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#import "SMCalloutView.h"
//
// UIView frame helpers - we do a lot of UIView frame fiddling in this class; these functions help keep things readable.
//
@interface UIView (SMFrameAdditions)
@property (nonatomic, assign) CGPoint frameOrigin;
@property (nonatomic, assign) CGSize frameSize;
@property (nonatomic, assign) CGFloat frameX, frameY, frameWidth, frameHeight; // normal rect properties
@property (nonatomic, assign) CGFloat frameLeft, frameTop, frameRight, frameBottom; // these will stretch/shrink the rect
@end
//
// Callout View.
//
#define CALLOUT_DEFAULT_CONTAINER_HEIGHT 44 // height of just the main portion without arrow
#define CALLOUT_SUB_DEFAULT_CONTAINER_HEIGHT 52 // height of just the main portion without arrow (when subtitle is present)
#define CALLOUT_MIN_WIDTH 61 // minimum width of system callout
#define TITLE_HMARGIN 12 // the title/subtitle view's normal horizontal margin from the edges of our callout view or from the accessories
#define TITLE_TOP 11 // the top of the title view when no subtitle is present
#define TITLE_SUB_TOP 4 // the top of the title view when a subtitle IS present
#define TITLE_HEIGHT 21 // title height, fixed
#define SUBTITLE_TOP 28 // the top of the subtitle, when present
#define SUBTITLE_HEIGHT 15 // subtitle height, fixed
#define BETWEEN_ACCESSORIES_MARGIN 7 // margin between accessories when no title/subtitle is present
#define TOP_ANCHOR_MARGIN 13 // all the above measurements assume a bottom anchor! if we're pointing "up" we'll need to add this top margin to everything.
#define COMFORTABLE_MARGIN 10 // when we try to reposition content to be visible, we'll consider this margin around your target rect
NSTimeInterval const kMGLSMCalloutViewRepositionDelayForUIScrollView = 1.0/3.0;
@interface MGLSMCalloutView ()
@property (nonatomic, strong) UIButton *containerView; // for masking and interaction
@property (nonatomic, strong) UILabel *titleLabel, *subtitleLabel;
@property (nonatomic, assign) MGLSMCalloutArrowDirection currentArrowDirection;
@property (nonatomic, assign) BOOL popupCancelled;
@end
@implementation MGLSMCalloutView
+ (MGLSMCalloutView *)platformCalloutView {
// MGL: Mapbox does not need or include the custom flavor, so this is modified to just use SMCalloutView.
return [MGLSMCalloutView new];
}
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
self.permittedArrowDirection = MGLSMCalloutArrowDirectionDown;
self.presentAnimation = MGLSMCalloutAnimationBounce;
self.dismissAnimation = MGLSMCalloutAnimationFade;
self.backgroundColor = [UIColor clearColor];
self.containerView = [UIButton new];
self.containerView.isAccessibilityElement = NO;
self.isAccessibilityElement = NO;
self.contentViewInset = UIEdgeInsetsMake(12, 12, 12, 12);
[self.containerView addTarget:self action:@selector(highlightIfNecessary) forControlEvents:UIControlEventTouchDown | UIControlEventTouchDragInside];
[self.containerView addTarget:self action:@selector(unhighlightIfNecessary) forControlEvents:UIControlEventTouchDragOutside | UIControlEventTouchCancel | UIControlEventTouchUpOutside | UIControlEventTouchUpInside];
[self.containerView addTarget:self action:@selector(calloutClicked) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *hitView = [super hitTest:point withEvent:event];
// If we tapped on our container (i.e. the UIButton), then ask the background
// view if the point is "inside". MGLSMCalloutMaskedBackgroundView provides a
// custom implementation that checks against the main callout and the down arrow.
// This avoids taps in "blank" space being detected
if (hitView == self.containerView) {
// Ideally we'd use the background mask to determine whether a tap point
// is valid, but that's overkill in this situation
CGPoint backgroundPoint = [self convertPoint:point toView:self.backgroundView];
if (![self.backgroundView pointInside:backgroundPoint withEvent:event]) {
return nil;
}
}
return hitView;
}
- (BOOL)supportsHighlighting {
if (![self.delegate respondsToSelector:@selector(calloutViewClicked:)])
return NO;
if ([self.delegate respondsToSelector:@selector(calloutViewShouldHighlight:)])
return [self.delegate calloutViewShouldHighlight:self];
return YES;
}
- (void)highlightIfNecessary { if (self.supportsHighlighting) self.backgroundView.highlighted = YES; }
- (void)unhighlightIfNecessary { if (self.supportsHighlighting) self.backgroundView.highlighted = NO; }
- (void)calloutClicked {
if ([self.delegate respondsToSelector:@selector(calloutViewClicked:)])
[self.delegate calloutViewClicked:self];
}
- (UIView *)titleViewOrDefault {
if (self.titleView)
// if you have a custom title view defined, return that.
return self.titleView;
else {
if (!self.titleLabel) {
// create a default titleView
self.titleLabel = [UILabel new];
self.titleLabel.frameHeight = TITLE_HEIGHT;
self.titleLabel.opaque = NO;
self.titleLabel.backgroundColor = [UIColor clearColor];
self.titleLabel.font = [UIFont systemFontOfSize:17];
self.titleLabel.textColor = [UIColor blackColor];
}
return self.titleLabel;
}
}
- (UIView *)subtitleViewOrDefault {
if (self.subtitleView)
// if you have a custom subtitle view defined, return that.
return self.subtitleView;
else {
if (!self.subtitleLabel) {
// create a default subtitleView
self.subtitleLabel = [UILabel new];
self.subtitleLabel.frameHeight = SUBTITLE_HEIGHT;
self.subtitleLabel.opaque = NO;
self.subtitleLabel.backgroundColor = [UIColor clearColor];
self.subtitleLabel.font = [UIFont systemFontOfSize:12];
self.subtitleLabel.textColor = [UIColor blackColor];
}
return self.subtitleLabel;
}
}
- (MGLSMCalloutBackgroundView *)backgroundView {
// create our default background on first access only if it's nil, since you might have set your own background anyway.
return _backgroundView ? _backgroundView : (_backgroundView = [self defaultBackgroundView]);
}
- (MGLSMCalloutBackgroundView *)defaultBackgroundView {
return [MGLSMCalloutMaskedBackgroundView new];
}
- (void)rebuildSubviews {
// remove and re-add our appropriate subviews in the appropriate order
[self.subviews makeObjectsPerformSelector:@selector(removeFromSuperview)];
[self.containerView.subviews makeObjectsPerformSelector:@selector(removeFromSuperview)];
[self setNeedsDisplay];
[self addSubview:self.backgroundView];
[self addSubview:self.containerView];
if (self.contentView) {
[self.containerView addSubview:self.contentView];
}
else {
if (self.titleViewOrDefault) [self.containerView addSubview:self.titleViewOrDefault];
if (self.subtitleViewOrDefault) [self.containerView addSubview:self.subtitleViewOrDefault];
}
if (self.leftAccessoryView) [self.containerView addSubview:self.leftAccessoryView];
if (self.rightAccessoryView) [self.containerView addSubview:self.rightAccessoryView];
}
// Accessory margins. Accessories are centered vertically when shorter
// than the callout, otherwise they grow from the upper corner.
- (CGFloat)leftAccessoryVerticalMargin {
if (self.leftAccessoryView.frameHeight < self.calloutContainerHeight)
return roundf((self.calloutContainerHeight - self.leftAccessoryView.frameHeight) / 2);
else
return 0;
}
- (CGFloat)leftAccessoryHorizontalMargin {
return fminf(self.leftAccessoryVerticalMargin, TITLE_HMARGIN);
}
- (CGFloat)rightAccessoryVerticalMargin {
if (self.rightAccessoryView.frameHeight < self.calloutContainerHeight)
return roundf((self.calloutContainerHeight - self.rightAccessoryView.frameHeight) / 2);
else
return 0;
}
- (CGFloat)rightAccessoryHorizontalMargin {
return fminf(self.rightAccessoryVerticalMargin, TITLE_HMARGIN);
}
- (CGFloat)innerContentMarginLeft {
if (self.leftAccessoryView)
return self.leftAccessoryHorizontalMargin + self.leftAccessoryView.frameWidth + TITLE_HMARGIN;
else
return self.contentViewInset.left;
}
- (CGFloat)innerContentMarginRight {
if (self.rightAccessoryView)
return self.rightAccessoryHorizontalMargin + self.rightAccessoryView.frameWidth + TITLE_HMARGIN;
else
return self.contentViewInset.right;
}
- (CGFloat)calloutHeight {
return self.calloutContainerHeight + self.backgroundView.anchorHeight;
}
- (CGFloat)calloutContainerHeight {
if (self.contentView)
return self.contentView.frameHeight + self.contentViewInset.bottom + self.contentViewInset.top;
else if (self.subtitleView || self.subtitle.length > 0)
return CALLOUT_SUB_DEFAULT_CONTAINER_HEIGHT;
else
return CALLOUT_DEFAULT_CONTAINER_HEIGHT;
}
- (CGSize)sizeThatFits:(CGSize)size {
// calculate how much non-negotiable space we need to reserve for margin and accessories
CGFloat margin = self.innerContentMarginLeft + self.innerContentMarginRight;
// how much room is left for text?
CGFloat availableWidthForText = size.width - margin - 1;
// no room for text? then we'll have to squeeze into the given size somehow.
if (availableWidthForText < 0)
availableWidthForText = 0;
CGSize preferredTitleSize = [self.titleViewOrDefault sizeThatFits:CGSizeMake(availableWidthForText, TITLE_HEIGHT)];
CGSize preferredSubtitleSize = [self.subtitleViewOrDefault sizeThatFits:CGSizeMake(availableWidthForText, SUBTITLE_HEIGHT)];
// total width we'd like
CGFloat preferredWidth;
if (self.contentView) {
// if we have a content view, then take our preferred size directly from that
preferredWidth = self.contentView.frameWidth + margin;
}
else if (preferredTitleSize.width >= 0.000001 || preferredSubtitleSize.width >= 0.000001) {
// if we have a title or subtitle, then our assumed margins are valid, and we can apply them
preferredWidth = fmaxf(preferredTitleSize.width, preferredSubtitleSize.width) + margin;
}
else {
// ok we have no title or subtitle to speak of. In this case, the system callout would actually not display
// at all! But we can handle it.
preferredWidth = self.leftAccessoryView.frameWidth + self.rightAccessoryView.frameWidth + self.leftAccessoryHorizontalMargin + self.rightAccessoryHorizontalMargin;
if (self.leftAccessoryView && self.rightAccessoryView)
preferredWidth += BETWEEN_ACCESSORIES_MARGIN;
}
// ensure we're big enough to fit our graphics!
preferredWidth = fmaxf(preferredWidth, CALLOUT_MIN_WIDTH);
// ask to be smaller if we have space, otherwise we'll fit into what we have by truncating the title/subtitle.
return CGSizeMake(fminf(preferredWidth, size.width), self.calloutHeight);
}
- (CGSize)offsetToContainRect:(CGRect)innerRect inRect:(CGRect)outerRect {
CGFloat nudgeRight = fmaxf(0, CGRectGetMinX(outerRect) - CGRectGetMinX(innerRect));
CGFloat nudgeLeft = fminf(0, CGRectGetMaxX(outerRect) - CGRectGetMaxX(innerRect));
CGFloat nudgeTop = fmaxf(0, CGRectGetMinY(outerRect) - CGRectGetMinY(innerRect));
CGFloat nudgeBottom = fminf(0, CGRectGetMaxY(outerRect) - CGRectGetMaxY(innerRect));
return CGSizeMake(nudgeLeft ? nudgeLeft : nudgeRight, nudgeTop ? nudgeTop : nudgeBottom);
}
- (UIEdgeInsets)marginInsetsHintForPresentationFromRect:(CGRect)rect {
const CGFloat defaultMargin = 20.0f;
// form our subviews based on our content set so far
[self rebuildSubviews];
// size the callout to fit the width constraint as best as possible
CGFloat height = self.calloutHeight;
CGSize size = [self sizeThatFits:CGSizeMake(0.0f, height)];
// Without re-jigging presentCalloutFromRect, let's just make a best-guess with what we have
// right now.
CGFloat horizontalMargin = fmaxf(0, ceilf((CALLOUT_MIN_WIDTH-rect.size.width)/2));
UIEdgeInsets insets = {
.top = 0.0f,
.right = -defaultMargin - horizontalMargin,
.bottom = 0.0f,
.left = -defaultMargin - horizontalMargin
};
if (self.permittedArrowDirection == MGLSMCalloutArrowDirectionUp)
insets.bottom -= (defaultMargin + size.height);
else
insets.top -= (defaultMargin + size.height);
return insets;
}
- (void)presentCalloutFromRect:(CGRect)rect inView:(UIView *)view constrainedToView:(UIView *)constrainedView animated:(BOOL)animated {
[self presentCalloutFromRect:rect inLayer:view.layer ofView:view constrainedToLayer:constrainedView.layer animated:animated];
}
- (void)presentCalloutFromRect:(CGRect)rect inLayer:(CALayer *)layer constrainedToLayer:(CALayer *)constrainedLayer animated:(BOOL)animated {
[self presentCalloutFromRect:rect inLayer:layer ofView:nil constrainedToLayer:constrainedLayer animated:animated];
}
- (void)presentCalloutFromRect:(CGRect)rect inLayer:(CALayer *)layer ofView:(UIView *)view constrainedToLayer:(CALayer *)constrainedLayer animated:(BOOL)animated {
// figure out the constrained view's rect in our popup view's coordinate system
CGRect constrainedRect = [constrainedLayer convertRect:constrainedLayer.bounds toLayer:layer];
[self presentCalloutFromRect:rect inLayer:layer ofView:view constrainedToRect:constrainedRect animated:animated];
}
- (void)presentCalloutFromRect:(CGRect)rect inView:(UIView *)view constrainedToRect:(CGRect)constrainedRect animated:(BOOL)animated {
[self presentCalloutFromRect:rect inLayer:view.layer ofView:view constrainedToRect:constrainedRect animated:animated];
}
// this private method handles both CALayer and UIView parents depending on what's passed.
- (void)presentCalloutFromRect:(CGRect)rect inLayer:(CALayer *)layer ofView:(UIView *)view constrainedToRect:(CGRect)constrainedRect animated:(BOOL)animated {
// Sanity check: dismiss this callout immediately if it's displayed somewhere
if (self.layer.superlayer) [self dismissCalloutAnimated:NO];
// cancel all animations that may be in progress
[self.layer removeAnimationForKey:@"present"];
[self.layer removeAnimationForKey:@"dismiss"];
// apply our edge constraints
constrainedRect = UIEdgeInsetsInsetRect(constrainedRect, self.constrainedInsets);
constrainedRect = CGRectInset(constrainedRect, COMFORTABLE_MARGIN, COMFORTABLE_MARGIN);
// form our subviews based on our content set so far
[self rebuildSubviews];
// apply title/subtitle (if present
self.titleLabel.text = self.title;
self.subtitleLabel.text = self.subtitle;
// size the callout to fit the width constraint as best as possible
self.frameSize = [self sizeThatFits:CGSizeMake(constrainedRect.size.width, self.calloutHeight)];
// how much room do we have in the constraint box, both above and below our target rect?
CGFloat topSpace = CGRectGetMinY(rect) - CGRectGetMinY(constrainedRect);
CGFloat bottomSpace = CGRectGetMaxY(constrainedRect) - CGRectGetMaxY(rect);
// we prefer to point our arrow down.
MGLSMCalloutArrowDirection bestDirection = MGLSMCalloutArrowDirectionDown;
// we'll point it up though if that's the only option you gave us.
if (self.permittedArrowDirection == MGLSMCalloutArrowDirectionUp)
bestDirection = MGLSMCalloutArrowDirectionUp;
// or, if we don't have enough space on the top and have more space on the bottom, and you
// gave us a choice, then pointing up is the better option.
if (self.permittedArrowDirection == MGLSMCalloutArrowDirectionAny && topSpace < self.calloutHeight && bottomSpace > topSpace)
bestDirection = MGLSMCalloutArrowDirectionUp;
self.currentArrowDirection = bestDirection;
// we want to point directly at the horizontal center of the given rect. calculate our "anchor point" in terms of our
// target view's coordinate system. make sure to offset the anchor point as requested if necessary.
CGFloat anchorX = self.calloutOffset.x + CGRectGetMidX(rect);
CGFloat anchorY = self.calloutOffset.y + (bestDirection == MGLSMCalloutArrowDirectionDown ? CGRectGetMinY(rect) : CGRectGetMaxY(rect));
// we prefer to sit centered directly above our anchor
CGFloat calloutX = roundf(anchorX - self.frameWidth / 2);
// but not if it's going to get too close to the edge of our constraints
if (calloutX < constrainedRect.origin.x)
calloutX = constrainedRect.origin.x;
if (calloutX > constrainedRect.origin.x+constrainedRect.size.width-self.frameWidth)
calloutX = constrainedRect.origin.x+constrainedRect.size.width-self.frameWidth;
// what's the farthest to the left and right that we could point to, given our background image constraints?
CGFloat minPointX = calloutX + self.backgroundView.anchorMargin;
CGFloat maxPointX = calloutX + self.frameWidth - self.backgroundView.anchorMargin;
// we may need to scoot over to the left or right to point at the correct spot
CGFloat adjustX = 0;
if (anchorX < minPointX) adjustX = anchorX - minPointX;
if (anchorX > maxPointX) adjustX = anchorX - maxPointX;
// add the callout to the given layer (or view if possible, to receive touch events)
if (view)
[view addSubview:self];
else
[layer addSublayer:self.layer];
CGPoint calloutOrigin = {
.x = calloutX + adjustX,
.y = bestDirection == MGLSMCalloutArrowDirectionDown ? (anchorY - self.calloutHeight) : anchorY
};
self.frameOrigin = calloutOrigin;
// now set the *actual* anchor point for our layer so that our "popup" animation starts from this point.
CGPoint anchorPoint = [layer convertPoint:CGPointMake(anchorX, anchorY) toLayer:self.layer];
// pass on the anchor point to our background view so it knows where to draw the arrow
self.backgroundView.arrowPoint = anchorPoint;
// adjust it to unit coordinates for the actual layer.anchorPoint property
anchorPoint.x /= self.frameWidth;
anchorPoint.y /= self.frameHeight;
self.layer.anchorPoint = anchorPoint;
// setting the anchor point moves the view a bit, so we need to reset
self.frameOrigin = calloutOrigin;
// make sure our frame is not on half-pixels or else we may be blurry!
CGFloat scale = [UIScreen mainScreen].scale;
self.frameX = floorf(self.frameX*scale)/scale;
self.frameY = floorf(self.frameY*scale)/scale;
// layout now so we can immediately start animating to the final position if needed
[self setNeedsLayout];
[self layoutIfNeeded];
// if we're outside the bounds of our constraint rect, we'll give our delegate an opportunity to shift us into position.
// consider both our size and the size of our target rect (which we'll assume to be the size of the content you want to scroll into view.
CGRect contentRect = CGRectUnion(self.frame, rect);
CGSize offset = [self offsetToContainRect:contentRect inRect:constrainedRect];
NSTimeInterval delay = 0;
self.popupCancelled = NO; // reset this before calling our delegate below
if ([self.delegate respondsToSelector:@selector(calloutView:delayForRepositionWithSize:)] && !CGSizeEqualToSize(offset, CGSizeZero))
delay = [self.delegate calloutView:(id)self delayForRepositionWithSize:offset];
// there's a chance that user code in the delegate method may have called -dismissCalloutAnimated to cancel things; if that
// happened then we need to bail!
if (self.popupCancelled) return;
// now we want to mask our contents to our background view (if requested) to match the iOS 7 style
self.containerView.layer.mask = self.backgroundView.contentMask;
// if we need to delay, we don't want to be visible while we're delaying, so hide us in preparation for our popup
self.hidden = YES;
// create the appropriate animation, even if we're not animated
CAAnimation *animation = [self animationWithType:self.presentAnimation presenting:YES];
// nuke the duration if no animation requested - we'll still need to "run" the animation to get delays and callbacks
if (!animated)
animation.duration = 0.0000001; // can't be zero or the animation won't "run"
animation.beginTime = CACurrentMediaTime() + delay;
animation.delegate = self;
[self.layer addAnimation:animation forKey:@"present"];
}
- (void)animationDidStart:(CAAnimation *)anim {
BOOL presenting = [[anim valueForKey:@"presenting"] boolValue];
if (presenting) {
if ([_delegate respondsToSelector:@selector(calloutViewWillAppear:)])
[_delegate calloutViewWillAppear:(id)self];
// ok, animation is on, let's make ourselves visible!
self.hidden = NO;
}
else if (!presenting) {
if ([_delegate respondsToSelector:@selector(calloutViewWillDisappear:)])
[_delegate calloutViewWillDisappear:(id)self];
}
}
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)finished {
BOOL presenting = [[anim valueForKey:@"presenting"] boolValue];
if (presenting && finished) {
if ([_delegate respondsToSelector:@selector(calloutViewDidAppear:)])
[_delegate calloutViewDidAppear:(id)self];
}
else if (!presenting && finished) {
[self removeFromParent];
[self.layer removeAnimationForKey:@"dismiss"];
if ([_delegate respondsToSelector:@selector(calloutViewDidDisappear:)])
[_delegate calloutViewDidDisappear:(id)self];
}
}
- (void)dismissCalloutAnimated:(BOOL)animated {
// cancel all animations that may be in progress
[self.layer removeAnimationForKey:@"present"];
[self.layer removeAnimationForKey:@"dismiss"];
self.popupCancelled = YES;
if (animated) {
CAAnimation *animation = [self animationWithType:self.dismissAnimation presenting:NO];
animation.delegate = self;
[self.layer addAnimation:animation forKey:@"dismiss"];
}
else {
[self removeFromParent];
}
}
- (void)removeFromParent {
if (self.superview)
[self removeFromSuperview];
else {
// removing a layer from a superlayer causes an implicit fade-out animation that we wish to disable.
[CATransaction begin];
[CATransaction setDisableActions:YES];
[self.layer removeFromSuperlayer];
[CATransaction commit];
}
}
- (CAAnimation *)animationWithType:(MGLSMCalloutAnimation)type presenting:(BOOL)presenting {
CAAnimation *animation = nil;
if (type == MGLSMCalloutAnimationBounce) {
CABasicAnimation *fade = [CABasicAnimation animationWithKeyPath:@"opacity"];
fade.duration = 0.23;
fade.fromValue = presenting ? @0.0 : @1.0;
fade.toValue = presenting ? @1.0 : @0.0;
fade.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
CABasicAnimation *bounce = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
bounce.duration = 0.23;
bounce.fromValue = presenting ? @0.7 : @1.0;
bounce.toValue = presenting ? @1.0 : @0.7;
bounce.timingFunction = [CAMediaTimingFunction functionWithControlPoints:0.59367:0.12066:0.18878:1.5814];
CAAnimationGroup *group = [CAAnimationGroup animation];
group.animations = @[fade, bounce];
group.duration = 0.23;
animation = group;
}
else if (type == MGLSMCalloutAnimationFade) {
CABasicAnimation *fade = [CABasicAnimation animationWithKeyPath:@"opacity"];
fade.duration = 1.0/3.0;
fade.fromValue = presenting ? @0.0 : @1.0;
fade.toValue = presenting ? @1.0 : @0.0;
animation = fade;
}
else if (type == MGLSMCalloutAnimationStretch) {
CABasicAnimation *stretch = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
stretch.duration = 0.1;
stretch.fromValue = presenting ? @0.0 : @1.0;
stretch.toValue = presenting ? @1.0 : @0.0;
animation = stretch;
}
// CAAnimation is KVC compliant, so we can store whether we're presenting for lookup in our delegate methods
[animation setValue:@(presenting) forKey:@"presenting"];
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
return animation;
}
- (void)layoutSubviews {
self.containerView.frame = self.bounds;
self.backgroundView.frame = self.bounds;
// if we're pointing up, we'll need to push almost everything down a bit
CGFloat dy = self.currentArrowDirection == MGLSMCalloutArrowDirectionUp ? TOP_ANCHOR_MARGIN : 0;
self.titleViewOrDefault.frameX = self.innerContentMarginLeft;
self.titleViewOrDefault.frameY = (self.subtitleView || self.subtitle.length ? TITLE_SUB_TOP : TITLE_TOP) + dy;
self.titleViewOrDefault.frameWidth = self.frameWidth - self.innerContentMarginLeft - self.innerContentMarginRight;
self.subtitleViewOrDefault.frameX = self.titleViewOrDefault.frameX;
self.subtitleViewOrDefault.frameY = SUBTITLE_TOP + dy;
self.subtitleViewOrDefault.frameWidth = self.titleViewOrDefault.frameWidth;
self.leftAccessoryView.frameX = self.leftAccessoryHorizontalMargin;
self.leftAccessoryView.frameY = self.leftAccessoryVerticalMargin + dy;
self.rightAccessoryView.frameX = self.frameWidth - self.rightAccessoryHorizontalMargin - self.rightAccessoryView.frameWidth;
self.rightAccessoryView.frameY = self.rightAccessoryVerticalMargin + dy;
if (self.contentView) {
self.contentView.frameX = self.innerContentMarginLeft;
self.contentView.frameY = self.contentViewInset.top + dy;
}
}
#pragma mark - Accessibility
- (NSInteger)accessibilityElementCount {
return (!!self.leftAccessoryView + !!self.titleViewOrDefault +
!!self.subtitleViewOrDefault + !!self.rightAccessoryView);
}
- (id)accessibilityElementAtIndex:(NSInteger)index {
if (index == 0) {
return self.leftAccessoryView ? self.leftAccessoryView : self.titleViewOrDefault;
}
if (index == 1) {
return self.leftAccessoryView ? self.titleViewOrDefault : self.subtitleViewOrDefault;
}
if (index == 2) {
return self.leftAccessoryView ? self.subtitleViewOrDefault : self.rightAccessoryView;
}
if (index == 3) {
return self.leftAccessoryView ? self.rightAccessoryView : nil;
}
return nil;
}
- (NSInteger)indexOfAccessibilityElement:(id)element {
if (element == nil) return NSNotFound;
if (element == self.leftAccessoryView) return 0;
if (element == self.titleViewOrDefault) {
return self.leftAccessoryView ? 1 : 0;
}
if (element == self.subtitleViewOrDefault) {
return self.leftAccessoryView ? 2 : 1;
}
if (element == self.rightAccessoryView) {
return self.leftAccessoryView ? 3 : 2;
}
return NSNotFound;
}
@end
// import this known "private API" from SMCalloutBackgroundView
@interface MGLSMCalloutBackgroundView (EmbeddedImages)
+ (UIImage *)embeddedImageNamed:(NSString *)name;
@end
//
// Callout Background View.
//
@interface MGLSMCalloutMaskedBackgroundView ()
@property (nonatomic, strong) UIView *containerView, *containerBorderView, *arrowView;
@property (nonatomic, strong) UIImageView *arrowImageView, *arrowHighlightedImageView, *arrowBorderView;
@end
static UIImage *blackArrowImage = nil, *whiteArrowImage = nil, *grayArrowImage = nil;
@implementation MGLSMCalloutMaskedBackgroundView
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Here we're mimicking the very particular (and odd) structure of the system callout view.
// The hierarchy and view/layer values were discovered by inspecting map kit using Reveal.app
self.containerView = [UIView new];
self.containerView.backgroundColor = [UIColor whiteColor];
self.containerView.alpha = 0.96;
self.containerView.layer.cornerRadius = 8;
self.containerView.layer.shadowRadius = 30;
self.containerView.layer.shadowOpacity = 0.1;
self.containerBorderView = [UIView new];
self.containerBorderView.layer.borderColor = [UIColor colorWithWhite:0 alpha:0.1].CGColor;
self.containerBorderView.layer.borderWidth = 0.5;
self.containerBorderView.layer.cornerRadius = 8.5;
if (!blackArrowImage) {
blackArrowImage = [MGLSMCalloutBackgroundView embeddedImageNamed:@"CalloutArrow"];
whiteArrowImage = [self image:blackArrowImage withColor:[UIColor whiteColor]];
grayArrowImage = [self image:blackArrowImage withColor:[UIColor colorWithWhite:0.85 alpha:1]];
}
self.anchorHeight = 13;
self.anchorMargin = 27;
self.arrowView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, blackArrowImage.size.width, blackArrowImage.size.height)];
self.arrowView.alpha = 0.96;
self.arrowImageView = [[UIImageView alloc] initWithImage:whiteArrowImage];
self.arrowHighlightedImageView = [[UIImageView alloc] initWithImage:grayArrowImage];
self.arrowHighlightedImageView.hidden = YES;
self.arrowBorderView = [[UIImageView alloc] initWithImage:blackArrowImage];
self.arrowBorderView.alpha = 0.1;
self.arrowBorderView.frameY = 0.5;
[self addSubview:self.containerView];
[self.containerView addSubview:self.containerBorderView];
[self addSubview:self.arrowView];
[self.arrowView addSubview:self.arrowBorderView];
[self.arrowView addSubview:self.arrowImageView];
[self.arrowView addSubview:self.arrowHighlightedImageView];
}
return self;
}
// Make sure we relayout our images when our arrow point changes!
- (void)setArrowPoint:(CGPoint)arrowPoint {
[super setArrowPoint:arrowPoint];
[self setNeedsLayout];
}
- (void)setHighlighted:(BOOL)highlighted {
[super setHighlighted:highlighted];
self.containerView.backgroundColor = highlighted ? [UIColor colorWithWhite:0.85 alpha:1] : [UIColor whiteColor];
self.arrowImageView.hidden = highlighted;
self.arrowHighlightedImageView.hidden = !highlighted;
}
- (UIImage *)image:(UIImage *)image withColor:(UIColor *)color {
UIGraphicsBeginImageContextWithOptions(image.size, NO, 0);
CGRect imageRect = (CGRect){.size=image.size};
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(c, 0, image.size.height);
CGContextScaleCTM(c, 1, -1);
CGContextClipToMask(c, imageRect, image.CGImage);
[color setFill];
CGContextFillRect(c, imageRect);
UIImage *whiteImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return whiteImage;
}
- (void)layoutSubviews {
BOOL pointingUp = self.arrowPoint.y < self.frameHeight/2;
// if we're pointing up, we'll need to push almost everything down a bit
CGFloat dy = pointingUp ? TOP_ANCHOR_MARGIN : 0;
self.containerView.frame = CGRectMake(0, dy, self.frameWidth, self.frameHeight - self.arrowView.frameHeight + 0.5);
self.containerBorderView.frame = CGRectInset(self.containerView.bounds, -0.5, -0.5);
self.arrowView.frameX = roundf(self.arrowPoint.x - self.arrowView.frameWidth / 2);
if (pointingUp) {
self.arrowView.frameY = 1;
self.arrowView.transform = CGAffineTransformMakeRotation(M_PI);
}
else {
self.arrowView.frameY = self.containerView.frameHeight - 0.5;
self.arrowView.transform = CGAffineTransformIdentity;
}
}
- (CALayer *)contentMask {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, 0);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *maskImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CALayer *layer = [CALayer layer];
layer.frame = self.bounds;
layer.contents = (id)maskImage.CGImage;
return layer;
}
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
// Only interested in providing a custom pointInside for touches.
if (event.type != UIEventTypeTouches) {
return [super pointInside:point withEvent:event];
}
NSArray *views = @[self.containerView, self.arrowView];
for (UIView *view in views) {
CGPoint viewPoint = [self convertPoint:point toView:view];
if (CGRectContainsPoint(view.bounds, viewPoint)) {
return YES;
}
}
return NO;
}
@end
@implementation MGLSMCalloutBackgroundView
+ (NSData *)dataWithBase64EncodedString:(NSString *)string {
//
// NSData+Base64.m
//
// Version 1.0.2
//
// Created by Nick Lockwood on 12/01/2012.
// Copyright (C) 2012 Charcoal Design
//
// Distributed under the permissive zlib License
// Get the latest version from here:
//
// https://github.com/nicklockwood/Base64
//
// This software is provided 'as-is', without any express or implied
// warranty. In no event will the authors be held liable for any damages
// arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented; you must not
// claim that you wrote the original software. If you use this software
// in a product, an acknowledgment in the product documentation would be
// appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such, and must not be
// misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
const char lookup[] = {
99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99,
99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99,
99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 99, 62, 99, 99, 99, 63,
52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 99, 99, 99, 99, 99, 99,
99, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 99, 99, 99, 99, 99,
99, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 99, 99, 99, 99, 99
};
NSData *inputData = [string dataUsingEncoding:NSASCIIStringEncoding allowLossyConversion:YES];
long long inputLength = [inputData length];
const unsigned char *inputBytes = [inputData bytes];
long long maxOutputLength = (inputLength / 4 + 1) * 3;
NSMutableData *outputData = [NSMutableData dataWithLength:(NSUInteger)maxOutputLength];
unsigned char *outputBytes = (unsigned char *)[outputData mutableBytes];
int accumulator = 0;
long long outputLength = 0;
unsigned char accumulated[] = {0, 0, 0, 0};
for (long long i = 0; i < inputLength; i++) {
unsigned char decoded = lookup[inputBytes[i] & 0x7F];
if (decoded != 99) {
accumulated[accumulator] = decoded;
if (accumulator == 3) {
outputBytes[outputLength++] = (accumulated[0] << 2) | (accumulated[1] >> 4);
outputBytes[outputLength++] = (accumulated[1] << 4) | (accumulated[2] >> 2);
outputBytes[outputLength++] = (accumulated[2] << 6) | accumulated[3];
}
accumulator = (accumulator + 1) % 4;
}
}
//handle left-over data
if (accumulator > 0) outputBytes[outputLength] = (accumulated[0] << 2) | (accumulated[1] >> 4);
if (accumulator > 1) outputBytes[++outputLength] = (accumulated[1] << 4) | (accumulated[2] >> 2);
if (accumulator > 2) outputLength++;
//truncate data to match actual output length
outputData.length = (NSUInteger)outputLength;
return outputLength? outputData: nil;
}
+ (UIImage *)embeddedImageNamed:(NSString *)name {
CGFloat screenScale = [UIScreen mainScreen].scale;
if (screenScale > 1.0) {
name = [name stringByAppendingString:@"_2x"];
screenScale = 2.0;
}
SEL selector = NSSelectorFromString(name);
if (![(id)self respondsToSelector:selector]) {
NSLog(@"Could not find an embedded image. Ensure that you've added a class-level method named +%@", name);
return nil;
}
// We need to hush the compiler here - but we know what we're doing!
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Warc-performSelector-leaks"
NSString *base64String = [(id)self performSelector:selector];
#pragma clang diagnostic pop
UIImage *rawImage = [UIImage imageWithData:[self dataWithBase64EncodedString:base64String]];
return [UIImage imageWithCGImage:rawImage.CGImage scale:screenScale orientation:UIImageOrientationUp];
}
+ (NSString *)CalloutArrow { return @"iVBORw0KGgoAAAANSUhEUgAAACcAAAANCAYAAAAqlHdlAAAAHGlET1QAAAACAAAAAAAAAAcAAAAoAAAABwAAAAYAAADJEgYpIwAAAJVJREFUOBFiYIAAdn5+fkFOTkE5Dg5eW05O3lJOTr6zQPyfDhhoD28pxF5BOZA7gE5ih7oLN8XJyR8MdNwrGjkQaC5/MG7biZDh4OBXBDruLpUdeBdkLhHWE1bCzs6nAnTcUyo58DnIPMK2kqAC6DALIP5JoQNB+i1IsJZ4pcBEm0iJ40D6ibeNDJVAx00k04ETSbUOAAAA//+SwicfAAAAe0lEQVRjYCAdMHNy8u7l5OT7Tzzm3Qu0hpl0q8jQwcPDIwp02B0iHXeHl5dXhAxryNfCzc2tC3TcJwIO/ARSR74tFOjk4uL1BzruHw4H/gPJU2A85Vq5uPjTgY77g+bAPyBxyk2nggkcHPxOnJz8B4AOfAGiQXwqGMsAACGK1kPPMHNBAAAAAElFTkSuQmCC"; }
+ (NSString *)CalloutArrow_2x { return @"iVBORw0KGgoAAAANSUhEUgAAAE4AAAAaCAYAAAAZtWr8AAAACXBIWXMAABYlAAAWJQFJUiTwAAAAHGlET1QAAAACAAAAAAAAAA0AAAAoAAAADQAAAA0AAAFMRh0LGwAAARhJREFUWAnclbENwjAQRZ0mih2fDYgsQEVDxQZMgKjpWYAJkBANI8AGDIEoM0WkzBDRAf8klB44g0OkU1zE3/+9RIpS7VVY730/y/woTWlsjJ9iPcN9pbXfY85auyvm/qcDNmb0e2Z+sk/ZBTthN0oVttX12mJIWeaWEFf+kbySmZQa0msu3nzaGJprTXV3BVLNDG/if7bNOTeAvFP35NGJu39GL7Abb27bFXncVQBZLgJf3jp+ebSWIxZMgrxdvPJoJ4gqHpXgV36ITR46HUGaiNMKB6YQd4lI3gV8qTBjmDhrbQFxVQTyKu4ShjJQap7nE4hrfiiv4Q6B8MLGat1bQNztB/JwZm8Rli5wujFu821xfGZgLPUAAAD//4wvm4gAAAD7SURBVOWXMQ6CMBiFgaFpi6VyBEedXJy4hMQTeBSvRDgJEySegI3EQWOivkZnqUB/k0LyL7R9L++D9G+DwP0TCZGUqCdRlYgUuY9F4JCmqQa0hgBcY7wIItFZMLZYS5l0ruAZbXhs6BIROgmhcoB7OIAHTZUTRqG3wp9xmhqc0aRPQu8YAlwxIbwCEUL6GH9wfDcLXY2HpyvvmkHf9+BcrwCuHQGvNRp9Pl6OY0PPAO42AB7WqMxLKLahpFR7gLv/AA9zPe+gtvAMCIC7WMC7CqEPtrqzmBfHyy3A1V/g1Th27GYBY0BIxrk6Ap65254/VZp30GID9JwteQEZrVMWXqGn8gAAAABJRU5ErkJggg=="; }
@end
//
// Our UIView frame helpers implementation
//
@implementation UIView (SMFrameAdditions)
- (CGPoint)frameOrigin { return self.frame.origin; }
- (void)setFrameOrigin:(CGPoint)origin { self.frame = (CGRect){ .origin=origin, .size=self.frame.size }; }
- (CGFloat)frameX { return self.frame.origin.x; }
- (void)setFrameX:(CGFloat)x { self.frame = (CGRect){ .origin.x=x, .origin.y=self.frame.origin.y, .size=self.frame.size }; }
- (CGFloat)frameY { return self.frame.origin.y; }
- (void)setFrameY:(CGFloat)y { self.frame = (CGRect){ .origin.x=self.frame.origin.x, .origin.y=y, .size=self.frame.size }; }
- (CGSize)frameSize { return self.frame.size; }
- (void)setFrameSize:(CGSize)size { self.frame = (CGRect){ .origin=self.frame.origin, .size=size }; }
- (CGFloat)frameWidth { return self.frame.size.width; }
- (void)setFrameWidth:(CGFloat)width { self.frame = (CGRect){ .origin=self.frame.origin, .size.width=width, .size.height=self.frame.size.height }; }
- (CGFloat)frameHeight { return self.frame.size.height; }
- (void)setFrameHeight:(CGFloat)height { self.frame = (CGRect){ .origin=self.frame.origin, .size.width=self.frame.size.width, .size.height=height }; }
- (CGFloat)frameLeft { return self.frame.origin.x; }
- (void)setFrameLeft:(CGFloat)left { self.frame = (CGRect){ .origin.x=left, .origin.y=self.frame.origin.y, .size.width=fmaxf(self.frame.origin.x+self.frame.size.width-left,0), .size.height=self.frame.size.height }; }
- (CGFloat)frameTop { return self.frame.origin.y; }
- (void)setFrameTop:(CGFloat)top { self.frame = (CGRect){ .origin.x=self.frame.origin.x, .origin.y=top, .size.width=self.frame.size.width, .size.height=fmaxf(self.frame.origin.y+self.frame.size.height-top,0) }; }
- (CGFloat)frameRight { return self.frame.origin.x + self.frame.size.width; }
- (void)setFrameRight:(CGFloat)right { self.frame = (CGRect){ .origin=self.frame.origin, .size.width=fmaxf(right-self.frame.origin.x,0), .size.height=self.frame.size.height }; }
- (CGFloat)frameBottom { return self.frame.origin.y + self.frame.size.height; }
- (void)setFrameBottom:(CGFloat)bottom { self.frame = (CGRect){ .origin=self.frame.origin, .size.width=self.frame.size.width, .size.height=fmaxf(bottom-self.frame.origin.y,0) }; }
@end
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