MKMapView setVisibleMapRect not working first time - mkmapview

I have implemented double tap to zoom using following code.
CLLocation* currentLocation = [myArray objectAtIndex:5];
MKMapPoint annotationPoint = MKMapPointForCoordinate(currentLocation.coordinate);
MKMapRect zoomRect = MKMapRectMake(annotationPoint.x, annotationPoint.y, 0.1, 0.1);
[mapView setVisibleMapRect:zoomRect animated:YES];
When i double tap first time, zoom to particular pin location not working, next time onwards working fine.
and if double tap from different location very far from pins locations,then same issue i.e. zoom to particular pin location not working.
Can any one have an idea Please?
Thanks

To center the map on a coordinate and zoom out to show some longitude and latitude either side of the coordinate, create an MKCoordinateRegion object and update the MKMapView to show the new region:
CLLocation* currentLocation = [myArray objectAtIndex:5];
// Create a span covering 0.1 degrees east to west and north to south
MKCoordinateSpan degreeSpan = MKCoordinateSpanMake(0.1, 0.1);
// Create a region that centers the span on currentLocation
MKCoordinateRegion region = MKCoordinateRegionMake(currentLocation.coordinate, degreeSpan);
// Update the map to show the new region
[mapView setRegion:region animated:YES];
To zoom in further, reduce the size of the degree span, e.g.:
MKCoordinateSpan degreeSpan = MKCoordinateSpanMake(0.05, 0.05);
You can also create regions in meters, which can be easier to reason about. The following creates a 1000 x 1000 meter region:
MKCoordinateRegion region = MKCoordinateRegionMakeWithDistance(currentLocation.coordinate, 1000, 1000);
To zoom in further, reduce the number of meters.

Related

Revit BoundingBoxXYZ True North

I'm getting messed up bounding boxes points only on North/South orientations when we rotate the true north in Revit. Please, has someone got the same issue? Thanks!
ProjectPosition position = eaSurface.Document.ActiveProjectLocation.GetProjectPosition(XYZ.Zero);
Transform t = Transform.CreateRotation(XYZ.BasisZ, position.Angle);
//Points transformed
XYZ newNormal = t.OfPoint(eaSurface.Normal);
XYZ pNewMin = t.OfPoint(bbr.Min);
XYZ pNewMax = t.OfPoint(bbr.Max);
List<XYZ> bbPoints = new List<XYZ>(4)
{
pNewMin, // bottom left
new XYZ(pNewMin.X, pNewMin.Y, pNewMax.Z), // top left
pNewMax, // top right
new XYZ(pNewMax.X, pNewMax.Y, pNewMin.Z) // bottom right
};
// create the curveloop
CurveLoop curveLoop = Utils.SetupCurveloop(bbPoints, newNormal, 0);
List<CurveLoop> cloops = new List<CurveLoop>() { curveLoop };
// create the solid
Solid solid = GeometryCreationUtilities.CreateExtrusionGeometry(cloops, newNormal, 1);
return solid;
The Building Coder points to some earlier discussions and solutions on handling true north for determining the wall orientation in Calculating Gross and Net Wall Areas.

Positioning sprites inside scene

I would like when i create all my sprites to get centred in the screen, but that is not the case, i have a sprite when i set it's position to CGPointMake(self.size.width / 2, self.size.height / 2) it gets centred vertically but not horizontally, when i set it to CGPointMake(0, 0) it sets at the bottom of the screen with only half of it's body visible ( which is what you expect) but horizontally it doesn't get positioned right ( half his vertical body appears ) until i set it's X to 300.
How come the sprite's Y position gets set right but the X doesn't ?
scene.scaleMode = .AspectFill
and i haven't set any anchorPoint, 4' screen.
UPDATE:
I'm using Portrait, played around with different scaleMode and found out that the perfect (0, 0) that sets the sprite on the bottom left is:
scene.scaleMode = .ResizeFill
It also works fine with different screen sizes,but (self.size.width / 2) puts it further to the left.Do you think it's the best setting for all SpriteKit Portrait projects?
I tried to reproduce what you are saying, but I couldn't, either using .sks file or not for loading the scene. Also I've produced good results on both 7.1 and 8.1 simulators...The thing is that simulators sometimes could be tricky and not 100% reliable, so you should not trust them much.
I don't know if this will help you, but you should consider it...In Xcode 5 projects scene is programmatically created to have a size of the view. Basically it's done in viewDidLoad method like this:
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
GameScene * scene = [GameScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
Or using viewWillLayoutSubviews like LearnCocos2D pointed:
- (void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
skView.showsDrawCount = YES;
//skView.showsQuadCount = YES;
skView.showsPhysics = YES;
skView.ignoresSiblingOrder = YES;
if(!skView.scene){
// Create and configure the scene.
GameScene * scene = [GameScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
}
But Xcode 6 uses an SKS file:
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let skView = self.view as SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
}
}
If you look at the GameScene.sks you can see that the default scene size is 1024x768.
Try to print your scene size as well as view's bounds size to see actuall sizes. You can use something like:
println("view.bounds\(view.bounds), self.size\(self.size)")
I don't know if any of this helped, but I hope it will lead you somewhere. Goodluck!

Centre location not updating, puts me in the middle of the ocean?

Stuck on something very basic, just started up with MKMapView and trying to get it to zoom in on my location.
- (void)mapView:(MKMapView *)mapView didUpdateUserLocation:(MKUserLocation *)userLocation {
self.mapView.centerCoordinate = self.mapView.userLocation.location.coordinate; }
This code seems to just not be working, I understand it usually takes a little bit of time to get the location and i have left it for a while with now luck. However the location shows up correctly but it doesn't centre in on this (it centres into the very middle of the map just off west africa)
I also have the following code in viewDidLoad, which seems to be correct as it zooms in to the specified height, just not place.
MKCoordinateRegion region = MKCoordinateRegionMakeWithDistance(self.mapView.userLocation.coordinate, 20000, 20000);
[self.mapView setRegion:region animated:YES];
EDIT: It seems to be working on the simulator now after pressing back once or twice and then re-viewing to the map. But it doesn't work on my iPhone still. I have checked all the location services settings and they seem to be all on.
I use the following code to set center and span to be shown in MapView. It should work.
MKCoordinateRegion region = {{0,0},{.5,.5}};
region.center.latitude = doubleLattitude;
region.center.longitude = doubleLongitude;
[mapView setRegion:region animated:YES];
If a MKMapView centers to just west of Gabon, it's very likely that one of your objects is nil and thus the coordinate is 0° latitude and 0° longitude. You can easily test it by setting a breakpoint in the debugger and analyzing your objects.
self.mapView.centerCoordinate = self.mapView.userLocation.location.coordinate;
Does not center map on user location.
- (void)mapView:(MKMapView *)mapView didUpdateUserLocation:(MKUserLocation *)userLocation is called only first time when device gets user location,
better use - (void)locationManager:didUpdateToLocation: fromLocation:
- (void)locationManager:(CLLocationManager *)manager
didUpdateToLocation:(CLLocation *)newLocation
fromLocation:(CLLocation *)oldLocation {
if(newLocation.horizontalAccuracy>0)
{
// set center of map (span will not be changed in this case)
[mymap setCenterCoordinate:newLocation.coordinate animated:YES];
// or use region to specify both span and center
MKCoordinateRegion region.span.latitudeDelta = .05 ;
region.span.longitudeDelta = .05 ;
region.center.latitude = newLocation.coordinate.latitude ;
region.center.longitude = newLocation.coordinate.longitude ;
[mymap setRegion:region animated:TRUE];
}
}

Merging a previosly rotated by gesture UIImageView with another one. WYS is not WYG

I'm getting crazy while trying to merge two UIImageView.
The situation:
a background UIImageView
(userPhotoImageView)
an overlayed
UIImageView (productPhotoImageView)
that can be streched, pinched and
rotated
I call my function on the UIImages but I can take coords and new stretched size from the UIImageView containing them (they are synthesized in my class)
- (UIImage *)mergeImage:(UIImage *)bottomImg withImage:(UIImage *)topImg;
Maybe simplest way would be rendering the layer of the top UIImageView in a the new CGContextRef like this:
[bottomImg drawInRect:CGRectMake(0, 0, bottomImg.size.width, bottomImg.size.height)];
[productPhotoImageView.layer renderInContext:ctx];
But in this way I loose the rotation effect previosly applied by gestures.
A second way would be trying to apply AffineTransformation to UIImage to reproduce GestureEffects and then draw it in the context like this:
UIImage * scaledTopImg = [topImg imageByScalingProportionallyToSize:productPhotoView.frame.size];
UIImage * rotatedScaledTopImg = [scaledTopImg imageRotatedByDegrees:ANGLE];
[rotatedScaledTopImg drawAtPoint:CGPointMake(productPhotoView.frame.origin.x, productPhotoView.frame.origin.y)];
The problem of this second approach is that I'm not able to exactly get the final rotation degrees (the ANGLE parameter that should be filled in the code above) amount since the user started to interact, this because the RotationGesture is reset to 0 after applying so the next callback is a delta from the current rotation.
For sure the most easy way would be the first one, freezing the two UIImageViews as they are displayed in that very moment but actually I still didn't find anyway to do it.
Ok basically there is another workaround for all this crazy merging stuff, but it's definitively not an elegant solution. For avoid handling any kind of AffineTransformation just capture the ImageScreen and then crop it.
CGImageRef screenImage = UIGetScreenImage();
CGRect fullRect = [[UIScreen mainScreen] applicationFrame];
CGImageRef saveCGImage = CGImageCreateWithImageInRect(screenImage, fullRect);
CGRect cropRect = CGRectMake(x,y,width,height);
CGImageRef saveCGImage = CGImageCreateWithImageInRect(screenImage, cropRect);
Told you it wasnt elegant, but for someone it could be useful.
Great that was helpful and so too much workaroundy ;)
so since i see it's pretty hard to find around some code examples to merge pics after a manipulation here goes mine, hope it can be helpful:
- (UIImage *)mergeImage:(UIImage *)bottomImg withImage:(UIImage *)topImg {
UIImage * scaledTopImg = [topImg imageByScalingProportionallyToSize:productPhotoView.frame.size];
UIGraphicsBeginImageContext(scaledTopImg.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(ctx, scaledTopImg.size.width * 0.5f, scaledTopImg.size.height * 0.5f);
CGFloat angle = atan2(productPhotoView.transform.b, productPhotoView.transform.a);
CGContextRotateCTM(ctx, angle);
[scaledTopImg drawInRect:CGRectMake(- scaledTopImg.size.width * 0.5f, -(scaledTopImg.size.height * 0.5f), scaledTopImg.size.width, scaledTopImg.size.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIGraphicsBeginImageContext(bottomImg.size);
[bottomImg drawInRect:CGRectMake(0, 0, bottomImg.size.width, bottomImg.size.height)];
[newImage drawInRect:CGRectMake(productPhotoView.frame.origin.x, productPhotoView.frame.origin.y, newImage.size.width, newImage.size.height)];
UIImage *newImage2 = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage2;
}
Since I got a background image it was easier first create a context just to apply tranformation to the overlayview, than save it and write on top of the bottom layer.
Take care of the CTM translation before rotating the overlayview or it will rotate around an axis placed at {0,0} while I want to rotate my image around its center.
Regards
I have the same problem.
I only have problem with rotation.
I use gesture recognizers for move, scale and rotation.
At the beginning when I save the image tha scale was right, the position was right but never apply rotation to the saved image.
Now it works
if you want to know the rotation angle I get it with:
CGFloat angle = atan2(overlay.transform.b, overlay.transform.a);
And rotation with:
CGContextRotateCTM(context, angle);
If you have a different approach please let me know.

How to get text in a CATextLayer to be clear

I've made a CALayer with an added CATextLayer and the text comes out blurry. In the docs, they talk about "sub-pixel antialiasing", but that doesn't mean much to me. Anyone have a code snippet that makes a CATextLayer with a bit of text that is clear?
Here's the text from Apple's documentation:
Note: CATextLayer disables sub-pixel antialiasing when rendering text.
Text can only be drawn using sub-pixel antialiasing when it is
composited into an existing opaque background at the same time that
it's rasterized. There is no way to draw subpixel-antialiased text by
itself, whether into an image or a layer, separately in advance of
having the background pixels to weave the text pixels into. Setting
the opacity property of the layer to YES does not change the rendering
mode.
The second sentence implies that one can get good looking text if one composites it into an existing opaque background at the same time that it's rasterized. That's great, but how do I composite it and how do you give it an opaque background and how do you rasterize it?
The code they use in their example of a Kiosk Menu is as such: (It's OS X, not iOS, but I assume it works!)
NSInteger i;
for (i=0;i<[names count];i++) {
CATextLayer *menuItemLayer=[CATextLayer layer];
menuItemLayer.string=[self.names objectAtIndex:i];
menuItemLayer.font=#"Lucida-Grande";
menuItemLayer.fontSize=fontSize;
menuItemLayer.foregroundColor=whiteColor;
[menuItemLayer addConstraint:[CAConstraint
constraintWithAttribute:kCAConstraintMaxY
relativeTo:#"superlayer"
attribute:kCAConstraintMaxY
offset:-(i*height+spacing+initialOffset)]];
[menuItemLayer addConstraint:[CAConstraint
constraintWithAttribute:kCAConstraintMidX
relativeTo:#"superlayer"
attribute:kCAConstraintMidX]];
[self.menuLayer addSublayer:menuItemLayer];
} // end of for loop
Thanks!
EDIT: Adding the code that I actually used that resulted in blurry text. It's from a related question I posted about adding a UILabel rather than a CATextLayer but getting a black box instead. http://stackoverflow.com/questions/3818676/adding-a-uilabels-layer-to-a-calayer-and-it-just-shows-black-box
CATextLayer* upperOperator = [[CATextLayer alloc] init];
CGColorSpaceRef space = CGColorSpaceCreateDeviceRGB();
CGFloat components1[4] = {1.0, 1.0, 1.0, 1.0};
CGColorRef almostWhite = CGColorCreate(space,components1);
CGFloat components2[4] = {0.0, 0.0, 0.0, 1.0};
CGColorRef almostBlack = CGColorCreate(space,components2);
CGColorSpaceRelease(space);
upperOperator.string = [NSString stringWithFormat:#"13"];
upperOperator.bounds = CGRectMake(0, 0, 100, 50);
upperOperator.foregroundColor = almostBlack;
upperOperator.backgroundColor = almostWhite;
upperOperator.position = CGPointMake(50.0, 25.0);
upperOperator.font = #"Helvetica-Bold";
upperOperator.fontSize = 48.0f;
upperOperator.borderColor = [UIColor redColor].CGColor;
upperOperator.borderWidth = 1;
upperOperator.alignmentMode = kCAAlignmentCenter;
[card addSublayer:upperOperator];
[upperOperator release];
CGColorRelease(almostWhite);
CGColorRelease(almostBlack);
EDIT 2: See my answer below for how this got solved. sbg.
Short answer — You need to set the contents scaling:
textLayer.contentsScale = [[UIScreen mainScreen] scale];
A while ago I learned that when you have custom drawing code, you have to check for the retina display and scale your graphics accordingly. UIKit takes care of most of this, including font scaling.
Not so with CATextLayer.
My blurriness came from having a .zPosition that was not zero, that is, I had a transform applied to my parent layer. By setting this to zero, the blurriness went away, and was replaced by serious pixelation.
After searching high and low, I found that you can set .contentsScale for a CATextLayer and you can set it to [[UIScreen mainScreen] scale] to match the screen resolution. (I assume this works for non-retina, but I haven't checked - too tired)
After including this for my CATextLayer the text became crisp. Note - it's not necessary for the parent layer.
And the blurriness? It comes back when you're rotating in 3D, but you don't notice it because the text starts out clear and while it's in motion, you can't tell.
Problem solved!
Swift
Set the text layer to use the same scale as the screen.
textLayer.contentsScale = UIScreen.main.scale
Before:
After:
Before setting shouldRasterize, you should:
set the rasterizationScale of the base layer you are going to rasterize
set the contentsScale property of any CATextLayers and possibly other types of layers(it never hurts to do it)
If you don't do #1, then the retina version of sub layers will look blurry, even for normal CALayers.
- (void)viewDidLoad {
[super viewDidLoad];
CALayer *mainLayer = [[self view] layer];
[mainLayer setRasterizationScale:[[UIScreen mainScreen] scale]];
CATextLayer *messageLayer = [CATextLayer layer];
[messageLayer setForegroundColor:[[UIColor blackColor] CGColor]];
[messageLayer setContentsScale:[[UIScreen mainScreen] scale]];
[messageLayer setFrame:CGRectMake(50, 170, 250, 50)];
[messageLayer setString:(id)#"asdfasd"];
[mainLayer addSublayer:messageLayer];
[mainLayer setShouldRasterize:YES];
}
First off I wanted to point out that you've tagged your question with iOS, but constraint managers are only available on OSX, so I'm not sure how you're getting this to work unless you've been able to link against it in the simulator somehow. On the device, this functionality is not available.
Next, I'll just point out that I create CATextLayers often and never have the blurring problem you're referring to so I know it can be done. In a nutshell this blurring occurs because you are not positioning your layer on the whole pixel. Remember that when you set the position of a layer, you use a float values for the x and y. If those values have numbers after the decimal, the layer will not be positioned on the whole pixel and will therefore give this blurring effect--the degree of which depending upon the actual values. To test this, just create a CATextLayer and explicitly add it to the layer tree ensuring that your position parameter is on a whole pixel. For example:
CATextLayer *textLayer = [CATextLayer layer];
[textLayer setBounds:CGRectMake(0.0f, 0.0f, 200.0f, 30.0f)];
[textLayer setPosition:CGPointMake(200.0f, 100.0f)];
[textLayer setString:#"Hello World!"];
[[self menuLayer] addSublayer:textLayer];
If your text is still blurry, then there is something else wrong. Blurred text on your text layer is an artifact of incorrectly written code and not an intended capability of the layer. When adding your layers to a parent layer, you can just coerce the x and y values to the nearest whole pixel and it should solve your blurring problem.
You should do 2 things, the first was mentioned above:
Extend CATextLayer and set the opaque and contentsScale properties to properly support retina display, then render with anti aliasing enabled for text.
+ (TextActionLayer*) layer
{
TextActionLayer *layer = [[TextActionLayer alloc] init];
layer.opaque = TRUE;
CGFloat scale = [[UIScreen mainScreen] scale];
layer.contentsScale = scale;
return [layer autorelease];
}
// Render after enabling with anti aliasing for text
- (void)drawInContext:(CGContextRef)ctx
{
CGRect bounds = self.bounds;
CGContextSetFillColorWithColor(ctx, self.backgroundColor);
CGContextFillRect(ctx, bounds);
CGContextSetShouldSmoothFonts(ctx, TRUE);
[super drawInContext:ctx];
}
If you came searching here for a similar issue for a CATextLayer in OSX, after much wall head banging, I got the sharp clear text by doing:
text_layer.contentsScale = self.window!.backingScaleFactor
(I also set the views background layer contentsScale to be the same).
This is faster and easier: you just need to set contentsScale
CATextLayer *label = [[CATextLayer alloc] init];
[label setFontSize:15];
[label setContentsScale:[[UIScreen mainScreen] scale]];
[label setFrame:CGRectMake(0, 0, 50, 50)];
[label setString:#"test"];
[label setAlignmentMode:kCAAlignmentCenter];
[label setBackgroundColor:[[UIColor clearColor] CGColor]];
[label setForegroundColor:[[UIColor blackColor] CGColor]];
[self addSublayer:label];

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