MaplyClusterGenerator
Objective-C
@protocol MaplyClusterGenerator <NSObject>
Swift
protocol MaplyClusterGenerator : NSObjectProtocol
Fill in this protocol to provide images when individual markers/labels are clustered.
This is the protocol for marker/label clustering. You must fill this in and register the cluster
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Called at the start of clustering.
Called right before we start generating clusters. Do you setup here if need be.
Declaration
Objective-C
- (void)startClusterGroup;
Swift
func startClusterGroup()
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Generate a cluster group for a given collection of markers.
Generate an image and size to represent the number of marker/labels we’re consolidating.
Declaration
Objective-C
- (MaplyClusterGroup *_Nonnull)makeClusterGroup: (MaplyClusterInfo *_Nonnull)clusterInfo;
Swift
func makeClusterGroup(_ clusterInfo: MaplyClusterInfo) -> MaplyClusterGroup
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Called at the end of clustering.
If you were doing optimization (for image reuse, say) clean it up here.
Declaration
Objective-C
- (void)endClusterGroup;
Swift
func endClusterGroup()
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Return the cluster number we’re covering
Declaration
Objective-C
- (int)clusterNumber;
Swift
func clusterNumber() -> Int32
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The size of the cluster that will be created. This is the biggest cluster you’re likely to create. We use it to figure overlaps between clusters.
Declaration
Objective-C
- (CGSize)clusterLayoutSize;
Swift
func clusterLayoutSize() -> CGSize
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Use appearance and coordinate of cluster group marker with highest importance. If not set then an average of coordinates will be used
Declaration
Objective-C
- (_Bool)showMarkerWithHighestImportance;
Swift
func showMarkerWithHighestImportance() -> Bool
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Set this if you want cluster to be user selectable. On by default.
Declaration
Objective-C
- (_Bool)selectable;
Swift
func selectable() -> Bool
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How long to animate markers the join and leave a cluster
Declaration
Objective-C
- (double)markerAnimationTime;
Swift
func markerAnimationTime() -> Double
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The shader to use for moving objects around If you’re doing animation from point to cluster you need to provide a suitable shader.
Declaration
Objective-C
- (MaplyShader *_Nullable)motionShader;
Swift
func motionShader() -> MaplyShader?