So, I am working on a virtual wall painting app.
I am able to draw some random lines by moving my finger on the image view(which has an image in it). Now I am trying to erase the drawings made on it without success as of yet.
I googled to find some solution and this line below came as full on recommended :-
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeClear);
Using this drawing can be erased,but it also erases the image on which the drawing are done. Is there any way to prevent the image from getting erased ? only erase the drawing made on it?
Following is the code I am using to erase the drawings :-
In touchesMoved:-
UITouch *touch = [touches anyObject];
CGPoint previousPoint = [touch locationInView:self.upperImageView];
UIGraphicsBeginImageContext(self.upperImageView.frame.size);
[self.upperImageView.image drawInRect:CGRectMake(0, 0, self.upperImageView.frame.size.width, self.upperImageView.frame.size.height)];
CGContextSaveGState(UIGraphicsGetCurrentContext());
CGContextSetShouldAntialias(UIGraphicsGetCurrentContext(),YES);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), eraserCap);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 45.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.25, 0.25, 0.25, 1.0);
CGMutablePathRef pathB = CGPathCreateMutable();
CGPathMoveToPoint(pathB,nil,location.x,location.y);
CGPathAddLineToPoint(pathB,nil,previousPoint.x,previousPoint.y);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextAddPath(UIGraphicsGetCurrentContext(),pathB);
CGContextStrokePath(UIGraphicsGetCurrentContext());
upperImageView.image = UIGraphicsGetImageFromCurrentImageContext();
CGContextRestoreGState(UIGraphicsGetCurrentContext());
UIGraphicsEndImageContext();
location = previousPoint;
and in touchesEnded:-
UITouch *touch = [touches anyObject];
CGPoint previousPoint = [touch locationInView:self.upperImageView];
UIGraphicsBeginImageContext(self.upperImageView.frame.size);
[self.upperImageView.image drawInRect:CGRectMake(0, 0, self.upperImageView.frame.size.width, self.upperImageView.frame.size.height)];
CGContextSaveGState(UIGraphicsGetCurrentContext());
CGContextSetShouldAntialias(UIGraphicsGetCurrentContext(), YES);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), eraserCap);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1.0,1.0,1.0, 0.0);
CGMutablePathRef pathB = CGPathCreateMutable();
CGPathMoveToPoint(pathB, nil, location.x, location.y);
CGPathAddLineToPoint(pathB, nil, previousPoint.x, previousPoint.y);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextAddPath(UIGraphicsGetCurrentContext(),pathB);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.upperImageView.image = UIGraphicsGetImageFromCurrentImageContext();
// CGContextRestoreGState(UIGraphicsGetCurrentContext());
UIGraphicsEndImageContext();
previousPoint = location;
Is there anything I am doing wrong ? Please guide me in the right direction here, any help will be truly appreciated.
You can use different views for your image and drawings.
Or keep drawn paths in the array and delete each path separately.
Move all of your drawing to a separate UIView that overlays the UIImageView. That way, when you go to "clear" the contents, the original UIImageView is still completely intact underneath.
Something like this will get you set up:
- (void)viewWillAppear {
// Assumes you add a property of type UIView
self.drawingView = [[UIView alloc] initWithFrame:self.upperImageView.bounds];
[self.upperImageView addSubview:drawingView];
}
Then, your drawing code needs to only change to this (notice that you won't need to redraw the image any more):
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint previousPoint = [touch locationInView:self.drawingView];
UIGraphicsBeginImageContext(self.drawingView.frame.size);
CGContextSaveGState(UIGraphicsGetCurrentContext());
CGContextSetShouldAntialias(UIGraphicsGetCurrentContext(),YES);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), eraserCap);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 45.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.25, 0.25, 0.25, 1.0);
CGMutablePathRef pathB = CGPathCreateMutable();
CGPathMoveToPoint(pathB,nil,location.x,location.y);
CGPathAddLineToPoint(pathB,nil,previousPoint.x,previousPoint.y);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextAddPath(UIGraphicsGetCurrentContext(),pathB);
CGContextStrokePath(UIGraphicsGetCurrentContext());
upperImageView.image = UIGraphicsGetImageFromCurrentImageContext();
CGContextRestoreGState(UIGraphicsGetCurrentContext());
UIGraphicsEndImageContext();
location = previousPoint;
}
Make similar changes in the touchesEnded: method.
Related
I have a screen that acts like a drawing pad - you select a color then as you scribble across the view there is stuff painted in. I need a better eraser then the one I have right now. If I just set my eraser to [UIColor clearColor] there is a situation where it appears to erase.. although, there is a drawing under my finger drawing that is processed from a piece of hardware that acts like a wacom/stylus pad. And if I draw under the peice that is "erased" (with clearColor) there is an alpha difference... the layer beneath my finger drawing... Ill provide some screenshots..
You'll notice the little grey scribbles on the white line. They were erased - I need this to not be opacity .6 ClearColor - I need to be completely 0. Any ideas?
Here is my touches moved code:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self];
UIGraphicsBeginImageContext(self.frame.size);
[self.image drawInRect:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 30.0 );
CGFloat* components = CGColorGetComponents(_strokeColor.CGColor);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), components[0], components[1], components[2], 1);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.image = UIGraphicsGetImageFromCurrentImageContext();
[self setAlpha: .6];
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
This is my code and it makes a very weird drawing when executed. Moreover image starts to disappear slowly by going down the imageview. Please help me with this
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
// if ([touch tapCount] == 2)
// {
// imageView.image = nil;
// }
location = [touch locationInView:touch.view];
lastClick = [NSDate date];
lastPoint = [touch locationInView:self.view];
lastPoint.y -= 0;
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{mouseSwiped = YES;
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(imageView.image.size);
[imageView.image drawInRect:CGRectMake(0, 44, imageView.image.size.width, imageView.image.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// lastPoint = currentPoint;
}
Moreover, the lines its drawing are of weird shape and they are disappearing continously
Your image is shifting, because you hardcoded offset in 44 points on each redraw.
Weird drawing is most likely the result of invalid coordinate system usage. You receive touch location in view coordinates, but draw in image coordinates. The easiest way to fix this issue is to create context with size, equal to view size instead of image size. Simply use imageView.bounds.size instead of imageView.image.size. Note that I assume you use "Scale to Fill" mode in your image view.
Whole drawing code after changes:
UIGraphicsBeginImageContext(self.imageView.bounds.size);
[self.imageView.image drawInRect:CGRectMake(0, 0, self.imageView.bounds.size.width, self.imageView.bounds.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.lastPoint.x, self.lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Also, your solution is not optimal in terms of performance. I suggest to draw path separately in view, instead of updating imageView image on each touch move.
I have a UIImageView (wImage) in which I am trying to draw a line. The code runs fine in simulator but when I test it an a device it is super slow and creates a memory warning. Could someone please tell me what the problem is?
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint thirdPoint = lastPoint;
lastPoint = [touch previousLocationInView:self.view];
CGPoint currentPoint = [touch locationInView:self.view];
CGPoint mid1 = CGPointMake((lastPoint.x+thirdPoint.x)/2, (lastPoint.y+thirdPoint.y)/2);
CGPoint mid2 = CGPointMake((currentPoint.x+lastPoint.x)/2, (currentPoint.y+lastPoint.y)/2);
UIGraphicsBeginImageContext(wImage.frame.size);
CGContextSetAllowsAntialiasing(UIGraphicsGetCurrentContext(), true);
CGContextSetShouldAntialias(UIGraphicsGetCurrentContext(), true);
[wImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), mid1.x, mid1.y);
CGContextAddQuadCurveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y, mid2.x, mid2.y);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
CGContextStrokePath(UIGraphicsGetCurrentContext());
wImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
You are having such a performance problem because you are actually doing a ton of work to create a new image every time the user's finger moves. Don't draw directly on the image itself, create a UIView that is responsible for the user's drawing, with a transparend background. There's a good amount you can do with it, and I couldn't possibly put all the code here, but there is a great tutorial, complete with some really cool code to smooth out the line as the user is drawing. It results in a much nicer looking path. Here it is:
http://code.tutsplus.com/tutorials/smooth-freehand-drawing-on-ios--mobile-13164
Go ahead and read through all the sections - it would be good for you to understand what's going on rather than just trying the last implementation.
For your implementation, make sure the view has a transparent background, so you can see the ImageView underneath.
I am following the tutorial to create a simple drawing pad app (http://www.raywenderlich.com/18840/how-to-make-a-simple-drawing-app-with-uikit#comments)
The app has a single UIViewController and a UIImageView in it. After implementing touchBegin, touchMoved, and touchEnd, I could draw but after every stroke ends, the whole picture moves up. So after several strokes, the whole picture will be distorted and squeezed to the very top of the screen. Any suggestions? Thank you very much.
Here is the code:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
self.mouseSwiped = NO;
UITouch *touch = [touches anyObject];
self.lastPoint =[touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
self.mouseSwiped = YES;
//find out the position where the touch event happened
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
//Setup the drawing context and prepare to draw something
UIGraphicsBeginImageContext(self.view.frame.size);
//Create a drawing area that is of the same size as the view dimensions
[self.mainImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
//Set the drawing starting point
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.lastPoint.x, self.lastPoint.y);
//Setup a line from the starting point to specified point, i.e current point in this case
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
//Set the drawing style
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), self.brush);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), self.red, self.green, self.blue, 1);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeNormal);
//Paint the line
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.mainImage.image=UIGraphicsGetImageFromCurrentImageContext();
[self.mainImage setAlpha:self.opacity];
UIGraphicsEndImageContext();
self.lastPoint = currentPoint;
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if(!self.mouseSwiped){
UIGraphicsBeginImageContext(self.view.frame.size);
[self.mainImage.image drawInRect:
CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), self.brush);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(),
self.red, self.green, self.blue, self.opacity);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), self.lastPoint.x, self.lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), self.lastPoint.x, self.lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
self.mainImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
UIGraphicsBeginImageContext(self.mainImage.frame.size);
[self.mainImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height) blendMode:kCGBlendModeNormal alpha:self.opacity];
self.mainImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
You probably have a mismatch between the size of the 2 views you're using, so as you move between the 2 different coordinate spaces you get a scaling effect.
I am creating a paint app and I want to know how to implement the eraser tool. I don't want to have my eraser tool to paint white color because I want to allow users to change the background color. And also, is it possible to set the hardness of the brush? If yes, please tell me how.
Thank you
Here's what I've done so far:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 10);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 10);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (IBAction)clear:(id)sender {
drawImage.image = nil;
}
Ok here's what I did for the eraser tool:
I add this line of code:
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
So the code will be something something like this:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
// I add this
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), sizeSlider.value);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
i have make paint application and it is available on iTunes "Easy Doodle" App. There is no special logic for eraser. just get RGB value of background image and pass it in
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(),R value,G value,B value, 1.0);
according to background image selected.
Ok so I have been looking for a solution on how to create an eraser for a week now, I had to change the way I looked at it cause no matter how many times I tried to erase something out it would erase the background image too.
However, in the end I did find a solution that suited me (where I could erase the paint and still have the perception of the background image being untouched or erased) and hopefully it will help others.
So here goes...
1) Create 2 imageviews in the UIView
2) Set both imageviews with the background image that you want it to be...
3) I created a segmented control to determine if the user wanted to erase
4) Added the following function when segmented control is being selected..
func drawLineForRubber(fromPoint: CGPoint, toPoint: CGPoint) {
// 1
UIGraphicsBeginImageContext(view.frame.size)
let context = UIGraphicsGetCurrentContext()
mainImageView.image?.drawInRect(CGRect(x: 0, y: 0, width: view.frame.size.width, height: view.frame.size.height))
// 2
CGContextMoveToPoint(context, fromPoint.x, fromPoint.y)
CGContextAddLineToPoint(context, toPoint.x, toPoint.y)
// 3
CGContextSetBlendMode(context, CGBlendMode.Clear)
CGContextSetLineCap(context, CGLineCap.Round)
CGContextSetLineWidth(context, 10.0)
//this line is very important as it paints the screen clear
CGContextSetRGBStrokeColor(context, red, green, blue, 0.0)
CGContextSetBlendMode(context, CGBlendMode.Clear)
// 4
CGContextStrokePath(context)
// 5
mainImageView.image = UIGraphicsGetImageFromCurrentImageContext()
mainImageView.alpha = opacity
UIGraphicsEndImageContext()
}
As you will see there is a line in there that sets the CGContextSetRGBStrokeColor with the value of 0.0, this is important cause when the user is erasing the paint, he is erasing the paint from the top imageview along with the paint with a transperent color. However, since you have another imageview underneath it, the perception is it looks like its being rubbed out without affecting the background image.
On the contrary it is rubbed out but the imageview behind, makes it look like it hasnt. When you want to export the image (You can do it in a number of ways but I went with the following) you have painted with the background image just combine both image views as the
1st imageview will have the paint you painted and the
2nd imageview will have the original background image you wanted.
func share() {
let layer = UIApplication.sharedApplication().keyWindow!.layer
let scale = UIScreen.mainScreen().scale
UIGraphicsBeginImageContextWithOptions(layer.frame.size, false, scale); // reconsider size property for your screenshot
layer.renderInContext(UIGraphicsGetCurrentContext()!)
let screenshot = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
UIGraphicsBeginImageContext(mainImageView.bounds.size)
mainImageView.image?.drawInRect(CGRect(x: 0, y: 0,
width: mainImageView.frame.size.width, height: mainImageView.frame.size.height))
UIGraphicsEndImageContext()
let activity = UIActivityViewController(activityItems: [screenshot], applicationActivities: nil)
presentViewController(activity, animated: true, completion: nil)
}
Hope this helps others along the way.. man it took me ages to get my head around it =)