I have the following situation:
- 3 pins with same coordinates but different title and info
- on map there is ony one pin
It is possible to tap multiple times on that pin and the annotation displayed to be:
- first tap -> the annotation for pin 1
- second tap -> the annotation for pin 2
- third tap -> the annotation for pin 3
- fourth tap -> the annotation for pin 1
Do you have any ideas how should I implement it?
You can implement the didSelectAnnotationView delegate method and select the "correct" annotation yourself depending on what the last "correct" selection was.
If you only have these annotations on the map and only one cluster of them, then you can keep one int ivar that remembers what the last selected annotation was and increment it in the delegate method.
For example:
// In .h
int lastAnnotationSelected;
// In .m
- (void)mapView:(MKMapView *)mapView didSelectAnnotationView:(MKAnnotationView *)view
{
int nextAnnotationToSelect = (lastAnnotationSelected + 1)
% mapView.annotations.count;
id<MKAnnotation> nextAnnotation =
[mapView.annotations objectAtIndex:nextAnnotationToSelect];
[mapView selectAnnotation:nextAnnotation animated:YES];
lastAnnotationSelected = nextAnnotationToSelect;
}
If you also have showsUserLocation turned on, then you'll have to add a check for MKUserLocation in that method and skip it (if you want to) and go to the next annotation in the cluster.
Also, if you have multiple clusters of annotations (3 at coordinate A, 5 at coordinate B, 4 at coordinate C, etc), then you'll need to keep track of an array of lastAnnotationSelected ints and in the method, first determine what cluster was selected and get the next annotation to select in that cluster.
Related
I have a variable that changes depending on the x-value of the point as defined by the user on the graph. How do I go about this? I need the x-coordinate of the point in order to change another view.
Right now, I have a simple CombinedChart. What I want is when apoint is highlighted, the x-coordinate is then obtained, and this changes a label. (For example, if the person clicks on (1,3), the label will display "1"
I have tried:
Global.chiller1x = Double(chiller1Chart.xAxis.labelPosition.rawValue)
print(String(format: "%.2f", Global.chiller1x ?? 0))
I have also looked at getMarkerPosition, etc but none seem to have worked.
You can use the Chart Delegate (ChartViewDelegate) method chartValueSelected() to capture user click with X & Y value on that touch points.
Use Below Method:
extension LineChartViewController: ChartViewDelegate{
public func chartValueSelected(_ chartView: ChartViewBase, entry: ChartDataEntry, highlight: Highlight) {
//Print Value like entry.x & entry.y
}
}
Hope this will helps you to get user touch with X & Y values.
I'm working on determining which node is tapped in an SKScene. I have a line that is created from a CGMutablePath and added to an SKShapeNode. However, when trying to accurately select this line, it is included in the array returned from nodesAtPoint whenever i tap anywhere within it's accumulated rectangle frame. See the image for more detail. I'm able to tap anywhere within those blue or red squares and still get the line from nodesAtPoint. I'm trying to figure out a way to only return the node from nodesAtPoint if the actual path was tapped (or maybe a threshold of +- 20 points to help). What method am i looking for?
Here is some relevant code that i've tried based on some articles i've found.
let tempActualTouchedNodes = self.nodes(at: positionInScene)
for n in tempActualTouchedNodes {
if let tempLine = n as? LineNode {
if tempLine.contains(touch.location(in: tempLine)){
print("yes")
}
}
}
However, "yes" is never printed.
I have a few locations in parse which I'm query-ing. It shows all annotations but it only zoom the last one. How can I find max and min latitudes and longitudes and make them fit ?
There is plenty of these on stackoverflow but they're almost all in objective-c.
The examples in Objective-C are still essentially valid since the underlying SDK/API is still the same -- just being called using a different language (and there's always the documentation).
To show all annotations, there are essentially two ways to do it:
Use the convenient showAnnotations method. You pass it an array of annotations and it will automatically calculate a reasonable region to display. You call it after adding all the annotations (after your for loop). In fact, showAnnotations will even add the annotations itself if they aren't already on the map. To show all annotations that are already on the map, just pass it the map's own annotations array. Example:
self.mapView.showAnnotations(self.mapView.annotations, animated: true)
If you are not happy with the default region calculated by showAnnotations, you can calculate one yourself. Instead of calculating minimum/maximum latitudes and longitudes, etc, I prefer to use the built-in MKMapRectUnion function to create an MKMapRect that fits all annotations and then call setVisibleMapRect(mapRect,edgePadding,animated) which lets one conveniently define padding in screen points around the fitted map rect. This technique was originally found in a very early map view sample app from Apple. Example:
var allAnnMapRect = MKMapRectNull
for object in objects! {
//existing code that creates annotation...
//existing code that calls addAnnotation...
let thisAnnMapPoint = MKMapPointForCoordinate(annotation.coordinate)
let thisAnnMapRect = MKMapRectMake(thisAnnMapPoint.x, thisAnnMapPoint.y, 1, 1)
allAnnMapRect = MKMapRectUnion(allAnnMapRect, thisAnnMapRect)
}
//Set inset (blank space around all annotations) as needed...
//These numbers are in screen CGPoints...
let edgeInset = UIEdgeInsetsMake(20, 20, 20, 20)
self.mapView.setVisibleMapRect(allAnnMapRect, edgePadding: edgeInset, animated: true)
We are building a catalog app that has 2 rows of sorted images with varying widths but same height. We draw the artwork on scrollview in sorted order (from A to Z) As per attached image.
We search using a alphabetically ordered bar on top that has letters (A to Z) If i touch on letter J the i want the artwork which starts from j comes first. The code we are using is not working well. E.g. clicking on J takes us to A. Will greatly appreciate your help or advice.
Code is as follows:
NSString *newStr = [currentArtworkTitle substringWithRange:NSMakeRange(0,1)];
if([newStr isEqualToString:self.searchString])
if (scrollViewTopRowWidth > scrollViewBottomRowWidth) {
xCordForSortedView = scrollViewTopRowWidth - c - imgForButton.size.width;//self.touchLengthCount;//50 ;// -10//c scrollViewBottomRowWidth
}
else {
xCordForSortedView = scrollViewBottomRowWidth - c - imgForButton.size.width;// self.touchLengthCount;//40;//scrollViewTopRowWidth
}
// For shifting the screen
if(scrollViewTopRowWidth > scrollViewBottomRowWidth){
int tmpMargin = scrollViewTopRowWidth - xCordForSortedView;
if(tmpMargin < 1024)
scrollView.contentSize = CGSizeMake(scrollViewTopRowWidth+1024,scrollView.bounds.size.height);
}
else{
int tmpMargin = scrollViewBottomRowWidth - xCordForSortedView;
if(tmpMargin < 1024)
scrollView.contentSize = CGSizeMake(scrollViewBottomRowWidth+1024,scrollView.bounds.size.height);
}
[scrollView scrollRectToVisible:CGRectMake(xCordForSortedView, 0,scrollView.frame.size.width, scrollView.frame.size.height) animated:YES];
I won't edit your code but I can give you a hint.
Look, when you populate the scrollwiew, by adding an imageview, add also an entry into a NSMutableDictionary (instance variable), so the key will be the A-Z letter, and the value will be the x position of the image. When you finish populating the scrollview, you will have also the dictionary containing the position of all your images (and you need only the x) and the corresponding letter. Now you tap "J" and hit "Search" - you parse your dictionary to fing the object with the key "J" and read it's value. Use this (x) value to set your srollview's contentOffset. Tada!
I'm trying to write a little app, where on the main screen, I animate a flying "bubble". This animation has to be continuous. (I reuse the bubbles, which fly off the screen) I heard that animations have to run on the main thread, as does every operation which changes the UI. Is this true? When I try to show a UIAlertView on this screen, it's animation becomes very discursive because of the continuous bubble animation. (this is a custom alertview with an indicator) The device is an iPhone 4, so I don't think it should be a problem to show a normal UIAlertView.
And I would like to ask if I use the correct method for the bubble animation. So first of all, I use an NSTimer, which invokes the startAnimation method in every 0.01 seconds (I start it in the controller's viewDidAppear: method). In the startAnimation method, at first I generate bubbles with random x and y coordinates (to see bubbles on the screen right after the viewdidappear), and I generate bubbles on the bottom with random x and y = 460 coordinates. In the startAnimation method, I run a counter (called frames), and when the value of this counter equals 35, I call the bubble generate method again.
The problem:
I store the generated bubbles in an array, and the 'gone' bubbles (which are off the screen) in another array. First I try to reuse the bubbles in the gonebubbles array, then if the array is run out, I generate new bubbles. While this operation is processed, the continuous animation stops, then continues. The break is about one second, but this is very disturbing.
Can anyone help in this problem? Thanks in advice, madik
- (void)viewDidAppear {
.
timer = [NSTimer scheduledTimerWithTimeInterval:0.01 target:self selector:#selector(startAnimation) userInfo:nil repeats:YES];
.
}
- (void)startAnimation {
self.current = [NSDate timeIntervalSinceReferenceDate];
double diff = (self.start - self.current);
if ( diff < 0 ) {
diff = (-1) * diff;
}
self.start = self.current;
frames++;
if ( shouldMoveBubbles ) {
[mug moveBubbles:diff];
}
if ( frames == 35 ) {
DebugLog(#"################################################################");
DebugLog(#"####################### FRAME = 35 ###########################");
DebugLog(#"################################################################");
[mug createNewBubbleOnTheBottomOfView:self.view];
frames = 0;
}
}
In the Mug class:
- (void)moveBubbles:(double)millisElapsed {
for (Bubble *bubble in bubbles) {
int bubbleSpeed = bubble.speed;
float deltaX = (float)(bubbleSpeed * -degrees_sinus * millisElapsed * 100);
float deltaY = (float)(bubbleSpeed * -degrees_cosinus * millisElapsed);
DebugLog(#"movebubbles x: %f, y:%f, speed: %d, sin:%f, cos:%f", deltaX, deltaY, bubbleSpeed, degrees_sinus, degrees_cosinus);
[bubble moveBubbleX:deltaX Y:deltaY];
}
}
And in the Bubble class:
- (void)moveBubbleX:(float)deltaX Y:(float)deltaY {
self.bubbleImage.center = CGPointMake(self.bubbleImage.center.x + deltaX, self.bubbleImage.center.y + deltaY);
}
This sounds like a memory problem. Slow UIAlertView animation is a sure sign of this. It sounds like the way you are generating bubbles is causing the problem. You mentioned the you keep two arrays of bubbles. You never say if you limit the number of bubbles that can be in either array at once. You also don't mention when you clean up these bubbles. It sounds like a memory "black hole". I'd recommend setting a maximum number of bubbles that you can show on screen at once.
Also, you mention a custom alert view. If you're modifying the UIAlertView, you're going to run into problems since that's not officially supported. Additionally, I've seen UIAlertView animation become slow when memory is tight. If you solve the memory issues with your bubbles, you'll probably solve this one too.
Finally, a word of advice. Making an animated game in UIKit is probably not a good idea. NSTimers are not as accurate as many people would like to think. UIImages are relatively expensive to load. Touching moving buttons is known to be unreliable at worst, hackish at best. I suggest looking into a game framework, such as Cocos2d-iphone.
Good luck!