[英]MKMapView constantly monitor heading
我在位於我的MKMapView
頂部的圖層中渲染一些內容。 除了旋轉之外,整個事情都很好。 當用戶旋轉地圖時,我需要能夠旋轉我在自己的圖層中渲染的內容。
我發現的標准答案是使用:
NSLog(@"heading: %f", self.mapView.camera.heading");
這樣做的問題是,heading 變量的內容僅在捏/旋轉手勢結束時更新,而不是在手勢期間更新。 我需要更頻繁的更新。
mapView本身沒有標題屬性。
我想也許像這樣使用KVO :
// Somewhere in setup
[self.mapView.camera addObserver:self forKeyPath:@"heading" options:NSKeyValueObservingOptionNew context:NULL];
// KVO Callback
-(void)observeValueForKeyPath:(NSString *)keyPath
ofObject:(id)object
change:(NSDictionary *)change
context:(void *)context{
if([keyPath isEqualToString:@"heading"]){
// New value
}
}
然而, KVO監聽器永遠不會觸發,這並不奇怪。
有沒有我忽略的方法?
檢查以下答案,您可以使用CADisplayLink
調整:
似乎確實沒有辦法在旋轉地圖時跟蹤簡單讀取的當前航向。 由於我剛剛實現了隨地圖旋轉的羅盤視圖,因此我想與您分享我的知識。
我明確邀請您改進此答案。 由於我有最后期限,所以現在就很滿意(在此之前,僅在地圖停止旋轉的那一刻才設置了指南針),但仍有改進和微調的空間。
我在此處上傳了一個示例項目: MapRotation示例項目
好的,讓我們開始吧。 由於我假設您現在都使用情節提要,因此將一些手勢識別器拖到地圖上。 (那些不確定地知道如何將這些步驟轉換為書面形式的人。)
要檢測地圖旋轉,縮放和3D角度,我們需要旋轉,平移和捏合手勢識別器。
將所有3個手勢識別器都將“引用出口集合”拖到MapView中,然后選擇“ gestureRecognizers”
現在,將Ctrl旋轉手勢識別器作為Outlet拖到實現中,如下所示:
@IBOutlet var rotationGestureRecognizer: UIRotationGestureRecognizer!
以及所有3個識別器為IBAction:
@IBAction func handleRotation(sender: UIRotationGestureRecognizer) { ... } @IBAction func handleSwipe(sender: UIPanGestureRecognizer) { ... } @IBAction func pinchGestureRecognizer(sender: UIPinchGestureRecognizer) { ... }
是的,我將平移手勢命名為“ handleSwype”。 解釋如下。 :)
下面列出了控制器的完整代碼,當然,該代碼也必須實現MKMapViewDelegate協議。 我試圖在評論中非常詳細。
// compassView is the container View,
// arrowImageView is the arrow which will be rotated
@IBOutlet weak var compassView: UIView!
var arrowImageView = UIImageView(image: UIImage(named: "Compass")!)
override func viewDidLoad() {
super.viewDidLoad()
compassView.addSubview(arrowImageView)
}
// ******************************************************************************************
// *
// Helper: Detect when the MapView changes *
private func mapViewRegionDidChangeFromUserInteraction() -> Bool {
let view = mapView!.subviews[0]
// Look through gesture recognizers to determine whether this region
// change is from user interaction
if let gestureRecognizers = view.gestureRecognizers {
for recognizer in gestureRecognizers {
if( recognizer.state == UIGestureRecognizerState.Began ||
recognizer.state == UIGestureRecognizerState.Ended ) {
return true
}
}
}
return false
}
// *
// ******************************************************************************************
// ******************************************************************************************
// *
// Helper: Needed to be allowed to recognize gestures simultaneously to the MapView ones. *
func gestureRecognizer(_: UIGestureRecognizer,
shouldRecognizeSimultaneouslyWithGestureRecognizer:UIGestureRecognizer) -> Bool {
return true
}
// *
// ******************************************************************************************
// ******************************************************************************************
// *
// Helper: Use CADisplayLink to fire a selector at screen refreshes to sync with each *
// frame of MapKit's animation
private var displayLink : CADisplayLink!
func setUpDisplayLink() {
displayLink = CADisplayLink(target: self, selector: "refreshCompassHeading:")
displayLink.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSRunLoopCommonModes)
}
// *
// ******************************************************************************************
// ******************************************************************************************
// *
// Detect if the user starts to interact with the map... *
private var mapChangedFromUserInteraction = false
func mapView(mapView: MKMapView, regionWillChangeAnimated animated: Bool) {
mapChangedFromUserInteraction = mapViewRegionDidChangeFromUserInteraction()
if (mapChangedFromUserInteraction) {
// Map interaction. Set up a CADisplayLink.
setUpDisplayLink()
}
}
// *
// ******************************************************************************************
// *
// ... and when he stops. *
func mapView(mapView: MKMapView, regionDidChangeAnimated animated: Bool) {
if mapChangedFromUserInteraction {
// Final transform.
// If all calculations would be correct, then this shouldn't be needed do nothing.
// However, if something went wrong, with this final transformation the compass
// always points to the right direction after the interaction is finished.
// Making it a 500 ms animation provides elasticity und prevents hard transitions.
UIView.animateWithDuration(0.5, animations: {
self.arrowImageView.transform =
CGAffineTransformMakeRotation(CGFloat(M_PI * -mapView.camera.heading) / 180.0)
})
// You may want this here to work on a better rotate out equation. :)
let stoptime = NSDate.timeIntervalSinceReferenceDate()
print("Needed time to rotate out:", stoptime - startRotateOut, "with velocity",
remainingVelocityAfterUserInteractionEnded, ".")
print("Velocity decrease per sec:", (Double(remainingVelocityAfterUserInteractionEnded)
/ (stoptime - startRotateOut)))
// Clean up for the next rotation.
remainingVelocityAfterUserInteractionEnded = 0
initialMapGestureModeIsRotation = nil
if let _ = displayLink {
displayLink.invalidate()
}
}
}
// *
// ******************************************************************************************
// ******************************************************************************************
// *
// This is our main function. The display link calls it once every display frame. *
// The moment the user let go of the map.
var startRotateOut = NSTimeInterval(0)
// After that, if there is still momentum left, the velocity is > 0.
// The velocity of the rotation gesture in radians per second.
private var remainingVelocityAfterUserInteractionEnded = CGFloat(0)
// We need some values from the last frame
private var prevHeading = CLLocationDirection()
private var prevRotationInRadian = CGFloat(0)
private var prevTime = NSTimeInterval(0)
// The momentum gets slower ower time
private var currentlyRemainingVelocity = CGFloat(0)
func refreshCompassHeading(sender: AnyObject) {
// If the gesture mode is not determinated or user is adjusting pitch
// we do obviously nothing here. :)
if initialMapGestureModeIsRotation == nil || !initialMapGestureModeIsRotation! {
return
}
let rotationInRadian : CGFloat
if remainingVelocityAfterUserInteractionEnded == 0 {
// This is the normal case, when the map is beeing rotated.
rotationInRadian = rotationGestureRecognizer.rotation
} else {
// velocity is > 0 or < 0.
// This is the case when the user ended the gesture and there is
// still some momentum left.
let currentTime = NSDate.timeIntervalSinceReferenceDate()
let deltaTime = currentTime - prevTime
// Calculate new remaining velocity here.
// This is only very empiric and leaves room for improvement.
// For instance I noticed that in the middle of the translation
// the needle rotates a bid faster than the map.
let SLOW_DOWN_FACTOR : CGFloat = 1.87
let elapsedTime = currentTime - startRotateOut
// Mathematicians, the next line is for you to play.
currentlyRemainingVelocity -=
currentlyRemainingVelocity * CGFloat(elapsedTime)/SLOW_DOWN_FACTOR
let rotationInRadianSinceLastFrame =
currentlyRemainingVelocity * CGFloat(deltaTime)
rotationInRadian = prevRotationInRadian + rotationInRadianSinceLastFrame
// Remember for the next frame.
prevRotationInRadian = rotationInRadian
prevTime = currentTime
}
// Convert radian to degree and get our long-desired new heading.
let rotationInDegrees = Double(rotationInRadian * (180 / CGFloat(M_PI)))
let newHeading = -mapView!.camera.heading + rotationInDegrees
// No real difference? No expensive transform then.
let difference = abs(newHeading - prevHeading)
if difference < 0.001 {
return
}
// Finally rotate the compass.
arrowImageView.transform =
CGAffineTransformMakeRotation(CGFloat(M_PI * newHeading) / 180.0)
// Remember for the next frame.
prevHeading = newHeading
}
// *
// ******************************************************************************************
// As soon as this optional is set the initial mode is determined.
// If it's true than the map is in rotation mode,
// if false, the map is in 3D position adjust mode.
private var initialMapGestureModeIsRotation : Bool?
// ******************************************************************************************
// *
// UIRotationGestureRecognizer *
@IBAction func handleRotation(sender: UIRotationGestureRecognizer) {
if (initialMapGestureModeIsRotation == nil) {
initialMapGestureModeIsRotation = true
} else if !initialMapGestureModeIsRotation! {
// User is not in rotation mode.
return
}
if sender.state == .Ended {
if sender.velocity != 0 {
// Velocity left after ending rotation gesture. Decelerate from remaining
// momentum. This block is only called once.
remainingVelocityAfterUserInteractionEnded = sender.velocity
currentlyRemainingVelocity = remainingVelocityAfterUserInteractionEnded
startRotateOut = NSDate.timeIntervalSinceReferenceDate()
prevTime = startRotateOut
prevRotationInRadian = rotationGestureRecognizer.rotation
}
}
}
// *
// ******************************************************************************************
// *
// Yes, there is also a SwypeGestureRecognizer, but the length for being recognized as *
// is far too long. Recognizing a 2 finger swype up or down with a PanGestureRecognizer
// yields better results.
@IBAction func handleSwipe(sender: UIPanGestureRecognizer) {
// After a certain altitude is reached, there is no pitch possible.
// In this case the 3D perspective change does not work and the rotation is initialized.
// Play with this one.
let MAX_PITCH_ALTITUDE : Double = 100000
// Play with this one for best results detecting a swype. The 3D perspective change is
// recognized quite quickly, thats the reason a swype recognizer here is of no use.
let SWYPE_SENSITIVITY : CGFloat = 0.5 // play with this one
if let _ = initialMapGestureModeIsRotation {
// Gesture mode is already determined.
// Swypes don't care us anymore.
return
}
if mapView?.camera.altitude > MAX_PITCH_ALTITUDE {
// Altitude is too high to adjust pitch.
return
}
let panned = sender.translationInView(mapView)
if fabs(panned.y) > SWYPE_SENSITIVITY {
// Initial swype up or down.
// Map gesture is most likely a 3D perspective correction.
initialMapGestureModeIsRotation = false
}
}
// *
// ******************************************************************************************
// *
@IBAction func pinchGestureRecognizer(sender: UIPinchGestureRecognizer) {
// pinch is zoom. this always enables rotation mode.
if (initialMapGestureModeIsRotation == nil) {
initialMapGestureModeIsRotation = true
// Initial pinch detected. This is normally a zoom
// which goes in hand with a rotation.
}
}
// *
// ******************************************************************************************
而不是傳遞nil
上下文,而是傳遞一個值與您的KVO觀察者進行比較,如下所示:
static void *CameraContext= &CameraContext;
// Somewhere in setup
[self.mapView.camera addObserver:self forKeyPath:@"heading" options:NSKeyValueObservingOptionInitial | NSKeyValueObservingOptionNew context:CameraContext];
// KVO Callback
-(void)observeValueForKeyPath:(NSString *)keyPath
ofObject:(id)object
change:(NSDictionary *)change
context:(void *)context{
if (context == CameraContext) {
if([keyPath isEqualToString:@"heading"]){
// New value
}
}
}
我已經在OS X的MapKit程序中看到了類似的行為。我正在使用<MKMapViewDelegate>
調用mapView:regionDidChangeAnimated:
而不是heading
更改的KVO通知,但是我仍然只看到在結尾處的調用旋轉。
我只是嘗試實現mapView:regionWillChangeAnimated:
實際上,這確實在輪換開始時被調用。 也許您可以在收到mapView:regionWillChangeAnimated:
開始輪詢該區域,然后停止對mapView:regionDidChangeAnimated:
輪詢,並且在此之間進行輪換過程中所需的任何重要更新。
在 iOS11 中,我們使用 mapviewdidchangevisibleregion,它在手動旋轉地圖時被多次調用,我們讀取 map.camera.heading 來更改注釋
見 mapviewdidchangevisibleregion
在 iOS11 之前,我們在地圖上使用 UIRotationGestureRecognizer 來捕捉它......
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