing text are many and most have had a lot of name changes and deprecation.
import UIKit
import MapKit
import SwiftUI
class LabelOverlayRenderer: MKOverlayRenderer {
let title: String
let center: CLLocationCoordinate2D
init(overlay: LabelOverlay) {
center = overlay.coordinate
title = overlay.title!
super.init(overlay: overlay)
}
override func draw(_ mapRect: MKMapRect, zoomScale: MKZoomScale, in context: CGContext) {
context.saveGState()
// Set Drawing mode
context.setTextDrawingMode(.fillStroke)
// If I don't do this, the text is upside down.
context.textMatrix = CGAffineTransformMakeScale(1.0, -1.0);
// Text size is crazy big because label has to be miles across
// to be visible.
var attrs = [ NSAttributedString.Key : Any]()
attrs[NSAttributedString.Key.font] = UIFont(name: "Helvetica", size: 128000.0)!
attrs[NSAttributedString.Key.foregroundColor] = UIColor(Color.red)
let attributedString = NSAttributedString(string: title, attributes: attrs)
let line = CTLineCreateWithAttributedString(attributedString)
// Get the size of the whole string, so the string can
// be centered. CGSize is huge because I don't want
// to clip or wrap the string. The range setting
// is just cut and paste. Looks like a place holder.
// Ideally, it is the range of that portion
// of the string for which I want the size.
let frameSetter = CTFramesetterCreateWithAttributedString(attributedString)
let size = CTFramesetterSuggestFrameSizeWithConstraints(frameSetter, CFRangeMake(0, 0), nil, CGSize(width: 1000000, height: 1000000), nil)
// Center is lat-lon, but map is in meters (maybe? definitely
// not lat-lon). Center string and draw.
var p = point(for: MKMapPoint(center))
p.x -= size.width/2
p.y += size.height/2
// There is no "at" on CTLineDraw. The string
// is positioned in the context.
context.textPosition = p
CTLineDraw(line, context)
context.restoreGState()
}
}
class LabelOverlay: NSObject, MKOverlay {
let title: String?
let coordinate: CLLocationCoordinate2D
let boundingMapRect: MKMapRect
init(title: String, coordinate: CLLocationCoordinate2D, boundingMapRect: MKMapRect) {
self.title = title
self.coordinate = coordinate
self.boundingMapRect = boundingMapRect
}
}
class MapViewCoordinator: NSObject, MKMapViewDelegate {
func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer {
if let overlay = overlay as? LabelOverlay {
return LabelOverlayRenderer(overlay: overlay)
}
fatalError("Unknown overlay type!")
}
}
struct MyMapView: UIViewRepresentable {
func makeCoordinator() -> MapViewCoordinator {
return MapViewCoordinator()
}
func updateUIView(_ view: MKMapView, context: Context){
// Center on Georgia
let center = CLLocationCoordinate2D(latitude: 32.6793, longitude: -83.62245)
let span = MKCoordinateSpan(latitudeDelta: 4.875, longitudeDelta: 5.0003)
let region = MKCoordinateRegion(center: center, span: span)
view.setRegion(region, animated: true)
view.delegate = context.coordinator
let coordinate = CLLocationCoordinate2D(latitude: 32.845084, longitude: -84.3742)
let mapRect = MKMapRect(x: 70948460.0, y: 107063759.0, width: 561477.0, height: 613908.0)
let overlay = LabelOverlay(title: "Hello World!", coordinate: coordinate, boundingMapRect: mapRect)
view.addOverlay(overlay)
}
func makeUIView(context: Context) -> MKMapView {
// Create a map with constrained zoom gestures only
let mapView = MKMapView(frame: .zero)
mapView.isPitchEnabled = false
mapView.isRotateEnabled = false
let zoomRange = MKMapView.CameraZoomRange(
minCenterCoordinateDistance: 160000,
maxCenterCoordinateDistance: 1400000
)
mapView.cameraZoomRange = zoomRange
return mapView
}
}
struct ContentView: View {
var body: some View {
VStack {
MyMapView()
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}

Prevent replacing of WMS Overlay while adding Polygon or Polyline to MKMapView

I have implemented Web Map Service in the MKMapView by subclassing the MKTileOverlay & rendering it using MKTileOverlayRenderer. It works fine and displays the custom map properly.
When I call method like mapView.addOverlay(polyLine) to add Polyline or Polygon. The WMS overlay gets replaced with the Apple Maps overly.
// Set up the overlay and adds it to MKMapView.
func setupTileRenderer() {
let wmsURL = formTemplate?.wmsURL
let overlay = WMSTileOverlay(urlTemplate: wmsURL)
overlay.canReplaceMapContent = true
mapView.addOverlay(overlay, level: .aboveLabels)
tileRenderer = MKTileOverlayRenderer(tileOverlay: overlay)
wmsTileOverlay = overlay
}
func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer {
if overlay is MKPolyline {
let render = MKPolylineRenderer(overlay: overlay)
render.lineWidth = 2
render.strokeColor = UIColor.red
return render
} else if overlay is MKPolygon {
let render = MKPolygonRenderer(overlay: overlay)
render.lineWidth = 2
render.strokeColor = UIColor.red
return render
} else if overlay is WMSTileOverlay {
return tileRenderer!
}
return MKOverlayRenderer(overlay: overlay)
}
How do I prevent this? I don't want wmsTileOverlay to get replaced while adding polyline or polygon.
I realised that before drawing the polygon I was removing the previous overlays so at that time I was removing all the overlays. Just checking the overlay is WMSTileOverlay then not removing it.
/// Clears the overlays added by the user.
func clearOverlaysOnMapView() {
for overlay in mapView.overlays {
if !(overlay is WMSTileOverlay) {
mapView.removeOverlay(overlay)
}
}
}

Altering Existing MKOverlays - How to identify which to alter?

I am trying to change the color of an existing MKOverlay on a map.
I am add several MKPolygons as unique overlays to mapView. As they are rendered, the overlay's color is applied by the mapView rendererFor function.
Periodically I would like to change the color of an existing overlay; ideally without removingAll and re-adding. I have code that will handle the color change, but I do not know how to identify different overlays other than by their type (MKPolygon, MKCircle) - but all overlays in my situation are MKPolygon, so executing the code simply changes all.
I have tried converting the MKPolygon into an MKOverlay before using addOverlay and manipulating the title, but title is "get-only"
I have tried subclassing MKPolygon, but my reading says this is bad in Swift.
I add the overlay like this.
var shapeNW:MKMapPoint = MKMapPoint( CLLocationCoordinate2D(latitude: 48.313319, longitude: -124.109715))
var shapeNE:MKMapPoint = MKMapPoint( CLLocationCoordinate2D(latitude: 48.313312, longitude: -124.108695))
var shapeSW:MKMapPoint = MKMapPoint( CLLocationCoordinate2D(latitude: 48.312661, longitude: -124.109767))
var shapeSE:MKMapPoint = MKMapPoint( CLLocationCoordinate2D(latitude: 48.312626, longitude: -124.108679))
var myShapePoints:[MKMapPoint] = [shapeNW,shapeNE,shapeSE,shapeSW]
// addAnItemToMap(title: "Circle", locationName: "CircleName", type: "SS", coordinate: feiLocation, horizontalAccuracy: 20)
var myShape:MKPolygon = MKPolygon(points: myShapePoints, count: 4)
mapView.addOverlay(myShape)
Here is my function that I use to change the color after it is created. But obviously this function changes the color of all items as it cannot identify which overlay to change. This is my issue, I would like to identify the specific overlay and change just it.
func changeColor(identifier: String) {
let overlays = self.mapView.overlays
let duration:TimeInterval = 5.0
for overlay in overlays {
if identifier == "on"{
let renderer = mapView.renderer(for: overlay) as! MKPolygonRenderer
DispatchQueue.main.async{
renderer.alpha = 1.0
renderer.fillColor = UIColor.blue
}
}
else {
let renderer = mapView.renderer(for: overlay) as! MKPolygonRenderer
DispatchQueue.main.async{
renderer.alpha = 0.0
}
}
}
}
You can just subclass MKPolygon:
class CustomPolygon: MKPolygon {
var identifier: String? = nil
}
Then you can configure your renderer accordingly:
func configureColor(of renderer: MKPolygonRenderer, for overlay: MKOverlay) {
let baseColor: UIColor
if let polygon = overlay as? CustomPolygon, polygon.identifier == "on" {
baseColor = .cyan
} else {
baseColor = .red
}
renderer.strokeColor = baseColor.withAlphaComponent(0.75)
renderer.fillColor = baseColor.withAlphaComponent(0.25)
}
Then your main renderer(for:) can use that:
extension ViewController: MKMapViewDelegate {
func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer {
let renderer = MKPolygonRenderer(overlay: overlay)
renderer.lineWidth = 5
configureColor(of: renderer, for: overlay)
return renderer
}
}
As can your update routine can:
func updateColors() {
for overlay in mapView.overlays {
if let renderer = mapView.renderer(for: overlay) as? MKPolygonRenderer {
configureColor(of: renderer, for: overlay)
}
}
}
Personally, rather than having overlays whose identifier is not "on" have an alpha of 0, I just would remove those overlays from the map, and then you don’t have to deal with any of this.

Why region is changed when I am setting current region?

I have put a button so that add a circle overlay to given point. However I don't know why but while region didn't change my overlay could not be seen.
I couldn't find a func that refresh or reload map. So finally I decided to change map region so slightly that user will not be disturbed. (A little bit zoom out for example).
self.mapView.setRegion(mapView.region, animated: true)
I expect that above code do not change the map region however it does, and also I tried this,
self.mapView.setRegion(MKCoordinateRegion(mapView.visibleMapRect), animated: true)
This also changed the map's region.
What can I do ?
And This is how I add my overlays
func addCircles() {
let center = self.myPinView.center
let origin = self.mapView.convert(center, toCoordinateFrom: mapView)
let overlay1 = MKCircle(center: origin, radius: 3)
let overlay2 = MKCircle(center: origin, radius: 7.5)
let overlay3 = MKCircle(center: origin, radius: 15)
self.mapView.addOverlay(overlay1)
self.mapView.addOverlay(overlay2)
self.mapView.addOverlay(overlay3)
}
And this is my delegate func
func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer {
if overlay is MKCircle {
let circle = MKCircleRenderer(overlay: overlay)
circle.fillColor = circle.fillColor = UIColor(red: 255, green: 0, blue: 0, alpha: 0.6)
circle.strokeColor = .red
return circle
} else {
return MKOverlayRenderer()
}
}
Try to encapsulate them in a dsipatchQueue.main
DispatchQueue.main.async {
self.mapView.setRegion(mapView.region, animated: true)
}
Actually I solve my spesific problem with a different view. My initial problem was, after user pick a position I wanted to draw a circle. However my overlays don't appear until the map region changed. I was trying to draw this circles immediately. And the most user friendly solution that I found, set mapView center to overlay's center.
self.mapView.setCenter(origin, animated: false)
In this way, after user pick a position, immediately map focus on this position and overlays are displayed.

Using coordinates saved in Core Data to draw on a mapview

I have a list of coordinates stored in Core Data, along with the time at which they were saved, in the following format:
game - Integer 16
latitude - Double
longitude - Double
time - Date
I have managed to take the user's location and store it in Core Data without issue, but I am having trouble retrieving it and displaying it on a map. I have tried looking for a suitable tutorial, but I can't find anything that combines the Core Data and the MKPolyline aspects of my query. I'm quite new to coding in general and I can't quite align the two.
So, I know the following code will help me draw on to the map:
var coordinates = locations.map({ (location: CLLocation) ->
CLLocationCoordinate2D in
return location.coordinate
})
var polyline = MKPolyline(coordinates: &coordinates,
count: locations.count)
And I already have this in my code to get the Core Data:
#IBOutlet weak var mapView: MKMapView!
var locationsList: [Locations] = []
var contextMap = (UIApplication.sharedApplication().delegate as AppDelegate).managedObjectContext!
var requestMap = NSFetchRequest(entityName: "Locations")
let predMap = NSPredicate(format: "game = %d", gameNumber)
requestMap.predicate = predMap
requestMap.sortDescriptors = [NSSortDescriptor(key:"time", ascending: false)]
self.locationsList = context.executeFetchRequest(requestMap, error: nil)! as [Locations]
But I just can't marry the two up in order to take my coordinates from Core Data and put them on the map.
Any help would be great - thanks.
You already have an array of CLLocation coordinates and built a MKPolyline. Everything fine so far.
Now you need to tell the MKMapView to draw that polyline on the map:
...
var polyline = MKPolyline(coordinates: &coordinates, count: locations.count)
// add the overlay
self.mapView.addOverlay(polyLine, level: MKOverlayLevel.AboveLabels)
...
To draw the overlay you need to create a MKOverlayRenderer
func mapView(mapView: MKMapView!, rendererForOverlay overlay: MKOverlay!) -> MKOverlayRenderer! {
if overlay.isKindOfClass(MKPolyline) {
// draw the track
let polyLine = overlay
let polyLineRenderer = MKPolylineRenderer(overlay: polyLine)
polyLineRenderer.strokeColor = UIColor.blueColor()
polyLineRenderer.lineWidth = 2.0
return polyLineRenderer
}
return nil
}