Why does my Core Graphics drawing code run slow? - ios

When I try to draw in my iPad "draw application" it uses HUGE amounts of memory and eventually crashes (or at least just draw lines VERY laggy). I have been looking a lot for examples on "Drawing apps". I only found 2 that worked, but both lagged A LOT when trying to draw on them. If I use the iPhone/iPad simulator is draws smoothly, but on my iPad 2G it lags a lot :(
The real purpose of my application is a "Signature app", if it will help anybody ;)
If you got any experience with drawing apps (or can see where my code is wrong), please leave an answer. It will be appreciated!!
My code is listed below (also a screenshot):
ViewController.m:
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
drawImage = [[UIImageView alloc] initWithImage:nil];
drawImage.frame = self.view.frame;
[self.view addSubview:drawImage];
self.view.backgroundColor = [UIColor lightGrayColor];
mouseMoved = 0;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
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(), 3.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 255.0, 255.0, 255.0, 1.0);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
mouseMoved++;
if (mouseMoved == 10) {
mouseMoved = 0;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(!mouseSwiped) {
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(), 3.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 255.0, 255.0, 255.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
#end
ViewController.h:
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController {
CGPoint lastPoint;
UIImageView *drawImage;
BOOL mouseSwiped;
int mouseMoved;
}
#end

Most of the performance problem is probably from drawing the previous image on EVERY touch event. [drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
The first thing I would try is to create a view derived from UIView and do all drawing in drawRect. That way you are not blocking for drawing on every touch event. When you respond to touch events you will need to call setNeedsDisplay on your custom view.
The second thing I would try is to use a CAShapeLayer for the layer backing on your custom view. When you do this you don't need to override drawRect. You just need to give the layer the points.

Related

How to undo a line stroke ios

Im developing a colouring app, however I cant manage to implement an UNDO button. I am unsure of the approach, I have tried implementing NSUndoManager, but I could not get it to work effectively. My approach is possibly incorrect. Im would greatly appreciate an answer that uses code, based on my example.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
//get the current touch point and then draw a line with CGContextAddLineToPoint from lastPoint to currentPoint. You’re right to think that this approach will produce a series of straight lines, but the lines are sufficiently short that the result looks like a nice smooth curve.
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
//Now set our brush size and opacity and brush stroke color:
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1.0);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
//Finish it off by drawing the path:
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.tempImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempImage setAlpha:opacity];
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
/*
check if mouse was swiped. If it was, then it means touchesMoved was called and you don’t need to draw any further. However, if the mouse was not swiped, then it means user just tapped the screen to draw a single point. In that case, just draw a single point.
*/
if(!mouseSwiped) {
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, opacity);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
self.tempImage.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:1.0];
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height) blendMode:kCGBlendModeNormal alpha:opacity];
//Once the brush stroke is done, merge the tempDrawImage with mainImage,
self.mainImage.image = UIGraphicsGetImageFromCurrentImageContext();
self.tempImage.image = nil;
UIGraphicsEndImageContext();
}
There has been similar questions asked but no clear answer was given, and a few left unanswered.
* EDIT 1 based on gabbler answer *
#import "ViewController.h"
#interface ViewController ()
#property (weak, nonatomic) IBOutlet UIImageView *mainImage;
#property (weak, nonatomic) IBOutlet UIImageView *tempImage;
#property (weak, nonatomic) IBOutlet UIImageView *palette;
#property (nonatomic) UIImage * previousImage;
#property (nonatomic,readonly) NSUndoManager * undoManager;
- (IBAction)colorPressed:(id)sender;
- (IBAction)erase:(id)sender;
- (IBAction)undo:(id)sender;
#end
#implementation ViewController
//gabbler code
- (void)setImage:(UIImage*)currentImage fromImage:(UIImage*)preImage
{
// Prepare undo-redo
[[self.undoManager prepareWithInvocationTarget:self] setImage:preImage fromImage:currentImage];
self.mainImage.image = currentImage;
self.tempImage.image = currentImage;
self.previousImage = currentImage;
}
- (IBAction)trash:(id)sender {
self.mainImage.image = nil;
}
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
red = 0.0/255.0;
green = 0.0/255.0;
blue = 0.0/255.0;
brush = 10.0;
opacity = 1.0;
//gabbler code
self.previousImage = self.tempImage.image;
}
- (IBAction)erase:(id)sender {
//set it to background color
red = 255.0/255.0;
green = 255.0/255.0;
blue = 255.0/255.0;
opacity = 1.0;
}
//gabbler code
- (IBAction)undo:(id)sender {
[self.undoManager undo];
}
#pragma mark - Touches
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
//get the current touch point and then draw a line with CGContextAddLineToPoint from lastPoint to currentPoint. You’re right to think that this approach will produce a series of straight lines, but the lines are sufficiently short that the result looks like a nice smooth curve.
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
//Now set our brush size and opacity and brush stroke color:
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1.0);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
//Finish it off by drawing the path:
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.tempImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempImage setAlpha:opacity];
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
/*
check if mouse was swiped. If it was, then it means touchesMoved was called and you don’t need to draw any further. However, if the mouse was not swiped, then it means user just tapped the screen to draw a single point. In that case, just draw a single point.
*/
if(!mouseSwiped) {
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, opacity);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
self.tempImage.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:1.0];
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height) blendMode:kCGBlendModeNormal alpha:opacity];
//Once the brush stroke is done, merge the tempDrawImage with mainImage,
self.mainImage.image = UIGraphicsGetImageFromCurrentImageContext();
self.tempImage.image = nil;
UIGraphicsEndImageContext();
//gabbler code
UIImage *currentImage = UIGraphicsGetImageFromCurrentImageContext();
[self setImage:currentImage fromImage:currentImage];
}
#end
UIViewController's superclass UIResponder has a NSUndoManager property, which can be used here. The above code performs a setting image action for the imageView, to undo the action, you have to keep a reference of the previous image that was set to the imageView. You can make an instance variable called previousImage, in viewDidLoad, set
previousImage = self.tempImage.image;
And here is the function to set image for UIImageView.
- (void)setImage:(UIImage*)currentImage fromImage:(UIImage*)preImage
{
// Prepare undo-redo
[[self.undoManager prepareWithInvocationTarget:self] setImage:preImage fromImage:currentImage];
self.mainImage.image = currentImage;
self.tempImage.image = currentImage;
previousImage = currentImage;
}
In touchesEnded.
UIImage *currentImage = UIGraphicsGetImageFromCurrentImageContext();
[self setImage:currentImage fromImage:previousImage];
When you click a button for undoing.
- (IBAction)btnClicked:(id)sender {
[self.undoManager undo];
}
Edit
The above method will cause memory issues, don't save images in undoManager, save the line path points instead, here is a sample project with undo and redo capabilities.

having both scrolling and drawing

I created a drawing application. Since I use drawing on a large image I also need to have scrolling as well, but when I implemented scrolling, the drawing did not work any more.
I think there is a conflict on the touch event between drawing and scrolling.
I am thinking to do scrolling with two finger and drawing with one finger, but I could not find out how to implement it. I appreciate if any one could help me to fix this problem.
-(void)viewDidLayoutSubviews
{
scroller.scrollEnabled=YES;
scroller.contentSize=temp.frame.size;
toggledrawandscroll=false;
}
- (IBAction)changescrollstatues:(id)sender {
if(toggledrawandscroll){
//if draw is enable,disable it
toggledrawandscroll =false;
scroller.scrollEnabled=YES;
scroller.canCancelContentTouches=YES;
scroller.contentSize=temp.frame.size;
}
else{
toggledrawandscroll =true;
scroller.scrollEnabled=NO;
scroller.canCancelContentTouches=NO;
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
//initial setting for touch point
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
//set the concext
UIGraphicsBeginImageContext(self.view.frame.size);
[temp.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
//drawing setting
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 1);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(),red, green, blue, 1);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 1);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
CGContextStrokePath(UIGraphicsGetCurrentContext());
temp.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(!mouseSwiped) {
//initial seting
UIGraphicsBeginImageContext(self.view.frame.size);
[temp.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, opacity);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
temp.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
So it looks like you have a toggle to enable scrolling? If that is the case your changesscrollstatues method never enables the scroll and never sets your boolean to YES. Your scroller is always enabled so the touch event won't get captured.

Image gets scale on every touch end after drawing on it - iOS

I am using this raywenderlich tutorial for the drawing on Image. That tutorial is with no image in background but here I want to draw on image from gallery.
So basically there are two UIImageView one is mainImage and tempDrawImage.
I am doing self.mainImage.image = randomImageFromGallery as a background image on which I want to draw
Now it shows up well n drawing also happens but the problem is image gets scale on every touch end.
Why the image keeps on scaling whats wrong with the code I am not doing anything on tempDrawImage where all the drawing happens ?
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
CGContextRef ctxt = UIGraphicsGetCurrentContext();
CGContextMoveToPoint(ctxt, lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(ctxt, currentPoint.x, currentPoint.y);
CGContextSetLineCap(ctxt, kCGLineCapRound);
CGContextSetLineWidth(ctxt, brush );
CGContextSetRGBStrokeColor(ctxt, red, green, blue, 1.0);
CGContextSetBlendMode(ctxt,kCGBlendModeNormal);
CGContextStrokePath(ctxt);
self.tempDrawImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempDrawImage setAlpha:opacity];
lastPoint = currentPoint;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesCancelled:touches withEvent:event];
UIGraphicsEndImageContext();
if(!mouseSwiped)
{
self.tempDrawImage.image = nil;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(!mouseSwiped) {
UIGraphicsEndImageContext();
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, opacity);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
self.tempDrawImage.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:1.0];
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height) blendMode:kCGBlendModeNormal alpha:opacity];
self.mainImage.image = UIGraphicsGetImageFromCurrentImageContext();
self.tempDrawImage.image = nil;
UIGraphicsEndImageContext();
}
Check the size of the frames of all of the views you're using. Somewhere there is a mismatch so that one of the images your displaying is being scaled for display. Either the size the image is drawn at or the size it's displayed at needs to be changed.
If I understand well, you have a picture, and you want to draw up to this picture...
I propose :
set your tempDrawImage as inherited from UIView instead of UIImageView.
Store the points in an array while touches actions (touchesBegan, touchesMoved,...)
draw in the procedure (void)drawRect:(CGRect)rect

drawing in the UIImageView moves up after every stroke

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.

iOS paint optimization

Hi I am currently working on an app that contains taking notes by drawing. I followed ray wenderlich tutorials and as far I've got, I ended up with this code:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGFloat red,green,blue,alpha;
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self];
UIGraphicsBeginImageContext(self.mainImage.frame.size);
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.mainImage.frame.size.width, self.mainImage.frame.size.height)];
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),[self getBlendMode]);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x , lastPoint.y );
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x , currentPoint.y );
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), [self getBrushSize] );
[[self getPaintColor] getRed:&red green:&green blue:&blue alpha:&alpha];
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),[self getBlendMode]);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.tempDrawImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempDrawImage setAlpha:[self getPaintAlpha]];
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
CGFloat red,green,blue;
if(!mouseSwiped) {
UIGraphicsBeginImageContext(self.mainImage.frame.size);
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.mainImage.frame.size.width, self.mainImage.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), [self getBrushSize]);
[[self getPaintColor] getRed:&red green:&green blue:&blue alpha:nil];
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, [self getPaintAlpha]);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y - self.mainImage.frame.origin.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y - self.mainImage.frame.origin.y );
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
self.tempDrawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
UIGraphicsBeginImageContext(self.mainImage.frame.size);
[self.mainImage.image drawInRect:CGRectMake(0, 0, self.mainImage.frame.size.width, self.mainImage.frame.size.height) blendMode:[self getBlendMode] alpha:1.0];
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.mainImage.frame.size.width, self.mainImage.frame.size.height) blendMode:[self getBlendMode] alpha:[self getPaintAlpha]];
if(self.drawMode != DrawEraser)
{
self.mainImage.image = UIGraphicsGetImageFromCurrentImageContext();
self.tempDrawImage.image = nil;
}
UIGraphicsEndImageContext();
mouseSwiped = NO;
}
This code was working just fine with a small frame but when I increased the frame as 2 times bigger than before, unfortunately performance is not so good. So I was thinking about optimizing the code. I especially focused on touchesMoved method. As far as I understand, it draws the whole image on the context and changes it some and assigns the context to image. Drawing whole image seemed to be overload. So I was wondering, if I can draw some parts of the image to the context and do some changes and then draw this part of the context to the image.
you're right - redrawing the whole image every time in touchesMoved is a bad idea. I think you should create and keep a reference to the context at the beginning. In touches moved, you should draw on to that and create an image from the context. You can use CGBitmapContextCreate() to create the context instead of UIGraphicsBeginImageContext() and CGBitmapContextCreateImage() to create an image from the context instead of UIGraphicsGetImageFromCurrentImageContext(). Here is the documentation on how to use those (https://developer.apple.com/library/mac/#documentation/graphicsimaging/reference/CGBitmapContext/Reference/reference.html).

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