I have been building an app which draw the lines of the current user moving along the map. Now, in iOS5 when I add the overlay to the mapview, it justs add it directly, in iOS6 it adds the overlay with "fade in" animation. I don't want this annoying animation. I also have a function which plays the trail upon the coordinates saved (after the user is done running or walking), when I play this, the lines flicker very fast, just because of this animation. This is really annoying and I really would appreciate any guidance or a solution to get rid of this animation.
Code for adding overlays:
MKMapPoint *pointsArray = malloc(sizeof(CLLocationCoordinate2D)*2);
pointsArray[0]= MKMapPointForCoordinate(oldLocation.coordinate);
pointsArray[1]= MKMapPointForCoordinate(newLocation.coordinate);
self.routeLine = [MKPolyline polylineWithPoints:pointsArray count:2];
free(pointsArray);
[self.mapView addOverlay:self.routeLine];
Code for displaying overlay:
- (MKOverlayView *)mapView:(MKMapView *)mapView viewForOverlay:(id<MKOverlay>)overlay{
MKOverlayView *overlayView = nil;
MKPolylineView *routeLineView = [[MKPolylineView alloc] initWithPolyline:(MKPolyline *)overlay];
routeLineView.fillColor = [UIColor blueColor];
routeLineView.strokeColor = [UIColor blueColor];
routeLineView.backgroundColor = [UIColor clearColor];
routeLineView.lineWidth = 10;
routeLineView.lineCap = kCGLineCapRound;
overlayView = routeLineView;
return overlayView;
}
Thanks!
EDIT:
Code for going through the path:
playTimer = [NSTimer scheduledTimerWithTimeInterval:interval
target:self
selector:@selector(playPathTimer)
userInfo:nil
repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:playTimer forMode:NSRunLoopCommonModes];
- (void)playPathTimer{
MKMapPoint *pointsArray = malloc(sizeof(CLLocationCoordinate2D) * 2);
double latitude1 = ((WorldPoint *)[coordsArray objectAtIndex:playCounter]).latitude.doubleValue;
double longitude1 = ((WorldPoint *)[coordsArray objectAtIndex:playCounter]).longitude.doubleValue;
double latitude2 = ((WorldPoint *)[coordsArray objectAtIndex:playCounter+nextCord]).latitude.doubleValue;
double longitude2 = ((WorldPoint *)[coordsArray objectAtIndex:playCounter+nextCord]).longitude.doubleValue;
CLLocation *location1 = [[CLLocation alloc] initWithCoordinate:CLLocationCoordinate2DMake(latitude1, longitude1)
altitude:0
horizontalAccuracy:0
verticalAccuracy:0
timestamp:[NSDate date]];
CLLocation *location2 = [[CLLocation alloc] initWithCoordinate:CLLocationCoordinate2DMake(latitude2, longitude2)
altitude:0
horizontalAccuracy:0
verticalAccuracy:0
timestamp:[NSDate date]];
pointsArray[0] = MKMapPointForCoordinate(location1.coordinate);
pointsArray[1] = MKMapPointForCoordinate(location2.coordinate);
self.routeLine = [MKPolyline polylineWithPoints:pointsArray count:2];
free(pointsArray);
[self.mapView addOverlay:self.routeLine];
[playRouteLines addObject:self.routeLine];
// self.mapView.centerCoordinate = CLLocationCoordinate2DMake(latitude1, longitude1);
playCounter = playCounter + nextCord;
if(playCounter + nextCord >= coordsArray.count){
// [displayLink setPaused:YES];
// [displayLink invalidate];
[playTimer invalidate];
playTimer = nil;
playCounter = 0;
[self showStartAndEndFlags];
if(ee.trail.checkpoint.count > 0){
[self showCheckpoints];
}
self.playButton.enabled = YES;
MKCoordinateRegion adjustedRegion = [self.mapView regionThatFits:[self getRegionWithCorrectZooming]];
[self.mapView setRegion:adjustedRegion animated:YES];
}
}
Instead of using a MKPolylineView you can use your own subclass of MKOverlayView (superclass of MKPolylineView) and then override drawMapRect:zoomScale:inContext: where you draw the lines yourself.
I guess with this you won't have any fade in animation (I'm using it and never noticed any animation).
Try the following code for your drawMapRect:zoomScale:inContext: implementation. You need to create the properties lineColor(CGColor) and lineWidth (CGFloat).
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context {
MKPolyline *polyline = self.overlay;
CGContextSetStrokeColorWithColor(context, self.lineColor);
CGContextSetLineWidth(context, self.lineWidth/zoomScale);
CGMutablePathRef path = CGPathCreateMutable();
CGPoint *points = malloc(sizeof(CGPoint)*polyline.pointCount);
for (int i=0; i<polyline.pointCount; i++) {
points[i] = [self pointForMapPoint:polyline.points[i]];
}
CGPathAddLines(path, NULL, points, polyline.pointCount);
CGContextAddPath(context, path);
CGContextDrawPath(context, kCGPathStroke);
CGPathRelease(path);
free(points);
}
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