Detecting touches on MKOverlay in iOS7 (MKOverlayRenderer)

I've done it.

Thanks to incanus and Anna!

Basically I add a TapGestureRecognizer to the MapView, convert the point tapped to map coordinates, go through my overlays and check with CGPathContainsPoint.

Adding TapGestureRecognizer. I did that trick of adding a second double tap gesture, so that the single tap gesture isn't fired when doing a double tap to zoom on map. If anyone knows a better way, I'm glad to hear!

UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleMapTap:)];
tap.cancelsTouchesInView = NO;
tap.numberOfTapsRequired = 1;

UITapGestureRecognizer *tap2 = [[UITapGestureRecognizer alloc] init];
tap2.cancelsTouchesInView = NO;
tap2.numberOfTapsRequired = 2;

[self.mapView addGestureRecognizer:tap2];
[self.mapView addGestureRecognizer:tap];
[tap requireGestureRecognizerToFail:tap2]; // Ignore single tap if the user actually double taps

Then, on the tap handler:

-(void)handleMapTap:(UIGestureRecognizer*)tap{
    CGPoint tapPoint = [tap locationInView:self.mapView];

    CLLocationCoordinate2D tapCoord = [self.mapView convertPoint:tapPoint toCoordinateFromView:self.mapView];
    MKMapPoint mapPoint = MKMapPointForCoordinate(tapCoord);
    CGPoint mapPointAsCGP = CGPointMake(mapPoint.x, mapPoint.y);

    for (id<MKOverlay> overlay in self.mapView.overlays) {
        if([overlay isKindOfClass:[MKPolygon class]]){
            MKPolygon *polygon = (MKPolygon*) overlay;

            CGMutablePathRef mpr = CGPathCreateMutable();

            MKMapPoint *polygonPoints = polygon.points;

            for (int p=0; p < polygon.pointCount; p++){
                MKMapPoint mp = polygonPoints[p];
                if (p == 0)
                    CGPathMoveToPoint(mpr, NULL, mp.x, mp.y);
                else
                    CGPathAddLineToPoint(mpr, NULL, mp.x, mp.y);
            }

            if(CGPathContainsPoint(mpr , NULL, mapPointAsCGP, FALSE)){
                // ... found it!
            }

            CGPathRelease(mpr);
        }
    }
}

I could ask for the MKPolygonRenderer which already has the "path" property and use it, but for some reason it is always nil. I did read someone saying that I could call invalidatePath on the renderer and it does fill the path property but it just seems wrong as the point is never found inside any of the polygons. That is why I rebuild the path from the points. This way I don't even need the renderer and just make use of the MKPolygon object.


UPDATED (For Swift 3 & 4) I'm not sure why people are adding a UIGestureRecognizer to the mapView when mapView already has a number of gesture recognizers running. I found that these methods inhibit the normal functionality of the mapView, in particular, tapping on an annotation. Instead, I'd recommend subclassing the mapView and overriding the touchesEnded method. We can then use the methods others have suggested in this thread and use a delegate method to tell the ViewController to do whatever it needs to do. The "touches" parameter has a set of UITouch objects that we can use:

import UIKit
import MapKit

protocol MapViewTouchDelegate: class {
    func polygonsTapped(polygons: [MKPolygon])
}

class MyMapViewSubclass: MapView {

    weak var mapViewTouchDelegate: MapViewTouchDelegate?

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {

       if let touch = touches.first {
           if touch.tapCount == 1 {
               let touchLocation = touch.location(in: self)
               let locationCoordinate = self.convert(touchLocation, toCoordinateFrom: self)
               var polygons: [MKPolygon] = []
               for polygon in self.overlays as! [MKPolygon] {
                   let renderer = MKPolygonRenderer(polygon: polygon)
                   let mapPoint = MKMapPointForCoordinate(locationCoordinate)
                   let viewPoint = renderer.point(for: mapPoint)
                   if renderer.path.contains(viewPoint) {
                       polygons.append(polygon)                        
                   }
                   if polygons.count > 0 {
                       //Do stuff here like use a delegate:
                       self.mapViewTouchDelegate?.polygonsTapped(polygons: polygons)
                   }
               }
           }
       }

    super.touchesEnded(touches, with: event)
}

Don't forget to set the ViewController as the mapViewTouchDelegate. I also found it handy to make an extension for MKPolygon:

import MapKit
extension MKPolygon {
    func contain(coor: CLLocationCoordinate2D) -> Bool {
        let polygonRenderer = MKPolygonRenderer(polygon: self)
        let currentMapPoint: MKMapPoint = MKMapPoint(coor)
        let polygonViewPoint: CGPoint = polygonRenderer.point(for: currentMapPoint)
        if polygonRenderer.path == nil {
          return false
        }else{
          return polygonRenderer.path.contains(polygonViewPoint)
        }
    }
}

Then the function can be a little cleaner and the extension may be helpful somewhere else. Plus it's swifty-ier!

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {

    if let touch = touches.first {
        if touch.tapCount == 1 {
            let touchLocation = touch.location(in: self)
            let locationCoordinate = self.convert(touchLocation, toCoordinateFrom: self)            
            var polygons: [MKPolygon] = []
            for polygon in self.overlays as! [MKPolygon] {
                if polygon.contains(coordinate: locationCoordinate) {
                    polygons.append(polygon)
                }
            }
            if polygons.count > 0 {
            //Do stuff here like use a delegate:
                self.mapViewTouchDelegate?.polygonsTapped(polygons: polygons)
            }
        }
    }

    super.touchesEnded(touches, with: event)
}