iOS 5 changed the way the built-in Google Maps App draws routes:
I would now like to replicate the design of the route overlay in my own app but I am currently only able to draw a plain blue line. I would like to add the 3D-effect with the gradient, borders and the glow. Any ideas on how to accomplish this?
Currently I'm using the following code:
CGContextSetFillColorWithColor(context, fillColor.CGColor);
CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, lineWidth);
CGContextAddPath(context, path);
CGContextReplacePathWithStrokedPath(context);
CGContextFillPath(context);
Resulting in a rather ugly line:
Thanks!
Update: The solution should work on iOS 4.0 and up.
swift file is visible. Ctrl and drag from the Map Kit View to the ViewController class to create the following Outlet. Select the Map Kit View and select the Pin icon in the lower-right corner of the Interface Builder (3rd button from the left). Select all pin directions and deselect "Constrain to margins".
MapKit is a powerful API available on iOS devices that makes it easy to display maps, mark locations, enhance with custom data and even draw routes or other shapes on top.
I would say they are drawing a CGPath around the original line, stroking the edges and gradient filling it. The ends are capped by adding a semi circle to the CGPath.
Would be a bit more work than simply drawing a single line and stroking it, but gives them full control over the style of the rendered path.
I think that @ChrisMiles is correct in that the segments are probably being drawn individually. (I initially thought that this might have been doable using CGPatternRef
but you don't have any access to the CTM or path endpoints inside the pattern drawing callback.)
With this in mind, here is an exceedingly crude, back-of-the-envelope example of how you might begin such an effort (filling the segments individually). Note that:
Hopefully this can get you started at least (and works through some of the analytic geometry).
- (CGGradientRef)lineGradient
{
static CGGradientRef gradient = NULL;
if (gradient == NULL) {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGColorRef white = [[UIColor colorWithWhite:1.f
alpha:0.7f] CGColor];
CGColorRef blue = [[UIColor colorWithRed:0.1f
green:0.2f
blue:1.f
alpha:0.7f] CGColor];
CGColorRef lightBlue = [[UIColor colorWithRed:0.4f
green:0.6f
blue:1.f
alpha:0.7f] CGColor];
CFMutableArrayRef colors = CFArrayCreateMutable(kCFAllocatorDefault,
8,
NULL);
CFArrayAppendValue(colors, blue);
CFArrayAppendValue(colors, blue);
CFArrayAppendValue(colors, white);
CFArrayAppendValue(colors, white);
CFArrayAppendValue(colors, lightBlue);
CFArrayAppendValue(colors, lightBlue);
CFArrayAppendValue(colors, blue);
CFArrayAppendValue(colors, blue);
CGFloat locations[8] = {0.f, 0.08f, 0.14f, 0.21f, 0.29f, 0.86f, 0.93f, 1.f};
gradient = CGGradientCreateWithColors(colorSpace,
colors,
locations);
CFRelease(colors);
CGColorSpaceRelease(colorSpace);
}
return gradient;
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextSetAllowsAntialiasing(context, YES);
CGContextSetShouldAntialias(context, YES);
// Fill background color
[[UIColor whiteColor] setFill];
UIRectFill(rect);
// Build a path
CGFloat strokeWidth = 10.f;
CGContextSetLineWidth(context, strokeWidth);
CGGradientRef gradient = [self lineGradient];
CGPoint points[9] = {
CGPointMake(10.f, 25.f),
CGPointMake(100.f, 100.f),
CGPointMake(100.f, 150.f),
CGPointMake(22.f, 300.f),
CGPointMake(230.f, 400.f),
CGPointMake(230.f, 200.f),
CGPointMake(300.f, 200.f),
CGPointMake(310.f, 160.f),
CGPointMake(280.f, 100.f)
};
for (NSUInteger i = 1; i < 9; i++) {
CGPoint start = points[i - 1];
CGPoint end = points[i];
CGFloat dy = end.y - start.y;
CGFloat dx = end.x - start.x;
CGFloat xOffset, yOffset;
// Remember that, unlike Cartesian geometry, origin is in *upper* left!
if (dx == 0) {
// Vertical to start, gradient is horizontal
xOffset = 0.5 * strokeWidth;
yOffset = 0.f;
if (dy < 0) {
xOffset *= -1;
}
}
else if (dy == 0) {
// Horizontal to start, gradient is vertical
xOffset = 0.f;
yOffset = 0.5 * strokeWidth;
}
else {
// Sloped
CGFloat gradientSlope = - dx / dy;
xOffset = 0.5 * strokeWidth / sqrt(1 + gradientSlope * gradientSlope);
yOffset = 0.5 * strokeWidth / sqrt(1 + 1 / (gradientSlope * gradientSlope));
if (dx < 0 && dy > 0) {
yOffset *= -1;
}
else if (dx > 0 && dy < 0) {
xOffset *= -1;
}
else if (dx < 0 && dy < 0) {
yOffset *= -1;
xOffset *= -1;
}
else {
}
}
CGAffineTransform startTransform = CGAffineTransformMakeTranslation(-xOffset, yOffset);
CGAffineTransform endTransform = CGAffineTransformMakeTranslation(xOffset, -yOffset);
CGPoint gradientStart = CGPointApplyAffineTransform(start, startTransform);
CGPoint gradientEnd = CGPointApplyAffineTransform(start, endTransform);
CGContextSaveGState(context);
CGContextMoveToPoint(context, start.x, start.y);
CGContextAddLineToPoint(context, end.x, end.y);
CGContextReplacePathWithStrokedPath(context);
CGContextClip(context);
CGContextDrawLinearGradient(context,
gradient,
gradientStart,
gradientEnd,
kCGGradientDrawsAfterEndLocation | kCGGradientDrawsBeforeStartLocation);
CGContextRestoreGState(context);
}
CGContextRestoreGState(context);
}
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