I am working with some library. I need to edit some context. And I have a reference to that context.
I find out before I implement my code, in that library called CGContextClipToRect. I need to cancel that clipping. How can I do it?
You can't directly undo a clipping:
This function sets the specified graphics context’s clipping region to the area which intersects both the current clipping path and the specified rectangle.
You can only clip to smaller rectangles. Once some area has been removed, you can't get it back.
However, you can save and restore the entire graphics state which includes the clip region. Before clipping, you can call CGContextSaveGState() and later call CGContextRestoreGState(). This will reset many parameters (see the docs for the full list), but will leave the path (i.e. what has been drawn).
Related
Could you please explain to me what ClipRect is in Delphi?
I read the documentation, and i did not comprehend it well.
What does the following line do?
FillRect(ClipRect);
Assuming you mean TCanvas.ClipRect, the documentation says:
Read-only property that specifies the boundaries of the clipping rectangle.
Use ClipRect to determine where the canvas needs painting. ClipRect limits the drawing region of the canvas so that any drawing that occurs at coordinates outside the ClipRect is clipped and does not appear in the image.
When handling a form's OnPaint event, the canvas's ClipRect property is set to the rectangle that needs to be painted. Portions of the image that do not overlap the ClipRect do not need to be drawn. Thus, OnPaint routines can use the value of ClipRect to optimize painting, speeding the overall performance of the application.
A clipping region ensures that all painting is limited to that region. So if you set a clipping region that only covers parts of the canvas, any painting outside the clipping region will not be performed.
The documentation links to a simple example. This also uses TCanvas.FillRect(), which fills the given rectangle with the current brush (colour or pattern).
I am drawing many audio meters on a view and finding that drawRect can not keep up with the speed of the audio change. In practice only a very small part of the image changes at a time so I really only want to draw the incremental changes.
I have created a CGLayer and when the data changes I use CGContextBeginPath, CGContextMoveToPoint, CGContextAddLineToPoint and CGContextStrokePath to draw in the CGLayer.
In drawRect in the view I use CGContextDrawLayerAtPoint to display the layer.
When the data changes I draw just the difference by drawing a line over the top in the CGLayer. I had assumed it was like photoshop and the new data just draws over the old but I now believe that all the lines I have ever drawn remain present in the layer. Is that correct?
If so is there a way to remove lines from a CGLayer?
What exactly do you mean by 'audio meter' show some snapshots of your intended designs. Shows us some code...
These are my suggestions-
1) Yes the new data just draws on top of CGLayer unless you release it CGLayerRelease(layer)
2) CGContextStrokePath is an expensive operation. You may want to create a generic line stroke and store them in UIImage. Then reuse the UIImage everytime your datachanges.
3) Simplest solution: use UIProgressView if you just want to show audio levels.
I now believe that all the lines I have ever drawn remain present in the layer. Is that correct?
Yes.
If so is there a way to remove lines from a CGLayer?
No. There is not. You would create a new layer. Generally, you create a layer for what is drawn repeatedly.
Your drawing may be able to be simplified by drawing rects rather than paths.
For some audio meters, dividing the meter into multiple pieces may help (you could use a CGLayer here). Similarly, you may be able to just draw rectangles selectively and/or clip drawing, images, and/or layers.
I need to draw an interactive map for an iOs application. For example it can be the map of the US showing the states. It will need to show all the states in different colors ( I'll get this from a delegate colorForStateNo: ) It will need to allow the user to select a state by touching it, when the color will change, and a "stick out" effect should be shown, maybe even a symbol animated to appear over the selected state. Also the color of some states will need to change depending on external events. This color change will mean an animation like a circle starting in the middle of the state and progressing towards the edges changing the color from the current one to the one inside the circle.
Can this be done ,easily in core-graphics? Or is it only possible with Open GL ES? What is the easiest way to do this? I have worked with core graphics and it doesn't seem to handle animation very well, I just redraw the entire screen when something needed to move... Also how could I use an external image to draw the map? Setting up a lot of drawLineToPoint seems like , a lot of work to draw only one state let alone the whole map ...
You could create the map using vector graphics and then have that converted to OpenGL calls.
Displaying SVG in OpenGL without intermediate raster
EDIT: The link applies to C++, but you may be able to find a similar solution.
I have been trying so much but have no solution find out yet. I have to implement the painting and erasing on iOS so I successfully implemented the painting logic using UIBezierPath. The problem is that for erasing, I implemented the same logic as for painting by using kCGBlendModeClear but the problem is that I cant redraw on the erased area and this is because in each pass in drawRect i have to stroke both the painting and erasing paths. So is there anyway that we can subtract erasing path from drawing path to get the resultant path and then stroke it. I am very new to Core Graphics and looking forward for your reply and comments. Or any other logic to implement the same. I can't use eraser as background color because my background is textured.
You don't need to stroke the path every time, in fact doing so is a huge performance hit. I guarantee if you try it on an iPad 3 you will be met with a nearly unresponsive screen after a few strokes. You only need to add and stroke the path once. After that, it will be stored as pixel data. So don't keep track of your strokes, just add them, stroke them, and get rid of them. Also look into using a CGLayer (you can draw to that outside the main loop, and only render it to your rect in the main loop so it saves lots of time).
These are the steps that I use, and I am doing the exact same thing (I use a CGPath instead of UIBezierPath, but the idea is the same):
1) In touches began, store the touch point and set the context to either erase or draw, depending on what the user has selected.
2) In touches moved, if the point is a certain arbitrary distance away from the last point, then move to the last point (CGContextMoveToPoint) and draw a line to the new point (CGContextAddLineToPoint) in my CGLayer. Calculate the rectangle that was changed (i.e. contains the two points) and call setNeedsDisplayInRect: with that rectangle.
3) In drawRect render the CGLayer into the current window context ( UIGraphicsGetCurrentContext() ).
On an iPad 3 (the one that everyone has the most trouble with due to its enormous pixel count) this process takes between 0.05 ms and 0.15ms per render (depending on how fast you swipe). There is one caveat though, if you don't take the proper precautions, the entire frame rectangle will be redrawn even if you only use setNeedsDisplayInRect: My hacky way to combat this (thanks to the dev forums) is described in my self answered question here, Otherwise, if your view takes a long time to draw the entire frame (mine took an unacceptable 150 ms) you will get a short stutter under certain conditions while the view buffer gets recreated.
EDIT With the new info from your comments, it seems that the answer to this question will benefit you -> Use a CoreGraphic Stroke as Alpha Mask in iPhone App
Hai here is the code for making painting, erasing, undo, redo, saving as picture. you can check sample code and implement this on your project.
Here
When I draw lines and shapes etc I get the " current graphics context" in iOS.
What exactly though is " current graphics context" - I'm looking for the 30,000 foot description.
Right now I just copy and paste UI code, not exactly sure what it's doing.
A graphics context is the place where information about the drawing state is stored. This includes fill color, stroke color, line width, line pattern, winding rule, mask, current path, transparency layers, transform, text transform, etc. When using CoreGraphics calls, you specify the context to use to every single function. This means you can use multiple contexts at once, though typically you only use one. At the UIKit layer, there is the concept of a "current" graphics context, which is a graphics context that's used by all UIKit-level drawing calls (such as -[UIColor set] or UIBezierPath drawing). The current context is stored in a stack of contexts, so you can create a new context for some drawing, then when you finish with it the previous context is restored. Typically you get a context for free inside of -[UIView drawRect:] inside of CALayer display-related methods, but not otherwise.
It used to be that the "current" context was an application-wide global state, and therefore was not safe to touch outside of the main thread. As of iOS 4.0 (I believe), this became a thread-local state and UIKit-level drawing methods became safe to use on background threads.
The OS needs a place to save information, such as drawing state, which you don't want to specify in every single CG drawing command, such as in which bitmap or view to draw, the scale or other transform to use, the last color you specified, etc.
The context tells each CG call where to find all this "stuff" for your current drawing call. Give a different context to the exact same drawing call, and that call might draw to a different bitmap in a completely different view, with a different color, different scale, etc.
Basically it is a class in a platform (iOS, Android, JavaME and many others) that provides access to all the drawing/display capabilities provided for that platform. It varies a bit for different platforms of course, but this is the 30,000 foot description :)