Drawing when not supposed to..? - ios

In my app, I draw a circle on the user's tap and drag. Where they tapped is the center of the circle and as they drag, the radius is up to their finger. Once you draw one circle, if you tap around a couple of times (without dragging), nothing happens but the next time you tap and drag, circles get created (the same sized circles as the last circle made) at each tap you made previously. This doesn't make sense to me because the only things I call on touchesBegan:withEvent are
UITouch *touch = [touches anyObject];
center = [touch locationInView:self];
It should be replacing center each time, but it draws an individual circle at each tap when you finally move your finger.
touchesMoved:
UITouch *touch = [touches anyObject];
endPoint = [touch locationInView:self];
distance = (uses center's attributes);
[self setNeedsDisplay];
touchesEnded:
[self drawBitmap];
drawBitmap:
if (!CGPointEqualToPoint(center, CGPointZero) && !CGPointEqualToPoint(endPoint, CGPointZero)) {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, 0.0);
if (!incrementalImage) { // first draw;
UIBezierPath *rectpath = [UIBezierPath bezierPathWithRect:self.bounds]; // enclosing bitmap by a rectangle defined by another UIBezierPath object
[[UIColor clearColor] setFill];
[rectpath fill]; // fill it
}
[incrementalImage drawAtPoint:CGPointZero];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, sW);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), r, g, b, o);
CGContextSetLineCap(context, kCGLineCapRound);
CGRect rectangle = CGRectMake(center.x - distance, center.y - distance, distance * 2, distance * 2);
CGContextAddEllipseInRect(context, rectangle);
CGContextStrokePath(context);
incrementalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
drawRect
[incrementalImage drawInRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, sW);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), r, g, b, o);
CGContextSetLineCap(context, kCGLineCapRound);
CGRect rectangle = CGRectMake(center.x - distance, center.y - distance, distance * 2, distance * 2);
CGContextAddEllipseInRect(context, rectangle);
CGContextStrokePath(context);
Why do circles get made after the taps, but only appear when you drag? Circles should only be drawn when you drag... Right? I'm almost 99% sure the problem is drawBitmap, but i'm not sure what I should do to check if it was only a tap or a drag. Also, if the problem is drawBitmap, why don't I see circles when touchesEnd? It's only on drag events that I see them. EDIT to be clear, I don't want circles to be drawn at all on single taps, only on drags.

You don't call drawing routines on your own. They have to be called when the system is ready for you do to your drawing -- it signals that it's ready by calling your drawRect:. You can run whatever drawing routines you like from there. You indicate to the system that you have something that needs to be drawn as soon as it's ready with setNeedsDisplay. That's why touchesMoved: is causing circles to be drawn. Add a call to setNeedsDisplay in touchesEnded: and you should see the results you're looking for.

Well, you only have [self setNeedsDisplay]; in touchesMoved:, which means that if you only tap, the view will not redraw. You do not redraw on touchesEnded:. So that explains part of the behavior.
As for the rest of it, I would put breakpoints or NSLogs to debug what's really happening.

Related

3D-Touch changing line-width of CGContext - crossing lines is buggy

I want to change the width of the line with 3D-touch while drawing. I'm using the library ACEDrawingView which uses this code to draw:
- (void)draw
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context, path);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, self.lineWidth);
CGContextSetStrokeColorWithColor(context, self.lineColor.CGColor);
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGContextSetAlpha(context, self.lineAlpha);
CGContextStrokePath(context);
}
I use this code to change the lineWidth based on the pressure in touchesMoved:
// save all the touches in the path
UITouch *touch = [touches anyObject];
//3d touch
CGFloat maximumPossibleForce = touch.maximumPossibleForce;
CGFloat force = touch.force;
CGFloat normalizedForce = force/maximumPossibleForce;
CGFloat lineWidth = normalizedForce * 10;
self.currentTool.lineWidth = lineWidth;
It all works good until I draw another line which crosses the previous one. Then it looks like the image above.
Any help would be greatly appreciated! Please ask for more code if needed, or take a quick look at ACEDrawingView. Thank you!

Objective C - Sketch Application will not draw long lines

I have an iPhone app where I provide a sketch pad for the user to save a signature. An UIImageView gets added to the main view and that holds the strokes. For some reason you can only draw short lines on the pad like the following image.
I have another application for the iPad that uses the same code and it works fine. I'm not sure what could be causing it. I'm not using any touch or gesture code that would interfere with it. The following is some of the code I use.
UPDATE: If I create a UIViewController with the same class and make it the root view controller then it works fine. Something in my navigation hierarchy is doing something weird.
-(void)SetUpSignaturePad{
//create a frame for our signature capture
imageFrame = CGRectMake(self.view.frame.origin.x,
self.view.frame.origin.y,
self.view.frame.size.width + 23,
self.view.frame.size.height + 7 );
//allocate an image view and add to the main view
mySignatureImage = [[UIImageView alloc] initWithImage:nil];
mySignatureImage.frame = imageFrame;
mySignatureImage.backgroundColor = [UIColor whiteColor];
[self.view 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];
//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 {
//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
};
}
I'm sorry to tell you that I haven't a real solution, but your problem most probably is due to performance issues. Why? Because you are creating an image each time a gesture is detected. Creating images requires of screen renderings that takes time and resources.
You should base your code on same project that has drawing functionalities, usually that use a view that updates their draw in the drawRect method, for you maybe a CAShapeLaywr is also fine.
Run Time Profiler in instruments and search wich method is tanking time.

CGContext does not update immediately

The Problem: I have a small game where u can scratch a image above another image. The upper image becomes invisible where you are scratching. The whole thing is placed into a SpriteKit view. The problem is, that on weaker devices (iPhone4) the scratching image is only updated when the user stops scratching.
I assume that the image is only updated when the user does not scratch until the image is completely rendered and displayed.
Can someone suggest a better way to see the scratching immediately. I am aware that the scratching consumes a lot of performance but I dont mind if it lags a little.
Here the code:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[_scratchImage 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);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 25.0f );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextSetBlendMode (UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextStrokePath(UIGraphicsGetCurrentContext());
_scratchImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
_lastPoint = currentPoint;
SKTexture* scratchTexture = [SKTexture textureWithImage:_scratchImage];
_scratchSprite.texture = scratchTexture;
}
UPDATE
I ended up recording the points as suggested in the correct answer. But other than updating the image in a CADisplayLink callback I updated the screen in a
-(void)update(float currentTime)
callback from SpriteKit (Which is kind of the same for SpriteKit use cases)
My code in the update method looks like the following:
-(void)displayUpdated
{
UIGraphicsBeginImageContext(self.view.frame.size);
[_scratchImage drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGMutablePathRef linePath = nil;
linePath = CGPathCreateMutable();
CGPathMoveToPoint(linePath, NULL, _lastPoint.x, _lastPoint.y);
for (NSValue* val in _recordedPoints) {
CGPoint p = [val CGPointValue];
CGPathAddLineToPoint(linePath, NULL, p.x, p.y);
NSLog(#"%f, %f", p.x, p.y);
_lastPoint = p;
}
//flush array
[_recordedPoints removeAllObjects];
CGContextAddPath(UIGraphicsGetCurrentContext(), linePath);
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 25.0f );
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
CGContextSetBlendMode (UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextStrokePath(UIGraphicsGetCurrentContext());
_scratchImage = UIGraphicsGetImageFromCurrentImageContext();
CGPathRelease(linePath);
UIGraphicsEndImageContext();
SKTexture* scratchTexture = [SKTexture textureWithImage:_scratchImage];
_scratchSprite.texture = scratchTexture;
}
A more performant code would also hold a reference to the context but I could not manage to get that working. If someone can suggest a solution I would be happy. Nevertheless my Framerate on a iPhone 4 went up to 25-30 fps from about 5 fps.
I would try the following:
Measure in Instruments.app Time Profiler.
Speed up drawing by creating a CGBitmapContext as an instance variable. Then you can skip the [_scratchImage drawInRect:...] in each step.
Separate the drawing and the event handling. Right now, you will always create a new UIImage for each touch event. It could be better to coalesce the stroked lines so the creation of a UIImage does not happen as often. E.g. put the line segments in a queue and draw in a callback from CADisplayLink.
I don't know much about SpriteKit, In UIView, you should put your drawing code in drawRect method. Is it the same as SpriteKit ?

Drawing line in UIImageView

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.

Custom drawing on UIView gets pixelated when zooming in

I'm having some issues while trying to draw lines smoothly on touches moved when my UIView is zoomed in. The thing is that lines start to look very pixelated upon certain zoom level.
My view hierarchy is really simple as of now, since this is more like a proof of concept. I have a UIScrollView, my UIView as a child and also it is set as the zoom view.
My drawRect: implementation looks like this:
CGContextRef context = UIGraphicsGetCurrentContext();
[self.layer renderInContext:context];
CGPoint mid1 = midPoint(_previousPoint1, _previousPoint2);
CGPoint mid2 = midPoint(_currentPoint, _previousPoint1);
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGContextMoveToPoint(context, mid1.x, mid1.y);
CGContextAddQuadCurveToPoint(context, _previousPoint1.x, _previousPoint1.y, mid2.x, mid2.y);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetLineWidth(context, self.lineWidth);
CGContextSetStrokeColorWithColor(context, self.lineColor.CGColor);
CGContextStrokePath(context);
Dumping the contents of the layer into the context is an important part since I'm only refreshing the bounding box enclosing the path formed by the last three touched points (_previousPoint1, _previousPoint2 and _currentPoint).
That operation is actually done on touchesMoved method and the function that handles it is the following:
- (void)calculateMinImageArea:(CGPoint)pp1 :(CGPoint)pp2 :(CGPoint)cp
{
// calculate mid point
CGPoint mid1 = midPoint(pp1, pp2);
CGPoint mid2 = midPoint(cp, pp1);
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, mid1.x, mid1.y);
CGPathAddQuadCurveToPoint(path, NULL, pp1.x, pp1.y, mid2.x, mid2.y);
CGRect bounds = CGPathGetBoundingBox(path);
CGPathRelease(path);
CGRect drawBox = [self extendedRect:bounds];
UIGraphicsBeginImageContext(drawBox.size);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIGraphicsEndImageContext();
[self setNeedsDisplayInRect:drawBox];
}
I was able to find a workaround using CAShapeLayers to draw the paths. However, the low performance wasn't acceptable.
I would really appreciate if someone can point me to the right approach.
Thanks.
[self setContentScaleFactor:scale];
use this in scrollViewDidEndZooming: delegate method
Hope this help's you

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