The code below draws lines by overriding touches, however there is an artefact that persists when drawing, seen in the images below.
When changing direction while zig zagging drawing across the screen, sometimes the line turns into a flat straight corner instead of remaining circular. The artefact is also experienced when drawing on the spot in small circles, the drawing point flashes half circles sometimes leaving half circles and partial circle residue when the finger leave the screen.
The artefacts are intermittent and not in an entirely consistent or predictable pattern making it difficult to find the issue in the code. It is present both in the simulator and on device in iOS7 - iOS9.
A zip containing two video screen captures of drawing dots and lines along with the Xcode project are uploaded to DropBox in a file called Archive.zip (23MB) https://www.dropbox.com/s/hm39rdiuk0mf578/Archive.zip?dl=0
Questions:
1 - In code, what is causing this dot/half circle artefact and how can it be corrected?
class SmoothCurvedLinesView: UIView {
var strokeColor = UIColor.blueColor()
var lineWidth: CGFloat = 20
var snapshotImage: UIImage?
private var path: UIBezierPath?
private var temporaryPath: UIBezierPath?
private var points = [CGPoint]()
private var totalPointCount = 0
override func drawRect(rect: CGRect) {
snapshotImage?.drawInRect(rect)
strokeColor.setStroke()
path?.stroke()
temporaryPath?.stroke()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch: AnyObject? = touches.first
points = [touch!.locationInView(self)]
totalPointCount = totalPointCount + 1
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch: AnyObject? = touches.first
let point = touch!.locationInView(self)
points.append(point)
totalPointCount = totalPointCount + 1
updatePaths()
if totalPointCount > 50 {
constructIncrementalImage(includeTemporaryPath: false)
path = nil
totalPointCount = 0
}
setNeedsDisplay()
}
private func updatePaths() {
// update main path
while points.count > 4 {
points[3] = CGPointMake((points[2].x + points[4].x)/2.0, (points[2].y + points[4].y)/2.0)
if path == nil {
path = createPathStartingAtPoint(points[0])
}
path?.addCurveToPoint(points[3], controlPoint1: points[1], controlPoint2: points[2])
points.removeFirst(3)
}
// build temporary path up to last touch point
let pointCount = points.count
if pointCount == 2 {
temporaryPath = createPathStartingAtPoint(points[0])
temporaryPath?.addLineToPoint(points[1])
} else if pointCount == 3 {
temporaryPath = createPathStartingAtPoint(points[0])
temporaryPath?.addQuadCurveToPoint(points[2], controlPoint: points[1])
} else if pointCount == 4 {
temporaryPath = createPathStartingAtPoint(points[0])
temporaryPath?.addCurveToPoint(points[3], controlPoint1: points[1], controlPoint2: points[2])
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
constructIncrementalImage()
path = nil
setNeedsDisplay()
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
touchesEnded(touches!, withEvent: event)
}
private func createPathStartingAtPoint(point: CGPoint) -> UIBezierPath {
let localPath = UIBezierPath()
localPath.moveToPoint(point)
localPath.lineWidth = lineWidth
localPath.lineCapStyle = .Round
localPath.lineJoinStyle = .Round
return localPath
}
private func constructIncrementalImage(includeTemporaryPath includeTemporaryPath: Bool = true) {
UIGraphicsBeginImageContextWithOptions(bounds.size, false, 0.0)
strokeColor.setStroke()
snapshotImage?.drawAtPoint(CGPointZero)
path?.stroke()
if (includeTemporaryPath) { temporaryPath?.stroke() }
snapshotImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
}