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    copied!<p>One of the idea I came up is to create a CGPath and stroke it with gradient every time when <code>drawMapRect</code> method been called, since the <code>MKPolylineView</code> is replaced by <code>MKPlolylineRenderer</code> in ios7.</p> <p>I tried to implement this by subclassing a <code>MKOverlayPathRenderer</code> but I failed to pick out individual CGPath, then I find a mysterious method named<code>-(void) strokePath:(CGPathRef)path inContext:(CGContextRef)context</code> which sounds like what I need, but it will not be called if you don't call the super method when you override your <code>drawMapRect</code>. </p> <p>thats what Im working out for now. </p> <p>I'll keep trying so if I work out something I'll come back and update the answer.</p> <p>=========<strong>UPDATE</strong>================================================</p> <p><img src="https://i.stack.imgur.com/iGsrj.jpg" alt="enter image description here"></p> <p>So that is what I'm worked out these days, I almost implemented the basic idea mentioned above but yes, I still cannot pick out an individual PATH according to specific mapRect, so I just draw all paths with gradient at the same time when the boundingBox of all paths intersects with current mapRect. poor trick, but work for now.</p> <p>In the <code>-(void) drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context</code> method in render class, I do this:</p> <pre><code>CGMutablePathRef fullPath = CGPathCreateMutable(); BOOL pathIsEmpty = YES; //merging all the points as entire path for (int i=0;i&lt; polyline.pointCount;i++){ CGPoint point = [self pointForMapPoint:polyline.points[i]]; if (pathIsEmpty){ CGPathMoveToPoint(fullPath, nil, point.x, point.y); pathIsEmpty = NO; } else { CGPathAddLineToPoint(fullPath, nil, point.x, point.y); } } //get bounding box out of entire path. CGRect pointsRect = CGPathGetBoundingBox(fullPath); CGRect mapRectCG = [self rectForMapRect:mapRect]; //stop any drawing logic, cuz there is no path in current rect. if (!CGRectIntersectsRect(pointsRect, mapRectCG))return; </code></pre> <p>Then I split the entire path point by point to draw its gradient individually. note that the <code>hues</code> array containing hue value mapping each velocity of location.</p> <pre><code>for (int i=0;i&lt; polyline.pointCount;i++){ CGMutablePathRef path = CGPathCreateMutable(); CGPoint point = [self pointForMapPoint:polyline.points[i]]; ccolor = [UIColor colorWithHue:hues[i] saturation:1.0f brightness:1.0f alpha:1.0f]; if (i==0){ CGPathMoveToPoint(path, nil, point.x, point.y); } else { CGPoint prevPoint = [self pointForMapPoint:polyline.points[i-1]]; CGPathMoveToPoint(path, nil, prevPoint.x, prevPoint.y); CGPathAddLineToPoint(path, nil, point.x, point.y); CGFloat pc_r,pc_g,pc_b,pc_a, cc_r,cc_g,cc_b,cc_a; [pcolor getRed:&amp;pc_r green:&amp;pc_g blue:&amp;pc_b alpha:&amp;pc_a]; [ccolor getRed:&amp;cc_r green:&amp;cc_g blue:&amp;cc_b alpha:&amp;cc_a]; CGFloat gradientColors[8] = {pc_r,pc_g,pc_b,pc_a, cc_r,cc_g,cc_b,cc_a}; CGFloat gradientLocation[2] = {0,1}; CGContextSaveGState(context); CGFloat lineWidth = CGContextConvertSizeToUserSpace(context, (CGSize){self.lineWidth,self.lineWidth}).width; CGPathRef pathToFill = CGPathCreateCopyByStrokingPath(path, NULL, lineWidth, self.lineCap, self.lineJoin, self.miterLimit); CGContextAddPath(context, pathToFill); CGContextClip(context);//&lt;--clip your context after you SAVE it, important! CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, gradientColors, gradientLocation, 2); CGColorSpaceRelease(colorSpace); CGPoint gradientStart = prevPoint; CGPoint gradientEnd = point; CGContextDrawLinearGradient(context, gradient, gradientStart, gradientEnd, kCGGradientDrawsAfterEndLocation); CGGradientRelease(gradient); CGContextRestoreGState(context);//&lt;--Don't forget to restore your context. } pcolor = [UIColor colorWithCGColor:ccolor.CGColor]; } </code></pre> <p>That is all the core drawing method and of course you need <code>points</code>, <code>velocity</code> in your overlay class and feed them with CLLocationManager.</p> <p>the last point is how to get <code>hue</code> value out of velocity, well, I found that if hue ranging from 0.03~0.3 is exactly represent from red to green, so I do some proportionally mapping to hue and velocity.</p> <p>last of the last, here you are this is full source of this demo:<a href="https://github.com/wdanxna/GradientPolyline" rel="nofollow noreferrer">https://github.com/wdanxna/GradientPolyline</a></p> <p>don't panic if can't see the line you draw, I just position the map region on my position :)</p>
 

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