Drawing on Retina display? - ios

I recently made my app compatible with the newest retina iPad, but my drawings get all blurry. I then tried changing the contextWithOptions, but it became really laggy and jagged when I drew. Everything i've tried doesn't work. Any ideas?
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if (UIGraphicsBeginImageContextWithOptions != NULL) {
UIGraphicsBeginImageContextWithOptions((self.view.frame.size), NO, 1);
//becomes laggy if I set it to 0 or 2. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
} else {
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(), currentPoint.x, currentPoint.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 = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(!mouseSwiped) {
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();
}
UIGraphicsBeginImageContextWithOptions((self.view.frame.size), NO, 0);
[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();
}
Maybe I should change the image when the user ends touches? Any help please?

Correct, you do not want to try to create images for every touch in your view. You simply want to draw your path. Or, more accurately, you want your touch gesture to (a) update your model which consists of a bunch of arrays of paths (each path being, itself, an array of points); and (b) invoke the necessary call to update the UI for the updated model.
To render the drawings, you have two basic approaches:
Create a UIView subclass that has a drawRect method that iterates through your series of paths and draws them; or
Create a CAShapeLayer which uses your path and then do [self.view.layer addSublayer:layer].
Either technique is fine. But note, in neither of these techniques do you do any UIGraphicsBeginImageContext, UIGraphicsGetImageFromCurrentImageContext, and UIGraphicsEndImageContext during the gesture. You only do that if and when you want to save the drawing as an image (presumably well after the user's drawing gesture is done).
But if you do it this way, you'll have absolutely no problem keeping up with the user's gesture, even on retina screens. Manipulating images is a slow and memory-inefficient process, so you only want to do that sparingly.
By the way, if you made this series of paths as the central part of your drawing's model, it opens up other opportunities, too. For example, it will be easy to "undo" a path simply by removing that path object from your model and re-rendering your view. But if you saved it as an image, removing a couple of stokes becomes impractical.
In the end, you have to decide whether your app will be a vector drawing app (where your saved files are arrays of paths, possibly also with the option to save an image, too) or whether it's more of a bitmap editor (where, at the end, you discard the vector information and only save the bitmap). Regardless of which approach you adopt, employing path objects during the gesture will likely make the UI more responsive.

Related

How to erase from a UIImageView

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;
}

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 ?

Why does my Coregraphics drawingcode cause lag?

I'm working on an drawing app for iPhone. It works fine for like 5 seconds in the iPhone simulator but as more I draw it gets more laggy. When I test it on the device it gets even more laggy and I can't even draw a simple tree. When I check how high percent the processor is running at in xcode it usually go between 97-100%. Is there any way to fix this?
(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(CGSizeMake(320, 568));
[drawImage.image drawInRect:CGRectMake(0, 0, 320, 568)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 5.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 1, 0, 1);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGPathMoveToPoint(path, NULL, lastPoint.x, lastPoint.y);
CGPathAddLineToPoint(path, NULL, currentPoint.x, currentPoint.y);
CGContextAddPath(UIGraphicsGetCurrentContext(),path);
CGContextStrokePath(UIGraphicsGetCurrentContext());
[drawImage setFrame:CGRectMake(0, 0, 320, 568)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
[self.view addSubview:drawImage];
}
When running instruments on your method, I got the following results:
What that tells me:
Setting up a new context every time you want to draw something is
waste of time. consider only setting it up once, store it somewhere,
and you save almost a third of the time, the method currently needs
drawImage is the other most-consuming part. It will be enough to set that only once!
all other calls are almost negligible
There's a great talk about graphics performance including a demo and code walkthrough of a drawing app here:
https://developer.apple.com/videos/wwdc/2012/
The iOS App Performance: Graphics and Animations video

iOS : Repositioning UIGraphicsBeginImageContext and UIImageView

I've got code that allows me to draw on top of a UIImageView
- but I want to be able to limit the drawing area.
I've been able to limit the size, but now I'm unable to position it: if i change (0, 0) to anything else my image disappeared completely and the ability to draw stops working
drawImage - is a UIImageView
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
currentPoint = [touch locationInView:self];
UIGraphicsBeginImageContext(CGSizeMake(560, 660));
[drawImage.image drawInRect:CGRectMake(0, 0, 560, 660)];
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());
[drawImage setFrame:CGRectMake(0, 0, 560, 660)];
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
[self addSubview:drawImage];
}
any help is very much appreciated
I'm not sure I fully understand what you're trying to do, but I'll take a swing:
[drawImage.image drawInRect:CGRectMake(0, 0, 560, 660)];
This tells the image assigned to the drawImage to draw itself in the current context at 0,0. Since the context is a bitmap image context, its extent will be from 0,0 to 560,660. It seems to me that this is probably what you want to do, otherwise you would have blank areas in your bitmap. If you were to change that 0,0 to 10,0, I would expect there to be a 10pt wide blank area in the resulting bitmap (which seems like a waste).
Then later you do this:
[drawImage setFrame:CGRectMake(0, 0, 560, 660)];
This is setting the UIImageView's coordinates in its superview's coordinate system. If you change that 0,0 to, say, 5,5 I would expect your UIImageView to appear 5pt down and 5pt to the right in its superview.
You say you want to "limit the drawing area." I assume you mean the part where you're drawing over the image. The easiest way to do that would be to set a clip rect on the bitmap context before you draw. For instance, if you wanted to prevent drawing in a 10pt band around the edge of the image, you could do that like this:
UIGraphicsBeginImageContext(CGSizeMake(560, 660));
[drawImage.image drawInRect:CGRectMake(0, 0, 560, 660)];
CGContextClipToRect(UIGraphicsGetCurrentContext(), CGRectMake(10,10,540,640));
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
// ... and so on
Not 100% sure if that's what you're looking for, but hopefully it helps.
try by restricting the currentPoint
if (currentPoint.x <= 20 || currentPoint.x >= 280 || 
currentPoint.y <= 20 || currentPoint.y >= 400)
{
lastPoint = currentPoint;
return;
}

IOS: color with a pattern image

I have this code to colour with a simply line:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:drawImage];
UIGraphicsBeginImageContext(drawImage.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, drawImage.frame.size.width, drawImage.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 15.0);
//eraser
/*
if (eraser){
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 0, 0, 0);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeCopy);
}*/
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0, 0, 0, 1.0); //black
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
}
with this code I'm able to color in a view or imageview; I can choose color and size; but now I want to use a specific pattern to color this view; a specific png to use when touchmoved is called; can you help me?
Check out https://stackoverflow.com/a/707329/108574 if you want to draw pattern (tiled images).
However, you are doing it the wrong way in your code. You aren't supposed to draw to the graphics context during UI events. Drawing routines should be inside - (void)drawRect:(CGRect)rect of a UIView instance. When a UI event refreshes graphics, you record the new state somewhere, and then issue - (void)setNeedsDisplay message to the UIView instance to redraw.
Try colorWithPatternImage:
Creates and returns a color object using the specified image.
+ (UIColor *)colorWithPatternImage:(UIImage *)image
(reference)

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