I am using an animation technique to improve upon the zooming of user location. It essentially zooms out to the world view and then down to the local view. The zoom process itself works just fine but the map rendering doesn't look very good. Essentially during the zoom animation you see the grid cut in an out as the map itself renders. This is actually true of the "standard" map as well as the "Sat" or "Hybrid" maps.
I am not sure if this is a cache issue or just the rendering engine in conjunction with the phone's hardware not being fast enough? This occurs on the sim as well as on the device (an iPhone 5 in this case running ios 8.x). Any way to improve visual performance here?
MKCoordinateRegion worldRegion = MKCoordinateRegionForMapRect(MKMapRectWorld);
MKCoordinateRegion viewRegion = MKCoordinateRegionMakeWithDistance(zoomLocation, .5*METERS_PER_MILE, .5*METERS_PER_MILE);
[MKMapView animateWithDuration:3.0 animations:^{
[self.mapView setRegion:worldRegion animated:YES];
} completion:^(BOOL finished){
[MKMapView animateWithDuration:3.0 animations:^{
[self.mapView setRegion:viewRegion animated:YES];
}completion:^(BOOL finished) {
NSLog(#"Final complete");
}];
}];
Related
I am working in a map application which renders a polyline over a map. I am having an issue when zooming, it keeps the previous polyline on the tile.
I have tried to force redrawing:
[self.mapView reloadInputViews];
[self.mapView.layer setNeedsDisplay];
[self.mapView setNeedsDisplay];
Also I tried to slow the zoom speed, but the issue is still in there:
[MKMapView animateWithDuration:2
delay:0
usingSpringWithDamping:0.6
initialSpringVelocity:10
options:UIViewAnimationOptionCurveEaseOut
animations:^{
[self.mapView setVisibleMapRect:unionRectThatFits
edgePadding:UIEdgeInsetsMake(20, 10, 20, 10)
animated:YES];
}
completion: nil];
Does anyone know about this?
I found the resolution to the problem here: How to refresh an MKOverlayRenderer when mapView change
So I added:
override var boundingMapRect: MKMapRect {
return MKMapRectWorld
}
To my MKPolyline & MKCircle subclass.
I have a problem with my function.
[UIView animateWithDuration:5 animations:^{
//set end coordinates for marker = MKAnnotationPoint
[self.followDriverMarker setCoordinate:CLLocationCoordinate2DMake(latitde, longitude)];
//set end coordinate for camera/map
[self.mapView setCenterCoordinate:CLLocationCoordinate2DMake(latitde, longitude) animated:NO];
}
completion:^(BOOL finished) {
if (finished) {
if (self.currentPosition < [self.followDriverList count] - 2) {
self.currentPosition++;
//start next one
[self runAnimation];
} else {
//animation is finished
//TODO
self.isAnimationRunning = NO;
}
}
}];
The function will look in a List if there are locations left. If so it will run again. That works. The only problem is. If the animation is running. There is no interaction possible with the mapView. The other problem is that i cannot find how to cancel,stop or remove my Animation.
If I put:
[self.mapView setCenterCoordinate:CLLocationCoordinate2DMake(latitde, longitude) animated:NO];
inside the the completionBlock, I have interaction with map. But I don't want to do that because I want to animate it the same time. Also here I can't find a way to cancel the animation.
Please don't say removeAllAnimation. This is not working.
I believe this answers your question.
Basically you commit a new animation on the same target with a short duration. By setting the setAnimationBeginsFromCurrentState flag you prevent weird jumps.
What I wish to do is to fade-in and fade-out some custom annotation views. In order to do this I need to have the pointers to those views. Have been thinking of collecting these pointers in mapView:viewForAnnotation. But I am not sure if this is the right way.
The reason is since annotation views are set up to be recycled, I worry that they can be detached from their annotations once they are moved out of the screen. So my thinking is, view pointers collected in mapView:viewForAnnotation, may not be reliable since we don't know if they are still on the screen or not.
Hope somebody can suggest a proper way to keep track of these view pointers. Or suggest some other standard or reliable way of fading in and out the annotation views.
Update :
Just found out that viewForAnnotation does work. And I don't really need to keep track of the annotations (at least in this case) if they are on screen or not.
Try this where you get to the zoom that you want to animate the annotationViews:
for (MyAnnotation *annotation in myMapView.annotations)
{
MKAnnotationView *annotationView = [myMapView viewForAnnotation:annotation];
//Do your animation to the annotationView
//Example for fadeOut - fadeIn
[UIView animateWithDuration:0.5 animations:^{
annotationView.alpha = 0.2;
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.5 animations:^{
annotationView.alpha = 1;
}];
}];
}
If you have all kinds of annotationView types and you want to animate just part of them, then you will need to check the type before the animation.
I am coding in iOS.
I have an NSArray, which contains a few MKMapCameras. I want to display MKMapCameras from the array one after another.
I put a while loop and used [self.mapView setCamera:nextCamera animated:YES];
However, this is only showing the first and the last views. Everything in between is going too fast.
I want to slow down the movement of each camera. Is there a way to achieve it using CATransaction or using any other animation tricks. If so, could you please show me an example code?
Want to give an update... I tried below code. But it isn't working... Camera movements are fast as I mentioned earlier.
[CATransaction begin];
[CATransaction setAnimationDuration:5.5];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[CATransaction setCompletionBlock:^{
[self.mapView setCamera:nextCamera animated:YES];
}];
[CATransaction commit];
After fiddling with it a few hours, I figured out a way to make it work. Thought of sharing the same with everyone...
I made two changes. I replaced CATransaction with UIView's animation. I also removed Camera's default animation settings, which was conflicting with UIView's animation.
Below is the code.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDuration:2.5];
self.mapView.camera = nextCamera;
[UIView commitAnimations];
According to the WWDC 'Putting MapKit in Perspective' video you should avoid any approach using completion handlers for animating map cameras in sequence. Rather you should set a delegate on your map view and listen for the regionDidChangeAnimated: call to trigger the next camera in your sequence. This way the speed of the camera movement can be controlled with animateWithDuration:
-(void)flyToLocation:(CLLocationCoordinate2D)toLocation {
CLLocationCoordinate2D startCoord = self.mapView.camera.centerCoordinate;
CLLocationCoordinate2D eye = CLLocationCoordinate2DMake(toLocation.latitude, toLocation.longitude);
MKMapCamera *upCam = [MKMapCamera cameraLookingAtCenterCoordinate:startCoord
fromEyeCoordinate:startCoord
eyeAltitude:80000];
MKMapCamera *turnCam = [MKMapCamera cameraLookingAtCenterCoordinate:toLocation
fromEyeCoordinate:startCoord
eyeAltitude:80000];
MKMapCamera *inCam = [MKMapCamera cameraLookingAtCenterCoordinate:toLocation
fromEyeCoordinate:eye
eyeAltitude:26000];
self.camerasArray = [NSMutableArray arrayWithObjects:upCam, turnCam, inCam, nil];
[self gotoNextCamera];
}
-(void)mapView:(MKMapView *)mapView regionDidChangeAnimated:(BOOL)animated {
[self gotoNextCamera];
}
-(void)gotoNextCamera {
if (self.camerasArray.count == 0) {
return;
}
MKMapCamera *nextCam = [self.camerasArray firstObject];
[self.camerasArray removeObjectAtIndex:0];
[UIView animateWithDuration:3.0 animations:^{
self.mapView.camera = nextCam;
}];
}
I have a problem with a UIView-subclass object that I am rotating using Core Animation in response to a UISwipeGesture.
To describe the context: I have a round dial that I have drawn in CG and added to the main view as a subview.
In response to swipe gestures I am instructing it to rotate 15 degrees in either direction dependent on whether it;s a left or right swipe.
The problem that it will only rotate each way once. Subsequent gestures are recognised (evident from other actions that are triggered) but the animation does not repeat. I can go left once then right once. But trying to go in either direction multiple times doesn't work. Here's the relevant code, let me know your thoughts...
- (IBAction)handleLeftSwipe:(UISwipeGestureRecognizer *)sender
{
if ([control1 pointInside:[sender locationInView:control1] withEvent:nil])
{
//updates the display value
testDisplay.displayValue = testDisplay.displayValue + 0.1;
[testDisplay setNeedsDisplay];
//rotates the dial
[UIView animateWithDuration:0.25 animations:^{
CGAffineTransform xform = CGAffineTransformMakeRotation(radians(+15));
control1.transform = xform;
[control1 setNeedsDisplay];
}];
}
CGAffineTransform xform = CGAffineTransformMakeRotation(radians(+15));
Do you keep a total of how far the rotation is. CGAffineTransformMakeRotation are not additive. Only the most recent is used. So you are setting it to 15 each time, not 15 more each time.
Here's a super simple example of rotating a view cumulatively. This rotates the view by 180 degrees each button press.
- (IBAction) onRotateMyView: (id) sender
{
[UIView animateWithDuration:0.3 animations:^{
myView.transform = CGAffineTransformMakeRotation(M_PI/2*rotationCounter);
} completion:^(BOOL finished){
//No nothing
}];
++rotationCounter;
}