iOS + MKMapView user touch based drawing

ios, mapkit, touch, uiview

Solution

I have an app that basically does this. I have a map view, with a toolbar at the top of the screen. When you press a button on that toolbar, you are now in a mode where you can swipe your finger across the map. The start and end of the swipe will represent the corners of a rectangle. The app will draw a translucent blue rectangle overlay to show the area you've selected. When you lift your finger, the rectangular selection is complete, and the app begins a search for locations in my database.

I do not handle circles, but I think you could do something similar, where you have two selection modes (rectangular, or circular). In the circular selection mode, the swipe start and end points could represent circle center, and edge (radius). Or, the two ends of a diameter line. I'll leave that part to you.

Implementation

First, I define a transparent overlay layer, that handles selection (OverlaySelectionView.h):

#import <QuartzCore/QuartzCore.h>
#import <MapKit/MapKit.h>

@protocol OverlaySelectionViewDelegate
// callback when user finishes selecting map region
- (void) areaSelected: (CGRect)screenArea;
@end


@interface OverlaySelectionView : UIView {
@private    
    UIView* dragArea;
    CGRect dragAreaBounds;
    id<OverlaySelectionViewDelegate> delegate;
}

@property (nonatomic, assign) id<OverlaySelectionViewDelegate> delegate;

@end

and OverlaySelectionView.m:

#import "OverlaySelectionView.h"

@interface OverlaySelectionView()
@property (nonatomic, retain) UIView* dragArea;
@end

@implementation OverlaySelectionView

@synthesize dragArea;
@synthesize delegate;

- (void) initialize {
    dragAreaBounds = CGRectMake(0, 0, 0, 0);
    self.userInteractionEnabled = YES;
    self.multipleTouchEnabled = NO;
    self.backgroundColor = [UIColor clearColor];
    self.opaque = NO;
    self.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
}

- (id) initWithCoder: (NSCoder*) coder {
    self = [super initWithCoder: coder];
    if (self != nil) {
        [self initialize];
    }
    return self;
}

- (id) initWithFrame: (CGRect) frame {
    self = [super initWithFrame: frame];
    if (self != nil) {
        [self initialize];
    }
    return self;
}

- (void)drawRect:(CGRect)rect {
    // do nothing
}

#pragma mark - Touch handling

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
    UITouch* touch = [[event allTouches] anyObject];
    dragAreaBounds.origin = [touch locationInView:self];
}

- (void)handleTouch:(UIEvent *)event {
    UITouch* touch = [[event allTouches] anyObject];
    CGPoint location = [touch locationInView:self];

    dragAreaBounds.size.height = location.y - dragAreaBounds.origin.y;
    dragAreaBounds.size.width = location.x - dragAreaBounds.origin.x;

    if (self.dragArea == nil) {
        UIView* area = [[UIView alloc] initWithFrame: dragAreaBounds];
        area.backgroundColor = [UIColor blueColor];
        area.opaque = NO;
        area.alpha = 0.3f;
        area.userInteractionEnabled = NO;
        self.dragArea = area;
        [self addSubview: self.dragArea];
        [dragArea release];
    } else {
        self.dragArea.frame = dragAreaBounds;
    }
}

- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
    [self handleTouch: event];
}

- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
    [self handleTouch: event];

    if (self.delegate != nil) {
        [delegate areaSelected: dragAreaBounds];
    }
    [self initialize];
}

- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
    [self initialize];
    [self.dragArea removeFromSuperview];
    self.dragArea = nil;
}

#pragma mark -

- (void) dealloc {
    [dragArea release];
    [super dealloc];
}

@end

Then I have a class that implements the protocol defined above (MapViewController.h):

#import "OverlaySelectionView.h"

typedef struct {
    CLLocationDegrees minLatitude;
    CLLocationDegrees maxLatitude;
    CLLocationDegrees minLongitude;
    CLLocationDegrees maxLongitude;
} LocationBounds;

@interface MapViewController : UIViewController<MKMapViewDelegate, OverlaySelectionViewDelegate> {
    LocationBounds searchBounds;
    UIBarButtonItem* areaButton;

And in my MapViewController.m, the `areaSelected` method is where I perform the conversion of touch coordinates to geographic coordinates with `convertPoint:toCoordinateFromView:` :

#pragma mark - OverlaySelectionViewDelegate

- (void) areaSelected: (CGRect)screenArea
{       
    self.areaButton.style = UIBarButtonItemStyleBordered;
    self.areaButton.title = @"Area";

    CGPoint point = screenArea.origin;
    // we must account for upper nav bar height!
    point.y -= 44;
    CLLocationCoordinate2D upperLeft = [mapView convertPoint: point toCoordinateFromView: mapView];
    point.x += screenArea.size.width;
    CLLocationCoordinate2D upperRight = [mapView convertPoint: point toCoordinateFromView: mapView];
    point.x -= screenArea.size.width;
    point.y += screenArea.size.height;
    CLLocationCoordinate2D lowerLeft = [mapView convertPoint: point toCoordinateFromView: mapView];
    point.x += screenArea.size.width;
    CLLocationCoordinate2D lowerRight = [mapView convertPoint: point toCoordinateFromView: mapView];

    searchBounds.minLatitude = MIN(lowerLeft.latitude, lowerRight.latitude);
    searchBounds.minLongitude = MIN(upperLeft.longitude, lowerLeft.longitude);
    searchBounds.maxLatitude = MAX(upperLeft.latitude, upperRight.latitude);
    searchBounds.maxLongitude = MAX(upperRight.longitude, lowerRight.longitude);

    // TODO: comment out to keep search rectangle on screen
    [[self.view.subviews lastObject] removeFromSuperview];

    [self performSelectorInBackground: @selector(lookupHistoryByArea) withObject: nil];
}

// this action is triggered when user selects the Area button to start selecting area
// TODO: connect this to areaButton yourself (I did it in Interface Builder)
- (IBAction) selectArea: (id) sender
{
    PoliteAlertView* message = [[PoliteAlertView alloc] initWithTitle: @"Information"
                                                              message: @"Select an area to search by dragging your finger across the map"
                                                             delegate: self
                                                              keyName: @"swipe_msg_read"
                                                    cancelButtonTitle: @"Ok"
                                                    otherButtonTitles: nil];
    [message show];
    [message release];

    OverlaySelectionView* overlay = [[OverlaySelectionView alloc] initWithFrame: self.view.frame];
    overlay.delegate = self;
    [self.view addSubview: overlay];
    [overlay release];

    self.areaButton.style = UIBarButtonItemStyleDone;
    self.areaButton.title = @"Swipe";
}

You'll notice that my `MapViewController` has a property, `areaButton`. That's a button on my toolbar, which normally says Area. After the user presses it, they are in area selection mode at which point, the button label changes to say Swipe to remind them to swipe (maybe not the best UI, but that's what I have).

Also notice that when the user presses Area to enter area selection mode, I show them an alert that tells them that they need to swipe. Since this is probably only a reminder they need to see once, I have used my own PoliteAlertView, which is a custom `UIAlertView` that users can suppress (don't show the alert again).

My `lookupHistoryByArea` is just a method that searches my database for locations, by the saved `searchBounds` (in the background), and then plots new overlays on the map at the found locations. This will obviously be different for your app.

Limitations

Since this is for letting the user select approximate areas, I did not consider geographic precision to be critical. It doesn't sound like it should be in your app, either. Thus, I just draw rectangles with 90 degree angles, not accounting for earth curvature, etc. For areas of just a few miles, this should be fine.

I had to make some assumptions about your phrase touch based drawing. I decided that both the easiest way to implement the app, and the easiest for a touchscreen user to use, was to simply define the area with one single swipe. Drawing a rectangle with touches would require 4 swipes instead of one, introduce the complexity of non-closed rectangles, yield sloppy shapes, and probably not get the user what they even wanted. So, I tried to keep the UI simple. If you really want the user drawing on the map, see this related answer which does that.

This app was written before ARC, and not changed for ARC.

In my app, I actually do use mutex locking for some variables accessed on the main (UI) thread, and in the background (search) thread. I took that code out for this example. Depending on how your database search works, and how you choose to run the search (GCD, etc.), you should make sure to audit your own thread-safety.

Problem

I have searched a lot for this question, but none of them seem to do exactly what I want. A lot of tutorials show me how to add lines and polygons in code, but not with freehand drawing. The question is the following one: I am building a real estate application. If the user is on the `MKMapView` it has the ability to draw a rectangle/circle/... around a certain area where he/she wants to buy/rent a house. Then I need to display the results that correspond within the area the user has selected. Currently I have a `UIView` on top of my `MKMapView` where I do some custom drawing, is there a way to translate points to coordinates from that or ..? Or is this completely not the way this is done ? I have also heard about `MKMapOverlayView`, etc .. but am not exactly sure how to use this. Can anybody point me in the right direction or does he have some sample code or a tutorial that can help me accomplish what I am in need for? Thanks

Original source

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