I am working on a drawing project, I want to support multitouch, I have gone through documentation online, which suggest to track the touch points, I did it , But I am not getting the desired behaviour. I am not getting straight lines.
Below is my code
- (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;
self.view.multipleTouchEnabled = YES;
touchPaths = [NSMutableDictionary dictionary];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches)
{
NSString *key = [NSString stringWithFormat:#"%d", (int) touch];
lastPoint = [touch locationInView:self.view];
[touchPaths setObject:[NSValue valueWithCGPoint:lastPoint] forKey:key];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches)
{
NSString *key = [NSString stringWithFormat:#"%d", (int) touch];
lastPoint = [[touchPaths objectForKey:key] CGPointValue];
CGPoint currentPoint1 = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint1.x, currentPoint1.y);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1.0);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.tempDrawImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempDrawImage setAlpha:opacity];
UIGraphicsEndImageContext();
lastPoint = currentPoint1;
}
}
But when I draw using this code, I get this.
So friends, please help me out, what I am doing wrong.
Regards
Ranjit
You are not populating the touchPaths properly. Try setting it after each drawing instead, something like this:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches)
{
NSString *key = [NSString stringWithFormat:#"%d", (int) touch];
CGPoint lastPoint = [[touchPaths objectForKey:key] CGPointValue];
CGPoint currentPoint1 = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempDrawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint1.x, currentPoint1.y);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), brush );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), red, green, blue, 1.0);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
CGContextStrokePath(UIGraphicsGetCurrentContext());
self.tempDrawImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempDrawImage setAlpha:opacity];
UIGraphicsEndImageContext();
// I changed your code here
[touchPaths setObject:[NSValue valueWithCGPoint:currentPoint1] forKey:key];
}
}
You are currently setting lastPoint here but you do not seem to use it (and it would only work with one touch). There is no need to have lastPoint as a field either.
I always try to use gesture-recognizers when possible. Here I use the UIPanGestureRecognizer:
- (void)viewDidLoad
{
[super viewDidLoad];
[self.view addGestureRecognizer:[[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(didPan:)]];
}
- (void)didPan:(UIPanGestureRecognizer*)panGesture {
for (NSUInteger touchIndex = 0; touchIndex < panGesture.numberOfTouches; touchIndex++) {
// touchIndex is basically the "source" (the finger) from which the point comes from
CGPoint p = [panGesture locationOfTouch:touchIndex inView:self.view];
[self drawAtPoint:p withIndex:touchIndex];
}
}
- (void)drawAtPoint:(CGPoint)point withIndex:(NSUInteger)index{
UIView *smallPoint = [[UIView alloc] initWithFrame:CGRectMake(point.x, point.y, 3, 3)];
[smallPoint setBackgroundColor:[self colorForIndex:index]];
[self.view addSubview:smallPoint];
}
- (UIColor*)colorForIndex:(NSUInteger)index {
switch (index) {
case 0: return [UIColor redColor];
case 1: return [UIColor orangeColor];
case 2: return [UIColor yellowColor];
case 3: return [UIColor blueColor];
case 4: return [UIColor greenColor];
}
return [UIColor clearColor];
}
I don't draw a bezier path, but if you drop it in an empty ViewController and run it, you will see that when multi-touching the screen, each finger draws a different colour.
So if you take into consideration the touchIndex, basically you can keep track of different paths for different fingers.
Let's say you use two fingers to draw: you will have panGesture.numberOfTouches == 2, and touchIndex 0 will represent the first finger, and touchIndex 1 will represent the second finger. You can accumulate the points in different arrays and add the points to their corresponding path.
Related
I have set image's content mode aspect fit.
Now issue is that, when I'm drawing line on image, that time image's content mode set scaletofill and my image stretched. So I want solution for when I'm drawing line on image, image content mode remain same.
U can download myproject from this link.
I'm using following code:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if(self.tempImage.image==nil)
{
return;
}
colorPicker.hidden = YES;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
lastPoint.y -= 20;
_pointsArray = [NSMutableArray array];
[_pointsArray addObject:NSStringFromCGPoint(lastPoint)];
UIGraphicsBeginImageContext(self.view.frame.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, brush);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), self.selectedColor.CGColor);
CGContextMoveToPoint(context, lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(context, lastPoint.x, lastPoint.y);
CGContextStrokePath(context);
self.tempImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self setupExternalScreen];
UIGraphicsEndImageContext();
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if(self.tempImage.image==nil)
{
return;
}
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
currentPoint.y -= 20;
UIGraphicsBeginImageContext(self.view.frame.size);
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextMoveToPoint(context, lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(context, currentPoint.x, currentPoint.y);
//Now set our brush size and opacity and brush stroke color:
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, brush);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), self.selectedColor.CGColor);
CGContextSetBlendMode(context,kCGBlendModeNormal);
CGContextStrokePath(context);
self.tempImage.image = UIGraphicsGetImageFromCurrentImageContext();
[self.tempImage setAlpha:opacity];
UIGraphicsEndImageContext();
lastPoint = currentPoint;
[self setupExternalScreen];
[self.pointsArray addObject:NSStringFromCGPoint(lastPoint)];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(self.tempImage.image==nil)
{
return;
}
//handle single tap, make _pointsArray has two identical points, draw a line between them
if (_pointsArray.count == 1) {
[_pointsArray addObject:NSStringFromCGPoint(lastPoint)];
}
[self.stack addObject:_pointsArray];
NSLog(#"color -> %# \nwidth->%f", self.selectedColor.description, brush);
NSMutableDictionary *dic = [[NSMutableDictionary alloc] init];
[dic setObject:self.selectedColor forKey:#"color"];
[dic setObject:[NSNumber numberWithFloat:brush] forKey:#"width"];
[self.contextArray addObject:dic];
[self setupExternalScreen];
[self.undoManager registerUndoWithTarget: self
selector: #selector(popDrawing)
object: nil];
}
In this code, view frame set in UIGraphicsBeginImageContext. I think it will possible using subclass of UIImageView. I don't know exact solution.
Please see this Screenshot, u will easily understand my problem
Thanks in advance
In my xcode project, the user draws an object manually. So for example they can draw a apple or triangle.
I need to save I guess the coordinates or the line path of what they draw.
How can I store the line path or re-create the image that the user has drawn. I don't want to save the image, but I want to learn from the image the user drew by knowing the specific line path?
Here is the code
.h
int mouseMoved;
BOOL mouseSwiped;
CGPoint lastPoint;
UIImageView *drawImage;
viewdidload {
drawImage = [[UIImageView alloc] initWithImage:nil];
drawImage.frame = self.view.frame;
[self.view addSubview:drawImage];
self.view.backgroundColor = [UIColor lightGrayColor];
mouseMoved = 0;
}
.m
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
BOOL mouseSwiped = NO;
UITouch *touch = [touches anyObject];
if ([touch tapCount] == 2) {
drawImage.image = nil;
return;
}
lastPoint = [touch locationInView:self.view];
lastPoint.y -= 20;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
currentPoint.y -= 20;
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(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1.0, 0.0, 0.0, 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 {
UITouch *touch = [touches anyObject];
if ([touch tapCount] == 2) {
drawImage.image = nil;
return;
}
_startPoint = [touch locationInView:self.view];
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(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 1.0, 0.0, 0.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
-(void)digitalSignatureCalled{
//viewSign.backgroundColor = [UIColor lightGrayColor];
//create a frame for our signature capture based on whats remaining
imageFrame = CGRectMake(0, 50, 500, 450);
//allocate an image view and add to the main view
mySignatureImage = [[UIImageView alloc] initWithImage:nil];
mySignatureImage.frame = imageFrame;
mySignatureImage.backgroundColor = [UIColor whiteColor];
[viewSign addSubview:mySignatureImage];
}
//when one or more fingers touch down in a view or window
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
//did our finger moved yet?
fingerMoved = NO;
UITouch *touch = [touches anyObject];
//just clear the image if the user tapped twice on the screen
if ([touch tapCount] == 2) {
mySignatureImage.image = nil;
return;
}
//we need 3 points of contact to make our signature smooth using quadratic bezier curve
currentPoint = [touch locationInView:mySignatureImage];
lastContactPoint1 = [touch previousLocationInView:mySignatureImage];
lastContactPoint2 = [touch previousLocationInView:mySignatureImage];
}
//when one or more fingers associated with an event move within a view or window
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
//well its obvious that our finger moved on the screen
fingerMoved = YES;
UITouch *touch = [touches anyObject];
//save previous contact locations
lastContactPoint2 = lastContactPoint1;
lastContactPoint1 = [touch previousLocationInView:mySignatureImage];
//save current location
currentPoint = [touch locationInView:mySignatureImage];
//find mid points to be used for quadratic bezier curve
CGPoint midPoint1 = [self midPoint:lastContactPoint1 withPoint:lastContactPoint2];
CGPoint midPoint2 = [self midPoint:currentPoint withPoint:lastContactPoint1];
//create a bitmap-based graphics context and makes it the current context
UIGraphicsBeginImageContext(imageFrame.size);
//draw the entire image in the specified rectangle frame
[mySignatureImage.image drawInRect:CGRectMake(0, 0, imageFrame.size.width, imageFrame.size.height)];
//set line cap, width, stroke color and begin path
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 3.0f);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextBeginPath(UIGraphicsGetCurrentContext());
//begin a new new subpath at this point
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), midPoint1.x, midPoint1.y);
//create quadratic Bézier curve from the current point using a control point and an end point
CGContextAddQuadCurveToPoint(UIGraphicsGetCurrentContext(),
lastContactPoint1.x, lastContactPoint1.y, midPoint2.x, midPoint2.y);
//set the miter limit for the joins of connected lines in a graphics context
CGContextSetMiterLimit(UIGraphicsGetCurrentContext(), 2.0);
//paint a line along the current path
CGContextStrokePath(UIGraphicsGetCurrentContext());
//set the image based on the contents of the current bitmap-based graphics context
mySignatureImage.image = UIGraphicsGetImageFromCurrentImageContext();
//remove the current bitmap-based graphics context from the top of the stack
UIGraphicsEndImageContext();
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
//just clear the image if the user tapped twice on the screen
if ([touch tapCount] == 2) {
mySignatureImage.image = nil;
return;
}
//if the finger never moved draw a point
if(!fingerMoved) {
UIGraphicsBeginImageContext(imageFrame.size);
[mySignatureImage.image drawInRect:CGRectMake(0, 0, imageFrame.size.width, imageFrame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 3.0f);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
mySignatureImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
//calculate midpoint between two points
- (CGPoint) midPoint:(CGPoint )p0 withPoint: (CGPoint) p1 {
return (CGPoint) {
(p0.x + p1.x) / 2.0,
(p0.y + p1.y) / 2.0
};
}
-(void)clickToSave:(id)sender{
//convert image into .png format.
viewNewSign.image = mySignatureImage.image;
if (mySignatureImage.image == nil) {
imgString = #"NoSignature";
}else{
imgString = [self getStringFromImage:mySignatureImage.image];
}
NSLog(#"image saved = %#",imgString);
NSLog(#"image length = %lu",(unsigned long)imgString.length);
viewSign.hidden = TRUE;
scroll.scrollEnabled = YES;
[scroll bringSubviewToFront:viewSign];
}
-(NSString *)getStringFromImage:(UIImage *)image{
if(image){
NSData *dataObj = UIImagePNGRepresentation(image);
//[appDelegate showAlert:#"Data Size" message:[NSString stringWithFormat:#"Data length = %lu",(unsigned long)dataObj.length]];
return [dataObj base64EncodedStringWithOptions:0];
} else {
return #"";
}
}
-(void)clickToClear:(id)sender{
[self digitalSignatureCalled];
}
- (UIImage*)imageWithImage:(UIImage*)image
scaledToSize:(CGSize)newSize;
{
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
I am making an application where the user sign an form with their signature (analog, with stylus) and I am having this code:
In .h:
CGPoint lastPoint;
CGPoint movebackTo;
CGPoint currentPoint;
CGPoint location;
NSDate *lastClick;
BOOL mouseSwiped;
UIImageView *drawImage;
And in .m
- (void)viewDidLoad {
NSUserDefaults *preferences = [NSUserDefaults standardUserDefaults];
drawImage.image = [preferences objectForKey:#"drawImageKey"];
drawImage = [[UIImageView alloc] initWithImage:nil];
drawImage.frame = CGRectMake(0, 0, 768, 1024);
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
if ([touch tapCount] == 3) {
drawImage.image = nil;
}
location = [touch locationInView:self.view];
lastClick = [NSDate date];
lastPoint = [touch locationInView:self.view];
lastPoint.y -= 0;
[super touchesBegan: touches withEvent: event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(CGSizeMake(768, 1024));
[drawImage.image drawInRect:CGRectMake(0, 0, 768, 1024)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.8, 0.8, 0.8, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
[drawImage setFrame:CGRectMake(0, 0, 768, 1024)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
[self.view addSubview:drawImage];
}
The problem is, this works fine if I want to use the WHOLE screen for drawing. But I want to use a specific part of the view as "drawing box. I already tried things like changing the line: [drawImage.image drawInRect:CGRectMake(0, 0, 768, 1024)]; to CGRectMake(58, 623, 240, 143)]; Which is the size and position the box has to be, but this is not working for me.
What happens when i change those kind of things: i can draw in the leftcorner of the view, but the actual lines display in the right box! But the drawing, plus the displaying of the code has to be in the box which is located at: X-58 y-623 and is W240 and H143.
I've searched the whole web for this specific thing but I could not find a good answer for this.
I hope you guys can help me out! It would be appreciated very much!
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.
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.