Drawing lines on top of CGImage - ios

I am currently trying to develop a drawing app. The problem that I've come across is optimising the app's performance.
I have subclassed an UIView, in which I am detecting user's inputs.
At first I tried to draw all the lines with CoreGraphics in draw(_ rect: CGRect) method but when the number of lines was 10 000+, the lag was very noticeable. So then I thought of creating a CGImage that I would make after every draw(...) cycle and then when the next draw cycle came, I would put just the new lines on top of that CGImage, therefore not drawing ALL previous lines again and saving precious time.
I am registering new lines in touchesBegan() and touchesMoved() methods and then I am calling self.needsDisplay().
This is the code that I am currently using:
var mainImage: CGImage?
var newLines: [Line]
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
//context?.translateBy(x: 0, y: bounds.height)
//context?.scaleBy(x: 1, y: -1)
if let image = mainImage {
context?.draw(image, in: bounds)
}
for line in newLines {
context?.setStrokeColor(UIColor.black.cgColor)
context?.setLineWidth(1)
context?.move(to: line.previousLocation)
context?.addLine(to: line.location)
context?.strokePath()
}
newLines = []
mainImage = context?.makeImage()
}
Now the problem with it is that the lines I draw are divided in two parts and are mirrored vertically. (Image split vertically). I have drawn here two continuous lines - one straight line and one curved line. The weird thing is that if I flipped half of the UIView, the lines would be aligned continuously with no space between them.
If I uncommented the two lines from my previously mentioned code (context?.translateBy(x: 0, y: bounds.height) and context?.scaleBy(x: 1, y: -1)), the image would look like this.
The only wrong thing now is that I was drawing on the lower side of the screen and getting results on the upper one.
How do I correct it? What is the proper solution for my problem?
Thank you very much!

When you comment out those two lines, then you are NOT making any changes to the graphics context. If you un-comment them, then you ARE changing the context at each call and not saving it. So I think you're essentially flipping it each time. Not sure if it's that but you should definitely be pushing/saving your context before drawing (and obviously restoring/popping it).
Check out this post: using UIImage drawInRect still renders it upside down.

Related

draw#rect core graphics, on top of a layer?

Say you have this in a UIView,
override func draw(_ rect: CGRect) {
let c = UIGraphicsGetCurrentContext()
c?.setLineWidth(10.0)
c?.move(to: CGPoint(x: 10.0, y: 10.0))
c?.addLine(to: CGPoint(x: 40.0, y: 40.0))
... lots of complicated drawing here, sundry paths, colors, widths etc ...
c?.strokePath()
}
Of course, it will draw the hell out of your drawing for you.
But say in the same UIView you do this ...
func setup() { // in inits, layout
if nil etc {
thingLayer = CAShapeLayer()
self.layer.insertSublayer(thingLayer, at: 0)
thingLayer.fillColor = UIColor.yellow.cgColor }
thingLayer.frame = bounds
let path = ... some fancy path
thingLayer.path = path.cgPath
}
Indeed, the new yellow layer is drawn over the drawing in draw#rect.
How do you draw - using core graphics commands - either on to thingLayer, or perhaps on to another layer on top of all??
Core graphics commands:
let c = UIGraphicsGetCurrentContext()
c?.setLineWidth(10.0)
c?.move(to: CGPoint(x: 10.0, y: 10.0))
c?.addLine(to: CGPoint(x: 40.0, y: 40.0))
c?.strokePath()
seem to draw to a place directly above or on the main .layer
(Well that appears to be the case, as far as I can see.)
How do you draw - using core graphics commands - either on to thingLayer, or perhaps on to another layer on top of all??
Surely in draw#rect you can specify which cgLayer to draw to?
In draw#rect, can you make another cgLayer and draw to context, that cgLayer?
Bottom line, the draw(_:) is for rendering the root view of a UIView subclass. If you add sublayers, they will be rendered on top of whatever is done in the root view’s draw(_:).
If you have a few paths currently performed in the draw(_:) that you want to render on top of the sublayer that you’ve added, you have a few options:
Move the paths to be stroked in their own CAShapeLayer instances and add them above the other sublayer that you’ve already added.
Consider the main UIView subclass as a container/content view, and add your own private UIView subviews (potentially with the “complicated” draw(_:) methods). You don’t have to expose these private subviews if you don’t want to.
Move the complicated drawing to the draw(in:) of a CALayer subclass and, again, add this sublayer above the existing sublayer that you’ve already created.
Given that the thingLayer is, effectively, only setting the background color, you could just set the background color of the view and not use a layer for this background color at all.
The CALayer hierarchy is a tree, where a root layer is first (e.g. the layer that comprises the background of a window), followed by its sublayers (an array of CALayer objects, stored and drawn in in back-to-front order), followed by their sublayers, and so on, recursively.
Your implementation of UIView.draw(_ rect: CGRect) is defining how the main layer of your view (self.layer) is drawn.
By adding your CAShapeLayer as a sublayer of self.layer, you're making it be draw after self.layer, which has the effect of it being drawn above self.layer, which contains the line you drew in UIView.draw(_ rect: CGRect).
To resolve this, you need to put your stroke in sublayer after your thingLayer.
self.layer.insertSublayer(thingLayer, at: 0)
self.layer.insertSublayer(lineLayer, above: thingLayer)
By the way, you forgot to delegate to super.draw(rect). It's not necessary for direct subclasses of UIView (since the base implementation doesn't do anything), but it is necessary for every other case, and it's generally a good habit to get into (lest you run into really obscure/frustrating drawing bugs).
If your yellow shape layer doesn't change or move around independently, you could get rid of the CAShapeLayer and just draw the shape yourself at the top of your implementation of draw(_:):
let path = // your fancy UIBezierPath
UIColor.yellow.setFill()
path.fill()
Otherwise, as other commenters have said, you'll need to move your drawing code into additional custom subclasses of UIView or CALayer, and stack them in the order you want.

draw rounded lines iOS Swift

Im trying to make an app which draws a fractal tree. I managed to make the code that generates all the start and end points from all the lines. I also managed to draw the lines but right now they are really boxy and want them to have rounded corners.
I using a UIView and using UIBezierPaths to draw the lines inside the view draw function. To retrieve the points I have an array of Branch objects inside a sigleton class. A branch object has among other things a startingPoint and a ending point which are both tuples( (x: Double, y: Double) ).
override func draw(_ rect: CGRect) {
super.draw(rect)
UIColor.blue.setStroke()
for branch in Tree.shared.branches{
let path = UIBezierPath()
print(branch.startingPoint)
print(branch.endingPoint)
path.move(to: CGPoint(x: branch.startingPoint.x, y: branch.startingPoint.y))
path.addLine(to: CGPoint(x: branch.endingPoint.x, y: branch.endingPoint.y))
path.lineWidth = 3
path.stroke()
}
}
How could i make the corners rounded?
Also if someone knows a free library that could facilitate this Im also interested.
edit: Im not interested in how to generate the tree, I have done already done this part of the code I need help with drawing the lines.
You don't need a library, you just need to spend a little time learning how to draw curves with UIBezierPath, and curves are one of the things that that class is best at. A key to drawing curves is understanding how control points work. Here's an answer I wrote some time ago about how to smoothly connect curved lines, which I think will help. Play around with -addCurveToPoint:controlPoint1:controlPoint2:.
If you don't actually want curves, but really just want the corners to be rounded rather than pointy, then all you need to do is to set the lineJoinStyle to kCGLineJoinRound.
About rounded corners of some view, is just set the parameters below:
func adjustView(_ view: UIView){
view.layer.borderWidth = 2.0
view.layer.borderColor = UIColor.red
view.layer.cornerRadius = 10
view.clipsToBounds = true
view.backgroundColor = UIColor.white
}
If you wish more information check the current documentation about layer property:
https://developer.apple.com/documentation/uikit/uiview/1622436-layer

Overlaying image onto CGRect swift

I'm using the following sample app that Apple provides to do some object detection.
https://developer.apple.com/documentation/vision/tracking_multiple_objects_or_rectangles_in_video
I'm trying to paste an image of a face on top of the green rectangle in the video. (Video Download Link: https://drive.google.com/file/d/1aw5L-6uBMTxeuq378Y98dZcTh6N_Y2Pf/view?usp=sharing)
So far, I'm able to detect the green rectangle from the video very consistently, but whenever I try to overlay an image, the frame just does not appear in the view.
Here's what I've tried so far:
In TrackingImageView.swift, I've added an instance variable called faceImage and I've tried adding it to the screen by adding the following code to the bottom of the draw function.
UIGraphicsBeginImageContextWithOptions(self.imageAreaRect.size, false, 0.0)
// self.faceImage.draw(in: CGRect(origin: CGPoint.init(x: rect.minX, y: rect.minY), size: rect.size))
self.faceImage.draw(in: CGRect(x: previous.x, y: previous.y, width: polyRect.boundingBox.width, height: polyRect.boundingBox.height))
// self.faceImage.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
self.image = newImage
Then in TrackingViewController, in the function called func displayFrame(_ frame: CVPixelBuffer?, withAffineTransform transform: CGAffineTransform, rects: [TrackedPolyRect]?), I've added the following lines.
self.trackingView.faceImage = UIImage(named: "dwight1")
self.trackingView.displayImage(rect: self.trackingView.polyRects[0].boundingBox)
UPDATE, Here's another approach I tried:
This is what it says in the documentation: Use the observation’s boundingBox to determine its location, so you can update your app or UI with the tracked object’s new location. Also use it to seed the next round of tracking.
So in the function func performTracking(type: TrackedObjectType) in VisionTrackerProcessor, I added this:
delegate?.updateImage(observation.boundingBox)
And in TrackingViewController I added this:
func updateImage(_ rect: CGRect) {
print(rect)
self.faceImage.frame = rect
}
And faceImage is this:
#IBOutlet weak var faceImage: UIImageView!
When I print out the CGPoints of the rectangle where I want to place the image, I get the following output:
(0.45066666666666666, 0.5595238095238095, 0.09599999999999997, 0.16666666666666663)
(0.4521519184112549, 0.5643428802490235, 0.09600000381469731, 0.16666666666666663)
(0.4546553611755371, 0.5875609927707248, 0.09555779099464418, 0.16589893764919705)
(0.4543778896331787, 0.5984047359890408, 0.09505770206451414, 0.1650307231479221)
(0.454343843460083, 0.6052030351426866, 0.09476101398468023, 0.16451564364963112)
(0.45296874046325686, 0.6065650092230903, 0.09457258582115169, 0.16418851216634112)
(0.4510493755340576, 0.6057157728407118, 0.09507998228073117, 0.1650694105360243)
(0.4481017589569092, 0.5987161000569662, 0.09499880075454714, 0.16492846806844075)
(0.44568862915039065, 0.5735456678602431, 0.09511266946792607, 0.16512615415785048)
(0.4434205532073975, 0.5485235426161025, 0.09506692290306096, 0.16504673428005645)
(0.4413131237030029, 0.5238201141357421, 0.09566491246223452, 0.1660849147372776)
(0.4388014316558838, 0.5072469923231336, 0.09601176977157588, 0.1666870964898003)
(0.4374812602996826, 0.4967741224500868, 0.09586981534957884, 0.16644064585367835)
(0.43827009201049805, 0.48819330003526473, 0.09551617503166199, 0.1658266809251574)
(0.44115781784057617, 0.4852377573649089, 0.09499365091323853, 0.1649195247226291)
(0.4417849540710449, 0.4845396253797743, 0.0949023962020874, 0.1647610982259115)
(0.4476351737976074, 0.49016346401638455, 0.09391363859176638, 0.16304450564914275)
(0.4497058391571045, 0.49209620157877604, 0.09434010386466984, 0.16378489600287544)
(0.4514862060546875, 0.49223976135253905, 0.09459822773933413, 0.16423302756415475)
(0.454580020904541, 0.4904879252115885, 0.0949873864650726, 0.16490865283542205)
(0.4566154479980469, 0.48613760206434464, 0.09480695724487309, 0.16459540261162653)
(0.45992450714111327, 0.47563196818033854, 0.09525291323661805, 0.1653696378072103)
(0.464534330368042, 0.46896955702039933, 0.09566755294799806, 0.1660895029703776)
(0.4682444095611572, 0.4513437059190538, 0.09700422883033755, 0.16841011047363275)
(0.4709425926208496, 0.438845952351888, 0.09843692183494568, 0.17089743084377712)
(0.47597203254699705, 0.4264893849690755, 0.10058027505874634, 0.17461851967705622)
(0.48175721168518065, 0.42467672559950087, 0.10141149759292606, 0.1760616196526421)
(0.483599328994751, 0.44046991136338975, 0.10279589891433716, 0.17846510145399308)
(0.4847916603088379, 0.44517923990885416, 0.10338790416717525, 0.17949288686116532)
(0.4889643669128418, 0.45437651740180124, 0.09983686804771424, 0.17332788043551978)
(0.49118928909301757, 0.4580091264512804, 0.09644789695739747, 0.16744425031873916)
(0.4905869483947754, 0.45951224433051213, 0.09397981166839603, 0.16315938101874455)
(0.4874621868133545, 0.45792486402723526, 0.09055853486061094, 0.15721967485215932)
(0.48279714584350586, 0.4531046549479167, 0.08872739672660823, 0.1540406121148004)
(0.4783169269561768, 0.4456812964545356, 0.0860174298286438, 0.1493358188205295)
(0.4728221893310547, 0.44693773057725694, 0.084199583530426, 0.14617982440524635)
(0.471103572845459, 0.4579927232530382, 0.08219499588012691, 0.14269964430067272)
(0.4676462173461914, 0.47325596279568144, 0.08054903745651243, 0.1398420651753744)
(0.463164234161377, 0.4803483327229818, 0.07916470766067507, 0.13743872112698025)
(0.4597337245941162, 0.4865601857503255, 0.07723031044006345, 0.1340803888108995)
(0.4575923442840576, 0.4861404842800564, 0.07577759623527525, 0.13155832290649416)
(0.456453275680542, 0.48211678398980035, 0.0741972386837006, 0.12881464428371853)
(0.45630569458007814, 0.47852266099717883, 0.0741972386837006, 0.12881464428371853)
(0.45930023193359376, 0.4749870724148221, 0.0741972386837006, 0.12881464428371847)
(0.4619853973388672, 0.460075675116645, 0.0741972386837006, 0.12881464428371853)
(0.4647641658782959, 0.44653006659613714, 0.0741972386837006, 0.12881464428371858)
(0.46242194175720214, 0.43739403618706596, 0.07220322489738468, 0.1253528171115451)
(0.4625579357147217, 0.41982913547092016, 0.07062785029411311, 0.12261778513590493)
(0.46608676910400393, 0.4134985182020399, 0.06866733431816097, 0.11921412150065108)
(0.46996197700500486, 0.41352043151855467, 0.0672459602355957, 0.11674645741780598)
(0.4733128547668457, 0.42267172071668835, 0.06592562794685364, 0.11445420583089194)
(0.4805797576904297, 0.4420909881591797, 0.06590123176574703, 0.11441185209486215)
(0.48854408264160154, 0.46238810221354165, 0.06529000997543333, 0.11335069868299696)
(0.4921866416931152, 0.47235264248318143, 0.06412824392318728, 0.11133375167846682)
(0.4948731899261475, 0.481452645195855, 0.06294543147087095, 0.10928025775485567)
(0.49323139190673826, 0.48434698316786023, 0.06219365000724797, 0.10797508027818464)
(0.4935962200164795, 0.47917471991644967, 0.061773008108139016, 0.10724479887220595)
(0.49112601280212403, 0.4626174502902561, 0.06177300810813907, 0.107244798872206)
(0.48893303871154786, 0.4498925950792101, 0.06069326996803287, 0.10537025663587785)
(0.4902684688568115, 0.45128373040093317, 0.06060827970504756, 0.10522270202636719)
(0.4870577812194824, 0.45470954047309026, 0.06060827970504756, 0.10522270202636724)
(0.45066666666666666, 0.5595238095238095, 0.09599999999999997, 0.16666666666666663)
(0.45066666666666666, 0.5595238095238095, 0.09599999999999997, 0.16666666666666663)
Any help with overlaying the image on top of my detected object would be amazing. Thanks!
Are you realising that the coordinates you get from the Vision framework are normalised ones(between 0 and 1)?. You will have to transform those to fit the size of your view.
In addition, as far as I remember, Vision coordinates start from the bottom left corner (contrary to UIKit, starting from the top- left), so you might have to flip them vertically as well(not 100% sure here).
Edit:
I see you have available videoReader.affineTransform, you can give it a try modifying your CGRects using that transform.

When draw rect is overridden in iOS, why are translated UIBezierPaths treated differently for sizing a custom UIView?

I override draw rect in a custom UIView class:
override func draw(_ rect: CGRect) { ...
Then, I draw into it like this:
func drawWithGradient(path:UIBezierPath,linearGradient:LinearGradientAttributeSet) {
let context = self
context.saveGState()
path.addClip()
context.drawLinearGradient(
linearGradient.gradient,
start:linearGradient.start,
end:linearGradient.end,
options:linearGradient.options
)
context.restoreGState()
}
And that works great, the UIView fits the size of the UIBezierPath perfectly.
But, I wanted a bit more space above the path, to draw some more things. So, I moved the path down using an affine transform. (This is necessary because there are a lot of images and the amount of space will vary.)
let shiftdownAffine = CGAffineTransform(translationX: 0, y: roomAbove)
thePath.apply(shiftdownAffine)
I didn't change anything else, but the magic was gone. Although I passed the new (translated) path into drawWithGradient, the customUIView matches the size of the original UIBezierPath, while I expected it to behave exactly as though I changed the original UIBezierPath directly through drawing code. With the translated UIBezierPath, the path is drawn at the new location, but the size of the UIView is the same, the so the path gets cut off.
Can you explain why this is happening and/or how to make a translated path that would be treated the same as a drawn path?

Bezier Path Not Drawing on context

I'm trying give my user fine selection of a point they touch on a UIImage.
I have a magnifying square in the top left corner that shows where they're touching at 2x zoom. It works well.
I'm trying to add a "crosshair" in the center of the magnifying area to make selection clearer.
With the code below no line is visible.
//Bulk of the magifying code
public override func drawRect(rect: CGRect) {
let context: CGContextRef = UIGraphicsGetCurrentContext()!
CGContextScaleCTM(context, 2, 2)
CGContextTranslateCTM(context, -self.touchPoint.x, -self.touchPoint.y)
drawLine(context)
self.viewToMagnify.layer.renderInContext(context)
}
//Code for drawing horizontal line of crosshair
private func drawLine(ctx: CGContext) {
let lineHeight: CGFloat = 3.0
let lineWidth: CGFloat = min(bounds.width, bounds.height) * 0.3
let horizontalPath = UIBezierPath()
horizontalPath.lineWidth = lineHeight
let hStart = CGPoint(x:bounds.width/2 - lineWidth/2, y:bounds.height/2)
let hEnd = CGPoint(x:bounds.width/2 + lineWidth/2,y:bounds.height/2)
horizontalPath.moveToPoint(hStart)
horizontalPath.addLineToPoint(hEnd)
UIColor.whiteColor().setStroke()
horizontalPath.stroke()
}
It's possible that the line is being drawn but too small or not where I expect it to be.
I've tried other ways of drawing the line like using CGContextAddPath
I think the issue might be related to the renderInContextView not taking my drawing into account, or I'm not adding the path to the context correctly?
The magnification code is based on GJNeilson's work, all I've done is pin the centre point of the magnifying glass to the top left and remove the mask.
I think you're drawing the line then drawing the image over it. Try calling drawLine last.
Also, the scale and translate are still active when you draw the line which may be positioning it offscreen. You might have to reset it using CGContextSaveGState and CGContextRestoreGState

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