To get started, create a class that conforms to both MPCustomFloorSelector and UIView. Please bear in mind that the provided example is solely for illustrative purposes. It is essential to appropriately integrate and customize it to align with your specific requirements and design preferences.
// Custom Floor Selector class that conforms to both UIView and MPCustomFloorSelector
class MyFloorSelector: UIView, MPCustomFloorSelector {
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
func remove() {
removeFromSuperview()
}
var building: MapsIndoors.MPBuilding? {
didSet {
if building?.administrativeId != oldValue?.administrativeId {
createFloorButtons()
updateCurrentFloorButton()
}
}
}
var delegate: MapsIndoors.MPFloorSelectorDelegate?
var floorIndex: NSNumber? {
didSet {
updateCurrentFloorButton()
}
}
func onShow() {
// Shows the floor selector
isHidden = false
}
func onHide() {
// Hides the floor selector
isHidden = true
}
func createFloorButtons() {
// Remove existing buttons
for button in floorButtons {
button.removeFromSuperview()
}
floorButtons.removeAll()
guard let floors = building?.floors else { return }
let buttonHeight: CGFloat = 50
let buttonWidth: CGFloat = 50 // Increased width
var yOffset: CGFloat = 0
let xOffset: CGFloat = 20 // Offset from the left of the screen
// Sort the floors by their floorIndex
let sortedFloors = floors.sorted { $0.value.floorIndex?.intValue ?? 0 < $1.value.floorIndex?.intValue ?? 0 }
for (_, floor) in sortedFloors {
let floorButton = UIButton(frame: CGRect(x: xOffset, y: yOffset, width: buttonWidth, height: buttonHeight))
floorButton.backgroundColor = .cyan
floorButton.setTitle(floor.name, for: .normal) // Set the button title to the floor name
floorButton.addTarget(self, action: #selector(floorButtonTapped), for: .touchUpInside)
addSubview(floorButton)
floorButtons.append(floorButton)
yOffset += buttonHeight
}
}
@objc func floorButtonTapped(sender: UIButton!) {
guard let floorName = sender.title(for: .normal),
let floor = building?.floors?.first(where: { $0.value.name == floorName }), // Find the floor using the floor name
let floorIndex = floor.value.floorIndex else { return }
// Update the floor index
self.floorIndex = floorIndex
// Notify the delegate
delegate?.onFloorIndexChanged(floorIndex)
}
func updateCurrentFloorButton() {
// Reset the color of the previous current floor button
currentFloorButton?.backgroundColor = .cyan
// Find the button corresponding to the current floor using the floor name
currentFloorButton = floorButtons.first(where: { $0.title(for: .normal) == building?.floors?.first(where: { $0.value.floorIndex == floorIndex })?.value.name })
// Change the color of the current floor button
currentFloorButton?.backgroundColor = .blue
}
}
Next step is to initialize and add the class to MPMapControl.
// Initialize a custom floor selector with a CGRect
customFloorSelector = MyFloorSelector(frame: CGRect(x: 40, y: 150, width: floorSelectorWidth, height: floorSelectorHeight))
// Set the mapControl´s floorSelector to your newly created floorSelector
mapControl?.floorSelector = customFloorSelector
When configuring the floor selector class MyFloorSelector, it is necessary to align the x and y coordinates according to your specific requirements. Utilizing constraints to ensure compatibility across various devices is highly recommended.
Next step is to handle the floor index. In this example, the floor selector requires knowledge of the current floor index, which can be obtained by reading the value from the current building.
It is important that the class representing the custom floor selector you have developed must conform to both the UIView and MPCustomFloorSelector protocols.