Pan to new mapView Annotation Location - not zoom - mkmapview

When adding an annotation to my mapView using mapView.addAnnotation, mapView.setRegion correctly animates and displays the map's center & span.
But when adding a new annotation and then calling mapView.setRegion, the view again starts from very wide, and then animates/zooms in to the new center & span.
I would like to know if there is a way to PAN from the previous region to the new region (center & span), rather than starting zoomed out, then zooming all the way back in again.
mapView.setRegion starts zoom from way out here each time:
I have defined 2 custom classes : MarkAnnotation & MarkAnnotationView
class MarkAnnotation : NSObject, MKAnnotation {
var coordinate: CLLocationCoordinate2D
var title: String?
var subtitle: String?
init(coordinate: CLLocationCoordinate2D, title: String, subtitle: String) {
self.coordinate = coordinate
self.title = title
self.subtitle = subtitle
}
}
class MarkAnnotationView: MKAnnotationView {
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override init(annotation: MKAnnotation?, reuseIdentifier: String?) {
super.init(annotation: annotation, reuseIdentifier: reuseIdentifier)
guard let markAnnotation = self.annotation as? MarkAnnotation else { return }
image = UIImage(named: "customAnnotation")
}
}
and in my MKMapViewDelegate :
func addMarkAnnotation() {
for mark in marks {
let markName : String = mark.name
let markLat : Double = mark.lat
let markLon : Double = mark.lon
let markLL = CLLocationCoordinate2DMake(markLat, markLon)
let markAnnotation = MarkAnnotation(coordinate:markLL, title:markNumStr, subtitle: markName)
mapView.addAnnotation(markAnnotation)
}
}
func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? {
let annotationView = MarkAnnotationView(annotation: annotation, reuseIdentifier: "MarkView")
annotationView.canShowCallout = true
return annotationView
}
func centerMapOnLocation(location:CLLocation, span:Double) {
let mapSpan = MKCoordinateSpanMake(0.2, 0.2)
let recenterRegion = MKCoordinateRegion(center: location.coordinate, span: mapSpan)
mapView.setRegion(recenterRegion, animated: true)
}
And then in the ViewController, when user presses a button, a mark is added at a specified lat/lon
func addMarkBtnPressed() {
// .... (have not shown : conversion of text fields from String to Double, adding Mark to marks array, etc ) ... All this works fine
addMarkAnnotation()
let mapCenter = CLLocation(latitude: markLat, longitude: markLon)
centerMapOnLocation(location: mapCenter, span: span)
}

Try the following code:
func centerMapOnLocation(location:CLLocation, span:Double) {
let mapSpan = mapView.region.span
let recenterRegion = MKCoordinateRegion(center: location.coordinate, span: mapSpan)
mapView.setRegion(recenterRegion, animated: true)
}

Related

Is this the proper way to use PHPicker in SwiftUI? Because I'm getting a lot of leaks

I am trying to figure out if my code is causing the problem or if I should submit a bug report to Apple.
In a new project, I have this code:
ContentView()
import SwiftUI
struct ContentView: View {
#State private var showingImagePicker = false
#State private var inputImage: UIImage?
#State private var image: Image?
var body: some View {
ZStack {
Rectangle()
.fill(Color.secondary)
if image != nil {
image?
.resizable()
.scaledToFit()
} else {
Text("Tap to select a picture")
.foregroundColor(.white)
.font(.headline)
}
}
.onTapGesture {
self.showingImagePicker = true
}
.sheet(isPresented: $showingImagePicker, onDismiss: loadImage){
SystemImagePicker(image: self.$inputImage)
}
}
func loadImage() {
guard let inputImage = inputImage else { return }
image = Image(uiImage: inputImage)
}
}
SystemImagePicker.swift
import SwiftUI
struct SystemImagePicker: UIViewControllerRepresentable {
#Environment(\.presentationMode) private var presentationMode
#Binding var image: UIImage?
func makeUIViewController(context: Context) -> PHPickerViewController {
var configuration = PHPickerConfiguration()
configuration.selectionLimit = 1
configuration.filter = .images
let picker = PHPickerViewController(configuration: configuration)
picker.delegate = context.coordinator
return picker
}
func updateUIViewController(_ uiViewController: PHPickerViewController, context: Context) {
}
func makeCoordinator() -> Coordinator {
return Coordinator(parent: self)
}
class Coordinator: NSObject, PHPickerViewControllerDelegate {
let parent: SystemImagePicker
init(parent: SystemImagePicker) {
self.parent = parent
}
func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) {
for img in results {
guard img.itemProvider.canLoadObject(ofClass: UIImage.self) else { return }
img.itemProvider.loadObject(ofClass: UIImage.self) { image, error in
if let error = error {
print(error)
return
}
guard let image = image as? UIImage else { return }
self.parent.image = image
self.parent.presentationMode.wrappedValue.dismiss()
}
}
}
}
}
But when selecting just one image (as per my code, not selecting and then "changing my mind" and selecting another, different image), I get these leaks when running the memory graph in Xcode.
Is it my code, or is this on Apple?
For what it is worth, the Cancel button on the imagepicker doesn't work either. So, the user cannot just close the picker sheet, an image MUST be selected to dismiss the sheet.
Further note on old UIImagePickerController
Previously, I've used this code for the old UIImagePickerController
import SwiftUI
struct ImagePicker: UIViewControllerRepresentable {
#Environment(\.presentationMode) var presentationMode
#Binding var image: UIImage?
class Coordinator: NSObject, UINavigationControllerDelegate, UIImagePickerControllerDelegate {
let parent: ImagePicker
init(_ parent: ImagePicker) {
self.parent = parent
}
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [UIImagePickerController.InfoKey : Any]) {
if let uiImage = info[.originalImage] as? UIImage {
parent.image = uiImage
}
parent.presentationMode.wrappedValue.dismiss()
}
deinit {
print("deinit")
}
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
func makeUIViewController(context: UIViewControllerRepresentableContext<ImagePicker>) -> UIImagePickerController {
let picker = UIImagePickerController()
picker.delegate = context.coordinator
return picker
}
func updateUIViewController(_ uiViewController: UIImagePickerController, context: UIViewControllerRepresentableContext<ImagePicker>) {
}
}
This also result in leaks from choosing an image, but far fewer of them:
I know it's been over a year since you asked this question but hopefully this helps you or someone else looking for the answer.
I used this code in a helper file:
import SwiftUI
import PhotosUI
struct ImagePicker: UIViewControllerRepresentable {
let configuration: PHPickerConfiguration
#Binding var selectedImage: UIImage?
#Binding var showImagePicker: Bool
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
func makeUIViewController(context: Context) -> PHPickerViewController {
let picker = PHPickerViewController(configuration: configuration)
picker.delegate = context.coordinator
return picker
}
func updateUIViewController(_ uiViewController: UIViewControllerType, context: Context) {
}
}
extension ImagePicker {
class Coordinator: NSObject, PHPickerViewControllerDelegate {
private let parent: ImagePicker
init(_ parent: ImagePicker) {
self.parent = parent
}
func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) {
picker.dismiss(animated: true) {
self.parent.showImagePicker = false
}
guard let provider = results.first?.itemProvider else { return }
if provider.canLoadObject(ofClass: UIImage.self) {
provider.loadObject(ofClass: UIImage.self) { image, _ in
self.parent.selectedImage = image as? UIImage
}
}
parent.showImagePicker = false
}
}
}
This goes in your view (I set up configuration here so I could pass in custom versions depending on what I'm using the picker for, 2 are provided):
#State private var showImagePicker = false
#State private var selectedImage: UIImage?
#State private var profileImage: Image?
var profileConfig: PHPickerConfiguration {
var config = PHPickerConfiguration()
config.filter = .images
config.selectionLimit = 1
config.preferredAssetRepresentationMode = .current
return config
}
var mediaConfig: PHPickerConfiguration {
var config = PHPickerConfiguration()
config.filter = .any(of: [.images, .videos])
config.selectionLimit = 1
config.preferredAssetRepresentationMode = .current
return config
}
This goes in your body. You can customize it how you want but this is what I have so I didn't want to try and piece it out:
HStack {
Button {
showImagePicker.toggle()
} label: {
Text("Select Photo")
.foregroundColor(Color("AccentColor"))
}
.sheet(isPresented: $showImagePicker) {
loadImage()
} content: {
ImagePicker(configuration: profileConfig, selectedImage: $selectedImage, showImagePicker: $showImagePicker)
}
}
if profileImage != nil {
profileImage?
.resizable()
.scaledToFill()
.frame(width: 100, height: 100)
.clipShape(Circle())
.shadow(radius: 5)
.overlay(Circle().stroke(Color.black, lineWidth: 2))
}
else {
Image(systemName: "person.crop.circle")
.resizable()
.foregroundColor(Color("AccentColor"))
.frame(width: 100, height: 100)
}
I will also give you the func for loading the image (I will be resamp:
func loadImage() {
guard let selectedImage = selectedImage else { return }
profileImage = Image(uiImage: selectedImage)
}
I also used this on my Form to update the image if it is changed but you can use it on whatever you're using for your body (List, Form, etc. Whatever takes .onChange):
.onChange(of: selectedImage) { _ in
loadImage()
}
I noticed in a lot of tutorials there is little to no mention of this line which is what makes the cancel button function (I don't know if the closure is necessary but I added it and it worked so I left it in the example):
picker.dismiss(animated: true)
I hope I added everything to help you. It doesn't appear to leak anything and gives you use of the cancel button.
Good luck!

Set range of colored text for UISegmentedControl

According to the following documentation (https://developer.apple.com/documentation/uikit/uisegmentedcontrol/1618570-settitletextattributes)
I should be able to add attributes to change how it looks for a particular mode.
modalitySegmentedControl.setTitle("LDR ("+(stateController?.tdfvariables.selectedRadionuclide.name ?? "-") + ")", forSegmentAt: Constants.LDRButton)
let colorAttribute = [ NSAttributedString.Key.foregroundColor: UIColor.systemTeal ]
modalitySegmentedControl.setTitleTextAttributes(colorAttribute, for: .selected)
In short the text on the control is basically "LDR (I-125)". Currently this code highlights the entire selection teal. I'm looking for a way to only highlight the (I-125) only with a teal color. I can do this with regular UILabels by defining a range that the attributes act upon, but I can't seem to find a way to set a specific color range with the UISegmentedControl?
Is this possible to do?
It currently looks like this:
I want the LDR to be white color and only teal on the (I-125) part.
In short I think it's not possible. Check my hacky playground:
//: A UIKit based Playground for presenting user interface
import UIKit
import PlaygroundSupport
extension UIView {
class func getAllSubviews<T: UIView>(from parentView: UIView) -> [T] {
return parentView.subviews.flatMap { subView -> [T] in
var result = getAllSubviews(from: subView) as [T]
if let view = subView as? T { result.append(view) }
return result
}
}
class func getAllSubviews(from parentView: UIView, types: [UIView.Type]) -> [UIView] {
return parentView.subviews.flatMap { subView -> [UIView] in
var result = getAllSubviews(from: subView) as [UIView]
for type in types {
if subView.classForCoder == type {
result.append(subView)
return result
}
}
return result
}
}
func getAllSubviews<T: UIView>() -> [T] { return UIView.getAllSubviews(from: self) as [T] }
func get<T: UIView>(all type: T.Type) -> [T] { return UIView.getAllSubviews(from: self) as [T] }
func get(all types: [UIView.Type]) -> [UIView] { return UIView.getAllSubviews(from: self, types: types) }
}
class MyViewController : UIViewController {
var myString: String = "LDR (I-125)"
var myString42: String = "424242424242"
var attributedString = NSMutableAttributedString()
override func loadView() {
let view = UIView()
view.backgroundColor = .white
let items = ["EBRT", "LDR (I-125)", "PERM"]
let modalitySegmentedControl = UISegmentedControl(items: items)
modalitySegmentedControl.frame = CGRect(x: 20, y: 200, width: 300, height: 20)
modalitySegmentedControl.backgroundColor = .white
attributedString = NSMutableAttributedString(string: myString, attributes: [NSAttributedString.Key.font: UIFont.systemFont(ofSize: 18)])
attributedString.addAttribute(NSAttributedString.Key.foregroundColor, value: UIColor.red, range: NSRange(location:4, length:7))
let subviews = modalitySegmentedControl.getAllSubviews()
for view in subviews {
if view is UILabel {
if let label = view as? UILabel, label.text == myString {
print(label.attributedText)
label.attributedText = attributedString
//label.text = "42" // this works
print(label.attributedText) // looks changed
}
}
}
let subviews2 = modalitySegmentedControl.getAllSubviews()
for view in subviews2 {
if view is UILabel {
if let label = view as? UILabel, label.text == myString {
print(label.attributedText) // but it didn't change
}
}
}
let lab = UILabel()
lab.frame = CGRect(x: 40, y: 250, width: 300, height: 20)
lab.attributedText = attributedString
view.addSubview(lab)
view.addSubview(modalitySegmentedControl)
self.view = view
}
}
// Present the view controller in the Live View window
PlaygroundPage.current.liveView = MyViewController()
You can find specific UILabel subview of UISegmentedControl and even can change the text, but attribute changes doesn't work.
Related question: Segmented Control set attributed title in each segment

How do I save data using NSKeyedArchiver?

I am very close to finishing my first iOS App using Swift 4 and iOS 11.
The app has a list displayed in a table view controller and a detail view with a UITextView object that is editable. My goal is for the user to be able to make edits to the content in the UITextView and save those changes using NSKeyedArchiver.
I have the list view complete and the detail view connected. You can make edits but they do not save.
I have confirmed that the entry does save to memory that persists beyond the session, but the edits do not save.
Reviews of documentation and working through multiple tutorials have not provided the insights needed. I have attached a screen shot to show the interface of the detail view and here is the code from the detail view controller where the save button triggers the Save action:
import UIKit
import os.log
class ViewController: UIViewController, UINavigationControllerDelegate, UITextViewDelegate {
var season: Season?
//MARK: Properties
#IBOutlet weak var seasonDetail: UITextView!
#IBAction func saveButton(_ sender: UIBarButtonItem) {
if let selectedDetail = seasonDetail.text {
seasonDetail.text = selectedDetail
} else {
print("failed to save changes.")
}
saveChanges()
print("Save button clicked")
}
override func viewDidLoad() {
super.viewDidLoad()
title = season?.name
seasonDetail.text = season?.detail
seasonDetail.delegate=self
}
override func viewWillDisappear(_ animated: Bool) {
season?.detail = (seasonDetail?.text)!
}
func textViewDidEndEditing(_ textView: UITextView) {
seasonDetail.text = season?.detail
}
//MARK: UITextViewdDelegate
func textViewShouldReturn(_ textView: UITextView) -> Bool {
textView.resignFirstResponder()
return true
}
func saveChanges() {
print("Saving items to: \(Season.ArchiveURL)")
let isSuccessfulSave = NSKeyedArchiver.archiveRootObject(season as Any, toFile: Season.ArchiveURL.path)
if isSuccessfulSave {
os_log("Season sucessfully saved.", log: OSLog.default, type: .debug)
} else {
os_log("Failed to save season.", log: OSLog.default, type: .debug)
}
}
}
Here is the code from the data model class:
import UIKit
import os.log
class Season: NSObject, NSCoding {
//MARK: Properties
var name: String
var detail: String
//MARK: Archiving Paths
static let DocumentsDirectory = FileManager().urls(for: .documentDirectory, in: .userDomainMask).first!
static let ArchiveURL = DocumentsDirectory.appendingPathComponent("season")
//MARK: Types
struct PropertyKey {
static let name = "name"
static let detail = "detail"
}
//MARK: Initialization
init?(name: String, detail: String) {
guard !name.isEmpty else {
return nil
}
guard !detail.isEmpty else {
return nil
}
// Initialize stored properties
self.name = name
self.detail = detail
}
//MARK: NSCoding
func encode(with aCoder: NSCoder) {
aCoder.encode(name, forKey: PropertyKey.name)
aCoder.encode(detail, forKey: PropertyKey.detail)
}
required convenience init?(coder aDecoder: NSCoder) {
// the name is required. If we cannnot get a name string, the initializer should fail.
guard let name = aDecoder.decodeObject(forKey: PropertyKey.name) as? String
else {
os_log("Unable to decode the name for a Season object.", log: OSLog.default, type: .debug)
return nil
}
let detail = aDecoder.decodeObject(forKey: PropertyKey.detail)
self.init(name: name, detail: detail as! String)
}
}
My goal is to understand what is missing with my code and know how to persist all the data, including the edits. I would appreciate any direction that would help.
Please check :
class ViewController: UIViewController, UINavigationControllerDelegate, UITextViewDelegate {
var season: Season?
#IBOutlet weak var seasonDetail: UITextView!
#IBAction func saveButton(_ sender: UIBarButtonItem) {
if let selectedDetail = seasonDetail.text {
season?.detail = selectedDetail // this is the line
} else {
print("failed to save changes.")
}
saveChanges()
print("Save button clicked")
}
override func viewDidLoad() {
super.viewDidLoad()
if season == nil {
season = Season(name: "Season Name", detail: "Season Details")
}
title = season?.name
seasonDetail.text = season?.detail
seasonDetail.delegate=self
}
override func viewWillDisappear(_ animated: Bool) {
season?.detail = (seasonDetail?.text)!
}
func textViewDidEndEditing(_ textView: UITextView) {
season?.detail = seasonDetail.text
}
//MARK: UITextViewdDelegate
func textViewShouldReturn(_ textView: UITextView) -> Bool {
textView.resignFirstResponder()
return true
}
func saveChanges() {
print("Saving items to: \(Season.ArchiveURL)")
let isSuccessfulSave = NSKeyedArchiver.archiveRootObject(season as Any, toFile: Season.ArchiveURL.path)
if isSuccessfulSave {
os_log("Season sucessfully saved.", log: OSLog.default, type: .debug)
} else {
os_log("Failed to save season.", log: OSLog.default, type: .debug)
}
}
}

Different info for different pin annotations

I have two different pins placed on my mapview. I have an info button on each. The info buttons will segue to the a UIViewController that has a Image view (to hold a picture of the place) and a Text label ( To hold info about the place).
My problem is how can I generate the Info and picture depending on which pin annotation button was selected. The last function is the one used in order to segue to the info view controller.
class GetToTheStart: UIViewController, MKMapViewDelegate, CLLocationManagerDelegate {
//map view outlet
#IBOutlet weak var mapView: MKMapView!
//defining use of location manager
let myLocMgr = CLLocationManager()
override func viewDidLoad() {
super.viewDidLoad()
//setting up location request
myLocMgr.desiredAccuracy = kCLLocationAccuracyBest
myLocMgr.requestWhenInUseAuthorization()
myLocMgr.startUpdatingLocation()
myLocMgr.delegate = self
mapView.delegate = self
// coordinates of desired locations for pins
var zoo1 = CLLocationCoordinate2DMake(53.347439, -6.291820)
var town1 = CLLocationCoordinate2DMake(53.347247, -6.290865)
//setting up pin 1 annotation (the zoo)
var zoopin = MKPointAnnotation()
zoopin.coordinate = zoo1
zoopin.title = "Dublin Zoo"
zoopin.subtitle = "This this the zoo"
mapView.addAnnotation(zoopin)
//setting up pin 2 annotation (the town)
var townpin = MKPointAnnotation()
townpin.coordinate = zoo1
townpin.title = "Dublin town"
townpin.subtitle = "This this the town"
mapView.addAnnotation(townpin)
}
//setting up Pin callout button for segue
func mapView(mapView: MKMapView, viewForAnnotation annotation: MKAnnotation) -> MKAnnotationView? {
if annotation is MKUserLocation {
}
let reuseIdentifier = "pin"
var pin = mapView.dequeueReusableAnnotationViewWithIdentifier(reuseIdentifier) as? MKPinAnnotationView
if pin == nil {
pin = MKPinAnnotationView(annotation: annotation, reuseIdentifier: reuseIdentifier)
pin!.pinColor = .Red
pin!.canShowCallout = true
pin!.rightCalloutAccessoryView = UIButton(type: .DetailDisclosure)
} else {
pin!.annotation = annotation
}
return pin
}
//performing segue from info button to infoViewController
func mapView(mapView: MKMapView, annotationView view: MKAnnotationView, calloutAccessoryControlTapped control: UIControl) {
performSegueWithIdentifier("info", sender: view)
}
For this you need to override below method. Here we will get the annotationView which will trigger the segue.
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if (segue.identifier == "info") {
if let annotation = sender as? MKAnnotationView {
let detailViewController = segue.destinationViewController as! DetailViewController
detailViewController.titleText = annotation.annotation?.title ?? ""
detailViewController.detaileText = annotation.annotation?.subtitle ?? ""
}
}
}
And in the detailViewController is same as your infoViewController and here I have two labels and for that I have two public variables. This is just to avoid error because at this point we don't have the label objects.
Here is the code for my DetailViewController.
import UIKit
class DetailViewController: UIViewController {
#IBOutlet weak var titleLabel: UILabel!
#IBOutlet weak var detailLabel: UILabel!
var titleText: String? { didSet { updateUI() } }
var detaileText: String? { didSet { updateUI() } }
override func viewDidLoad() {
super.viewDidLoad()
updateUI()
}
private func updateUI() {
self.titleLabel?.text = self.titleText
self.detailLabel?.text = self.detaileText
}
}

How do you show a blue dot instead of a Pin when showing current location in mapview?

How do you show a blue dot instead of a Pin when showing current location in map view? at the moment the code illustrates a red pin that shows the users current location as the user moves around. How can i convert this to the blue dot that apple use?
import UIKit
import MapKit
class ViewController: UIViewController,CLLocationManagerDelegate {
#IBOutlet weak var myMapView: MKMapView!
let myLocMgr = CLLocationManager()
override func viewDidLoad() {
super.viewDidLoad()
myLocMgr.desiredAccuracy = kCLLocationAccuracyBest
myLocMgr.requestWhenInUseAuthorization()
myLocMgr.startUpdatingLocation()
myLocMgr.delegate = self
}
func locationManager(manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
// get most recient coordinate
let myCoor = locations[locations.count - 1]
//get lat & long
let myLat = myCoor.coordinate.latitude
let myLong = myCoor.coordinate.longitude
let myCoor2D = CLLocationCoordinate2D(latitude: myLat, longitude: myLong)
//set span
let myLatDelta = 0.05
let myLongDelta = 0.05
let mySpan = MKCoordinateSpan(latitudeDelta: myLatDelta, longitudeDelta: myLongDelta)
let myRegion = MKCoordinateRegion(center: myCoor2D, span: mySpan)
//center map at this region
myMapView.setRegion(myRegion, animated: true)
//add anotation
let myAnno = MKPointAnnotation()
myAnno.coordinate = myCoor2D
myMapView.addAnnotation(myAnno)
}
#IBAction func stop(sender: AnyObject) {
myLocMgr.stopUpdatingLocation()
}
#IBAction func resume(sender: AnyObject) {
myLocMgr.startUpdatingLocation()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
self.myMapView.showsUserLocation = true
showsUserLocation is what you need. It's MKMapView property set it in viewDidLoad or using IB (if possible). You don't need to do any extra stuff in LocationManager's delegate didUpdateLocations, just set it the MKMapView will do the rest of the stuff

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