Removing lagging latency in drawing UIBezierPath s

2020-02-05 05:33发布

The code below draws smooth curved lines by overriding touches, but there is noticeable lagging or latency. The code uses addCurveToPoint and calls setNeedsDisplay after every 4 touch points which causes a jumpy appearance as the drawing doesn't keep up with finger movements. To remove the lagging or perceived latency, touch points 1, 2, 3 (leading up to touch point 4) could be temporarily filled with addQuadCurveToPoint and addLineToPoint.

  1. How can this actually be achieved in code to remove perceived lagging by using a temporary Line and QuadCurved line before displaying a final Curved line?

  2. If the below class is attached to one UIView (e.g. viewOne or self), how do I make a copy of the drawing to another UIView outside the class (e.g. viewTwo) after touchesEnded?

     //  ViewController.swift
    
    import UIKit
    
    class drawSmoothCurvedLinesWithLagging: UIView {
    
        let path=UIBezierPath()
        var incrementalImage:UIImage?
    
        var points = [CGPoint?](count: 5, repeatedValue: nil)
    
        var counter:Int?
    
        var strokeColor:UIColor?
    
        required init?(coder aDecoder: NSCoder) {
            super.init(coder: aDecoder)
        }
    
        override func drawRect(rect: CGRect) {
            autoreleasepool {
                incrementalImage?.drawInRect(rect)
                strokeColor = UIColor.blueColor()
                strokeColor?.setStroke()
                path.lineWidth = 20
                path.lineCapStyle = CGLineCap.Round
                path.stroke()
            }
        }
    
        override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
            counter = 0
    
            let touch: AnyObject? = touches.first
            points[0] = touch!.locationInView(self)
        }
    
        override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
            let touch: AnyObject? = touches.first
            let point = touch!.locationInView(self)
    
            counter = counter! + 1
            points[counter!] = point
    
    
            if counter == 2{
                //use path.addLineToPoint ?
                //use self.setNeedsDisplay() ?
            }
    
            if counter == 3{
                //use path.addQuadCurveToPoint ?
                //use self.setNeedsDisplay() ?
            }
    
            if counter == 4{
                points[3]! = CGPointMake((points[2]!.x + points[4]!.x)/2.0, (points[2]!.y + points[4]!.y)/2.0)
                path.moveToPoint(points[0]!)
                path.addCurveToPoint(points[3]!, controlPoint1: points[1]!, controlPoint2: points[2]!)
    
                self.setNeedsDisplay()
    
                points[0]! = points[3]!
                points[1]! = points[4]!
                counter = 1
            }
        }
    
        override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
            self.drawBitmap()
            self.setNeedsDisplay()
            path.removeAllPoints()
            counter = 0
        }
    
        override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
            self.touchesEnded(touches!, withEvent: event)
        }
    
        func drawBitmap(){
            UIGraphicsBeginImageContextWithOptions(self.bounds.size, true, 0.0)
            strokeColor?.setStroke()
            if((incrementalImage) == nil){
                let rectPath:UIBezierPath = UIBezierPath(rect: self.bounds)
                UIColor.whiteColor().setFill()
                rectPath.fill()
            }
    
            incrementalImage?.drawAtPoint(CGPointZero)
            path.stroke()
            incrementalImage = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
        }
    
    }
    
    class ViewController: UIViewController {
    
        override func viewDidLoad() {
            super.viewDidLoad()
            // Do any additional setup after loading the view, typically from a nib.
        }
    
        override func didReceiveMemoryWarning() {
            super.didReceiveMemoryWarning()
            // Dispose of any resources that can be recreated.
        }
    
    
    }
    

1条回答
ゆ 、 Hurt°
2楼-- · 2020-02-05 06:15
  1. Yes, adding a curve every few points will give it a stuttering lag. So, yes, you can reduce this affect by adding a line to points[1], adding a quad curve to points[2] and adding a cubic curve to points[3].

    As you said, make sure to add this to a separate path, though. So, in Swift 3/4:

    class SmoothCurvedLinesView: UIView {
        var strokeColor = UIColor.blue
        var lineWidth: CGFloat = 20
        var snapshotImage: UIImage?
    
        private var path: UIBezierPath?
        private var temporaryPath: UIBezierPath?
        private var points = [CGPoint]()
    
        override func draw(_ rect: CGRect) {
            snapshotImage?.draw(in: rect)
    
            strokeColor.setStroke()
    
            path?.stroke()
            temporaryPath?.stroke()
        }
    
        override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
            if let touch = touches.first {
                points = [touch.location(in: self)]
            }
        }
    
        override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
            guard let touch = touches.first else { return }
            let point = touch.location(in: self)
    
            points.append(point)
    
            updatePaths()
    
            setNeedsDisplay()
        }
    
        private func updatePaths() {
            // update main path
    
            while points.count > 4 {
                points[3] = CGPoint(x: (points[2].x + points[4].x)/2.0, y: (points[2].y + points[4].y)/2.0)
    
                if path == nil {
                    path = createPathStarting(at: points[0])
                }
    
                path?.addCurve(to: points[3], controlPoint1: points[1], controlPoint2: points[2])
    
                points.removeFirst(3)
    
                temporaryPath = nil
            }
    
            // build temporary path up to last touch point
    
            if points.count == 2 {
                temporaryPath = createPathStarting(at: points[0])
                temporaryPath?.addLine(to: points[1])
            } else if points.count == 3 {
                temporaryPath = createPathStarting(at: points[0])
                temporaryPath?.addQuadCurve(to: points[2], controlPoint: points[1])
            } else if points.count == 4 {
                temporaryPath = createPathStarting(at: points[0])
                temporaryPath?.addCurve(to: points[3], controlPoint1: points[1], controlPoint2: points[2])
            }
        }
    
        override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
            finishPath()
        }
    
        override func touchesCancelled(_ touches: Set<UITouch>?, with event: UIEvent?) {
            finishPath()
        }
    
        private func finishPath() {
            constructIncrementalImage()
            path = nil
            setNeedsDisplay()
        }
    
        private func createPathStarting(at point: CGPoint) -> UIBezierPath {
            let localPath = UIBezierPath()
    
            localPath.move(to: point)
    
            localPath.lineWidth = lineWidth
            localPath.lineCapStyle = .round
            localPath.lineJoinStyle = .round
    
            return localPath
        }
    
        private func constructIncrementalImage() {
            UIGraphicsBeginImageContextWithOptions(bounds.size, false, 0.0)
            strokeColor.setStroke()
            snapshotImage?.draw(at: .zero)
            path?.stroke()
            temporaryPath?.stroke()
            snapshotImage = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
        }
    }
    

    You could even marry this with iOS 9 predictive touches (as I described in my other answer), which could reduce lag even further.

  2. To take this resulting image and use it elsewhere, you can just grab the incrementalImage (which I renamed to snapshotImage, above), and drop it into an image view of the other view.

For Swift 2 rendition, see previous revision of this answer.

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