Basic steps will involve:
1)Add a overlay view whenever user starts to draw.
lazy var canvasView:CanvasView = {
var overlayView = CanvasView(frame: self.googleMapView.frame)
overlayView.isUserInteractionEnabled = true
overlayView.delegate = self
return overlayView
}()
@IBAction func drawActn(_ sender: AnyObject?) {
self.coordinates.removeAll()
self.view.addSubview(canvasView)
let origImage = UIImage(named: "pen")
let tintedImage = origImage?.withRenderingMode(UIImageRenderingMode.alwaysTemplate)
drawBtn.setImage(tintedImage, for: .normal)
drawBtn.tintColor = UIColor.white
drawBtn.backgroundColor = UIColor.red
}
2)Do free hand drawing in the overlay view.
class CanvasView: UIImageView {
weak var delegate:NotifyTouchEvents?
var lastPoint = CGPoint.zero
let brushWidth:CGFloat = 3.0
let opacity :CGFloat = 1.0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
self.delegate?.touchBegan(touch: touch)
lastPoint = touch.location(in: self)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
self.delegate?.touchMoved(touch: touch)
let currentPoint = touch.location(in: self)
drawLineFrom(fromPoint: lastPoint, toPoint: currentPoint)
lastPoint = currentPoint
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
self.delegate?.touchEnded(touch: touch)
}
}
func drawLineFrom(fromPoint: CGPoint, toPoint: CGPoint) {
UIGraphicsBeginImageContext(self.frame.size)
let context = UIGraphicsGetCurrentContext()
self.image?.draw(in: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height))
context?.move(to: fromPoint)
context?.addLine(to: toPoint)
context?.setLineCap(.round)
context?.setLineWidth(brushWidth)
context?.setStrokeColor(UIColor.black.cgColor)
context?.setBlendMode(.normal)
context?.strokePath()
self.image = UIGraphicsGetImageFromCurrentImageContext()
self.alpha = opacity
UIGraphicsEndImageContext()
}
}
3)Get all coordinates in an array from OverlayView to Controller using delegate pattern
//MARK: GET DRAWABLE COORDINATES
extension ViewController:NotifyTouchEvents{
func touchBegan(touch:UITouch){
let location = touch.location(in: self.googleMapView)
let coordinate = self.googleMapView.projection.coordinate(for: location)
self.coordinates.append(coordinate)
}
func touchMoved(touch:UITouch){
let location = touch.location(in: self.googleMapView)
let coordinate = self.googleMapView.projection.coordinate(for: location)
self.coordinates.append(coordinate)
}
func touchEnded(touch:UITouch){
let location = touch.location(in: self.googleMapView)
let coordinate = self.googleMapView.projection.coordinate(for: location)
self.coordinates.append(coordinate)
createPolygonFromTheDrawablePoints()
}
}
4)Change that coordinates into a polygon.
func createPolygonFromTheDrawablePoints(){
let numberOfPoints = self.coordinates.count
//do not draw in mapview a single point
if numberOfPoints > 2 { addPolyGonInMapView(drawableLoc: coordinates) }//neglects a single touch
coordinates = []
self.canvasView.image = nil
self.canvasView.removeFromSuperview()
let origImage = UIImage(named: "pen")
let tintedImage = origImage?.withRenderingMode(UIImageRenderingMode.alwaysTemplate)
drawBtn.setImage(tintedImage, for: .normal)
drawBtn.tintColor = UIColor.red
drawBtn.backgroundColor = UIColor.white
}
func addPolyGonInMapView( drawableLoc:[CLLocationCoordinate2D]){
isDrawingModeEnabled = true
let path = GMSMutablePath()
for loc in drawableLoc{
path.add(loc)
}
let newpolygon = GMSPolygon(path: path)
newpolygon.strokeWidth = 3
newpolygon.strokeColor = UIColor.black
newpolygon.fillColor = UIColor.black.withAlphaComponent(0.5)
newpolygon.map = googleMapView
if cancelDrawingBtn.isHidden == true{ cancelDrawingBtn.isHidden = false }
userDrawablePolygons.append(newpolygon)
addPolygonDeleteAnnotation(endCoordinate: drawableLoc.last!,polygon: newpolygon)
}
I have created a demo project for drawing/deleting multiple polygons on Google Map in Swift 3 here.
Remember setting API key in AppDelegate and changing bundle identifier in order to run the project.
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