Reputation: 21
I am new to Mapbox and I am trying to learn how to work with Custom Annotated Views. I created a new xcode project (using xcode 11.5, IOS 13.5 and Storyboard option), installed the pods, and setup the access tokens following the installation guide: https://www.mapbox.com/install/ios/
I then copied and pasted the code from the Annotation example: https://docs.mapbox.com/ios/maps/examples/annotation-views/ into ViewController.swift
When I run the code I get this on the simulator: ActualFunctionality
But I want: ExpectedFunctionality
After adding print statements, it appears that .layoutSubviews() is never being called within the created CustomAnnotationView's. Any help or insight would be greatly appreciated.
EDIT:
ViewController.swift
import Mapbox
import UIKit
class ViewController: UIViewController, MGLMapViewDelegate {
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
print("{ERFORMED")
}
override func viewDidLoad() {
super.viewDidLoad()
let mapView = MGLMapView(frame: view.bounds)
mapView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
mapView.styleURL = MGLStyle.darkStyleURL
mapView.tintColor = .lightGray
mapView.centerCoordinate = CLLocationCoordinate2D(latitude: 0, longitude: 66)
mapView.zoomLevel = 2
mapView.delegate = self
view.addSubview(mapView)
// Specify coordinates for our annotations.
let coordinates = [
CLLocationCoordinate2D(latitude: 0, longitude: 33),
CLLocationCoordinate2D(latitude: 0, longitude: 66),
CLLocationCoordinate2D(latitude: 0, longitude: 99)
]
// Fill an array with point annotations and add it to the map.
var pointAnnotations = [MGLPointAnnotation]()
for coordinate in coordinates {
let point = MGLPointAnnotation()
point.coordinate = coordinate
point.title = "\(coordinate.latitude), \(coordinate.longitude)"
pointAnnotations.append(point)
}
mapView.addAnnotations(pointAnnotations)
}
func mapView(_ mapView: MGLMapView, viewFor annotation: MGLAnnotation) -> MGLAnnotationView? {
// This example is only concerned with point annotations.
guard annotation is MGLPointAnnotation else {
return nil
}
// Use the point annotation’s longitude value (as a string) as the reuse identifier for its view.
let reuseIdentifier = "\(annotation.coordinate.longitude)"
// For better performance, always try to reuse existing annotations.
var annotationView = mapView.dequeueReusableAnnotationView(withIdentifier: reuseIdentifier)
// If there’s no reusable annotation view available, initialize a new one.
if annotationView == nil {
annotationView = CustomAnnotationView(reuseIdentifier: reuseIdentifier)
annotationView!.bounds = CGRect(x: 0, y: 0, width: 40, height: 40)
// Set the annotation view’s background color to a value determined by its longitude.
let hue = CGFloat(annotation.coordinate.longitude) / 100
annotationView!.backgroundColor = UIColor.green
}
return annotationView
}
func mapView(_ mapView: MGLMapView, annotationCanShowCallout annotation: MGLAnnotation) -> Bool {
return true
}
}
class CustomAnnotationView: MGLAnnotationView {
override func layoutSubviews() {
super.layoutSubviews()
print("LAYOUT SUBVIEWS")
// Use CALayer’s corner radius to turn this view into a circle.
layer.cornerRadius = bounds.width / 2
layer.borderWidth = 2
layer.borderColor = UIColor.white.cgColor
}
override func setSelected(_ selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
// Animate the border width in/out, creating an iris effect.
let animation = CABasicAnimation(keyPath: "borderWidth")
animation.duration = 0.1
layer.borderWidth = selected ? bounds.width / 4 : 2
layer.add(animation, forKey: "borderWidth")
}
}
AppDelegate.swift
import UIKit
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
// MARK: UISceneSession Lifecycle
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
// Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with.
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
// Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
}
}
SceneDelegate.swift
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
guard let _ = (scene as? UIWindowScene) else { return }
// if let windowScene = scene as? UIWindowScene {
//
// let window = UIWindow(windowScene: windowScene)
//
// let annotated = Annotation_vc()
// let navigation = UINavigationController(rootViewController: annotated)
//
// window.rootViewController = navigation
//
// self.window = window
// window.makeKeyAndVisible()
// }
}
func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
}
Xcode setup:
Upvotes: 0
Views: 952
Reputation: 21
Annotation views should be added after the map has completely loaded See https://github.com/mapbox/mapbox-gl-native/issues/16492 for more details
Upvotes: 2