I am currently converting an MKPolyline to a BezierPath then a CAShapeLayer then adding the layer as a sublayer to a UIView. Currently struggling to ensure the path is not drawn outside the bounds of the UIView. I do not want to mask and have part of the path dissapear, but rather ensure that every point is resized and positioned in the center of the UIView.
func addPathToView() {
guard let path = createPath(onView: polylineView) else { return }
path.fit(into: polylineView.bounds).moveCenter(to: polylineView.center).fill()
path.lineWidth = 3.0
path.lineJoinStyle = .round
guard let layer = createCAShapeLayer(fromBezierPath: path) else { return }
layer.path = getScaledPath(fromPath: path, layer: layer)
layer.frame = polylineView.bounds
layer.position.x = polylineView.bounds.minX
layer.position.y = polylineView.bounds.minY
polylineView.layer.addSublayer(layer)
}
func createCAShapeLayer( fromBezierPath path: UIBezierPath? ) -> CAShapeLayer? {
guard let path = path else { print("No Path"); return nil }
let pathLayer = CAShapeLayer(path: path, lineColor: UIColor.red, fillColor: UIColor.clear)
return pathLayer
}
func createPath( onView view: UIView? ) -> UIBezierPath? {
guard let polyline = Polyline().createPolyline(forLocations: locations) else { print("No Polyline"); return nil }
guard let points = convertMapPointsToCGPoints(fromPolyline: polyline) else { print("No CGPoints"); return nil }
let path = UIBezierPath(points: points)
return path
}
func convertMapPointsToCGPoints( fromPolyline polyline: MKPolyline? ) -> [CGPoint]? {
guard let polyline = polyline else { print( "No Polyline"); return nil }
let mapPoints = polyline.points()
var points = [CGPoint]()
for point in 0..<polyline.pointCount {
let coordinate = MKCoordinateForMapPoint(mapPoints[point])
points.append(mapView.convert(coordinate, toPointTo: view))
}
return points
}
func getScaledPath( fromPath path: UIBezierPath, layer: CAShapeLayer ) -> CGPath? {
let boundingBox = path.cgPath.boundingBoxOfPath
let boundingBoxAspectRatio = boundingBox.width / boundingBox.height
let viewAspectRatio = polylineView.bounds.size.width / polylineView.bounds.size.height
let scaleFactor: CGFloat
if (boundingBoxAspectRatio > viewAspectRatio) {
// Width is limiting factor
scaleFactor = polylineView.bounds.size.width / boundingBox.width
} else {
// Height is limiting factor
scaleFactor = polylineView.bounds.size.height/boundingBox.height
}
var affineTransorm = CGAffineTransform(scaleX: scaleFactor, y: scaleFactor)
let transformedPath = path.cgPath.copy(using: &affineTransorm)
guard let tPath = transformedPath else { print ("nope"); return nil }
return tPath
}
extension UIBezierPath
{
func moveCenter(to:CGPoint) -> Self{
let bound = self.cgPath.boundingBox
let center = bounds.center
let zeroedTo = CGPoint(x: to.x-bound.origin.x, y: to.y-bound.origin.y)
let vector = center.vector(to: zeroedTo)
offset(to: CGSize(width: vector.dx, height: vector.dy))
return self
}
func offset(to offset:CGSize) -> Self{
let t = CGAffineTransform(translationX: offset.width, y: offset.height)
applyCentered(transform: t)
return self
}
func fit(into:CGRect) -> Self{
let bounds = self.cgPath.boundingBox
let sw = into.size.width/bounds.width
let sh = into.size.height/bounds.height
let factor = min(sw, max(sh, 0.0))
return scale(x: factor, y: factor)
}
func scale(x:CGFloat, y:CGFloat) -> Self{
let scale = CGAffineTransform(scaleX: x, y: y)
applyCentered(transform: scale)
return self
}
func applyCentered(transform: @autoclosure () -> CGAffineTransform ) -> Self{
let bound = self.cgPath.boundingBox
let center = CGPoint(x: bound.midX, y: bound.midY)
var xform = CGAffineTransform.identity
xform = xform.concatenating(CGAffineTransform(translationX: -center.x, y: -center.y))
xform = xform.concatenating(transform())
xform = xform.concatenating( CGAffineTransform(translationX: center.x, y: center.y))
apply(xform)
return self
}
}
extension UIBezierPath
{
convenience init(points:[CGPoint])
{
self.init()
//connect every points by line.
//the first point is start point
for (index,aPoint) in points.enumerated()
{
if index == 0 {
self.move(to: aPoint)
}
else {
self.addLine(to: aPoint)
}
}
}
}
//2. To create layer use this extension
extension CAShapeLayer
{
convenience init(path:UIBezierPath, lineColor:UIColor, fillColor:UIColor)
{
self.init()
self.path = path.cgPath
self.strokeColor = lineColor.cgColor
self.fillColor = fillColor.cgColor
self.lineWidth = path.lineWidth
self.opacity = 1
self.frame = path.bounds
}
}
Here is an approach I use to scale a UIBezierPath: I will use original (your MKPolyline size, my original data) and final (the receiving view size, how it will be displayed).
1.Calculate the original amplitude (for me it was just the height but for you it will be the width as well)
2.Write a function to scale your original data to the new X and Y axis scales (for a point position it would look like this):
func scaleValueToYAxis(_ value: Double) -> CGFloat {
return finalHeight - CGFloat(value) / originalYAmplitude) * finalHeight
}
func scaleValueToXAxis(_ value: Double) -> CGFloat {
return finalWidth - CGFloat(value) / originalXAmplitude) * finalWidth
}
3.Start drawing
let path = UIBezierPath()
let path.move(to: CGPoint(x: yourOriginForDrawing, y: yourOriginForDrawing)) // final scale position
path.addLine(to: CGPoint(x: nextXPoint, y: nextYPoint)) // this is not relevant for you as you don't draw point by point
// what is important here is the fact that you take your original
//data X and Y and make them go though your scale functions
let layer = CAShapeLayer()
let layer.path = path.cgPath
let layer.lineWidth = 1.0
let layer.strokeColor = UIColor.black
yourView.layer.addSublayer(layer)
As you can see the logic about drawing from MKPolyline remains to be done. What does matter is that when you "copy" the polyline you move(to: )
the right point to do it. This is why i'm thinking you don't have the right offset