I have created animated polyline like CAShapeLayer by following code, I have added CAShapeLayer as sublayer to GMSMapiew but, if I move the map the layer won\'t moves. wher
Move the layer whenever the map moves by implementing the delegate mapView:didChangeCameraPosition:
.
This is an adaptation of the code from Elangovan
The changes that I did was to remove the var from the class to be just in the function and also removed the #selector that is no longer need in iOS >= 10.
var timerAnimation: Timer!
var mapView:GMSMapView?
func drawRoute(encodedString: String, animated: Bool) {
if let path = GMSMutablePath(fromEncodedPath: encodedString) {
let polyline = GMSPolyline(path: path)
polyline.strokeWidth = 3.0
polyline.strokeColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0.5)
polyline.map = Singleton.shared.getMapView()
if(animated){
self.animatePolylinePath(path: path)
}
}
}
func animatePolylinePath(path: GMSMutablePath) {
var pos: UInt = 0
var animationPath = GMSMutablePath()
let animationPolyline = GMSPolyline()
self.timerAnimation = Timer.scheduledTimer(withTimeInterval: 0.003, repeats: true) { timer in
pos += 1
if(pos >= path.count()){
pos = 0
animationPath = GMSMutablePath()
animationPolyline.map = nil
}
animationPath.add(path.coordinate(at: pos))
animationPolyline.path = animationPath
animationPolyline.strokeColor = UIColor.yellow
animationPolyline.strokeWidth = 3
animationPolyline.map = self.mapView
}
}
func stopAnimatePolylinePath() {
self.timerAnimation.invalidate()
}
You need to use GMSPolyline
for this. Create a GMSPolyline
instance, set your GMSMapView
instance to be it's parent map.
GMSPolyline* routeOverlay = // config
routeOverlay.map = // my GMSMapView instance
That's all. You don't need to do anything extra to make it move with the map camera movement. It does that automatically.
You can create a variable for shapeLayer and use the GMSMapViewDelegate methods mapView(_ mapView: GMSMapView, willMove gesture: Bool) and mapView(_ mapView: GMSMapView, idleAt position: GMSCameraPosition) to add and remove the layer from the map. There are two downsides to this approach, first is that the layer doesn't animate when the map is being dragged(moved) and second downside is that the layer always sits on top of all other map elements like markers, road names, POIs etc. I couldn't find a way to add this layer as a sublayer directly to the ground overlay. You can find the full code below:
var polyLineShapeLayer:CAShapeLayer?
var layerAdded = false
var path = GMSPath()
var polyLine:GMSPolyline!
// Add regular polyline to the map
func addPolyLineWithEncodedStringInMap(_ encodedString:String) {
self.polyLine = GMSPolyline(path: self.path)
polyLine.strokeWidth = 3.8
self.polyLine.strokeColor = .black
polyLine.map = googleMapView
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + 2) {
self.addPolyLineShapeLayerToMapView()
self.layerAdded = true
}
}
// Add CAshapeLayer to map
func layer(from path: GMSPath) -> CAShapeLayer {
let breizerPath = UIBezierPath()
let firstCoordinate: CLLocationCoordinate2D = path.coordinate(at: 0)
breizerPath.move(to: self.googleMapView.projection.point(for: firstCoordinate))
for i in 1 ..< Int((path.count())){
print(path.coordinate(at: UInt(i)))
let coordinate: CLLocationCoordinate2D = path.coordinate(at: UInt(i))
breizerPath.addLine(to: self.googleMapView.projection.point(for: coordinate))
}
let shapeLayer = CAShapeLayer()
shapeLayer.path = breizerPath.cgPath
shapeLayer.strokeColor = UIColor.lightGray.withAlphaComponent(0.8).cgColor
shapeLayer.lineWidth = 4.0
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineJoin = kCALineJoinRound
shapeLayer.lineCap = kCALineCapRound
shapeLayer.cornerRadius = 5
return shapeLayer
}
func animatePath(_ layer: CAShapeLayer) {
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
pathAnimation.duration = 2
pathAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
pathAnimation.fromValue = Int(0.0)
pathAnimation.toValue = Int(1.0)
pathAnimation.repeatCount = 200
layer.add(pathAnimation, forKey: "strokeEnd")
}
func addPolyLineShapeLayerToMapView(){
polyLineShapeLayer = self.layer(from: self.path)
if let polyLineShapeLayer = polyLineShapeLayer{
self.animatePath(polyLineShapeLayer)
self.googleMapView.layer.addSublayer(polyLineShapeLayer)
polyLineShapeLayer.zPosition = 0
}
}
// Delegate methods to control the polyline
// whenever map is about to move, if layer is already added, remove the layer from superLayer
func mapView(_ mapView: GMSMapView, willMove gesture: Bool) {
if layerAdded{
DispatchQueue.main.async {
self.polyLineShapeLayer?.removeFromSuperlayer()
self.polyLineShapeLayer = nil
}
}
}
// when map is idle again(var layerAdded:bool ensures that additional layer is not added initially when the delegate method is fired) add new instance of polylineShapeLayer to the map with current projected coordinates.
func mapView(_ mapView: GMSMapView, idleAt position: GMSCameraPosition) {
if self.layerAdded{
self.addPolyLineShapeLayerToMapView()
}
}
I am create GMSPath
animation with path coordinate
Objective C
interface
@interface MapWithTracking ()
@property (weak, nonatomic) IBOutlet GMSMapView *mapView;
@property (nonatomic,strong) GMSMutablePath *path2;
@property (nonatomic,strong)NSMutableArray *arrayPolylineGreen;
@property (nonatomic,strong) GMSPolyline *polylineBlue;
@property (nonatomic,strong) GMSPolyline *polylineGreen;
@end
implementation
-(void)viewDidLoad {
_arrayPolylineGreen = [[NSMutableArray alloc] init];
_path2 = [[GMSMutablePath alloc]init];
}
Get a GMSPath
and create a blue polyline.
-(void)createBluePolyline(GMSPath *path) {
// Here create a blue poly line
_polylineBlue = [GMSPolyline polylineWithPath:path];
_polylineBlue.strokeColor = [UIColor blueColor];
_polylineBlue.strokeWidth = 3;
_polylineBlue.map = _mapView;
// animate green path with timer
[NSTimer scheduledTimerWithTimeInterval:0.003 repeats:true block:^(NSTimer * _Nonnull timer) {
[self animate:path];
}];
}
Animate a Green Polyline
Adding coordinate to path 2 and assign to map
-(void)animate:(GMSPath *)path {
dispatch_async(dispatch_get_main_queue(), ^{
if (i < path.count) {
[_path2 addCoordinate:[path coordinateAtIndex:i]];
_polylineGreen = [GMSPolyline polylineWithPath:_path2];
_polylineGreen.strokeColor = [UIColor greenColor];
_polylineGreen.strokeWidth = 3;
_polylineGreen.map = _mapView;
[arrayPolylineGreen addObject:_polylineGreen];
i++;
}
else {
i = 0;
_path2 = [[GMSMutablePath alloc] init];
for (GMSPolyline *line in arrayPolylineGreen) {
line.map = nil;
}
}
});
}
SWIFT
Declartion
var polyline = GMSPolyline()
var animationPolyline = GMSPolyline()
var path = GMSPath()
var animationPath = GMSMutablePath()
var i: UInt = 0
var timer: Timer!
To Darw Route
func drawRoute(routeDict: Dictionary<String, Any>) {
let routesArray = routeDict ["routes"] as! NSArray
if (routesArray.count > 0)
{
let routeDict = routesArray[0] as! Dictionary<String, Any>
let routeOverviewPolyline = routeDict["overview_polyline"] as! Dictionary<String, Any>
let points = routeOverviewPolyline["points"]
self.path = GMSPath.init(fromEncodedPath: points as! String)!
self.polyline.path = path
self.polyline.strokeColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0.5)
self.polyline.strokeWidth = 3.0
self.polyline.map = self.mapView
self.timer = Timer.scheduledTimer(timeInterval: 0.003, target: self, selector: #selector(animatePolylinePath), userInfo: nil, repeats: true)
}
}
To Animate Path
func animatePolylinePath() {
if (self.i < self.path.count()) {
self.animationPath.add(self.path.coordinate(at: self.i))
self.animationPolyline.path = self.animationPath
self.animationPolyline.strokeColor = UIColor.black
self.animationPolyline.strokeWidth = 3
self.animationPolyline.map = self.mapView
self.i += 1
}
else {
self.i = 0
self.animationPath = GMSMutablePath()
self.animationPolyline.map = nil
}
}
Don't forgot to stop timer in viewWillDisappear
self.timer.invalidate()
Output