【发布时间】:2015-11-04 16:44:57
【问题描述】:
我有一个下面的类,当用户触摸他们的设备时,当附加到视图时会绘制曲线。问题是绘制的线条似乎比手指在屏幕上的位置滞后。当新的线路部分显示在距离触摸屏幕的手指一小段距离时,这种滞后足以引起人们的注意和轻微的烦人。
代码使用addCurveToPoint曲线方法。 (替代的addQuadCurveToPoint 曲线方法在质量曲线方面似乎不太优越,但在屏幕上显示速度更快。)
我怀疑这个问题与 setNeedsDisplay 被调用一次 counter == 4 时有关。在绘制曲线之前,代码似乎要等到在绘制时收到 4 个新的触摸点。理想情况下,在每个触摸点(即计数器 == 1)绘制一条曲线,消除滞后。 (更改 Counter == 1 似乎不起作用。)
我迷路了,不知道如何更新代码以进一步改进它以消除短暂的滞后但保留曲线。 需要对以下代码进行哪些更改才能消除短暂的延迟?
// Swift 2 code below tested using Xcode 7.0.1.
class drawView: UIView {
var path:UIBezierPath?
var incrementalImage:UIImage?
var points = [CGPoint?](count: 5, repeatedValue: nil)
var counter:Int?
var infoView:UIView = UIView()
var strokeColor:UIColor?
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.multipleTouchEnabled = false
self.backgroundColor = UIColor.whiteColor()
path = UIBezierPath()
path?.lineWidth = 20.0
strokeColor = UIColor.darkGrayColor()
path?.lineCapStyle = CGLineCap.Round
}
override init(frame: CGRect) {
super.init(frame: frame)
self.multipleTouchEnabled = false
path = UIBezierPath()
path?.lineWidth = 20.0
}
override func drawRect(rect: CGRect) {
incrementalImage?.drawInRect(rect)
strokeColor?.setStroke()
path?.stroke()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
counter = 0
let touch: AnyObject? = touches.first
points[0] = touch!.locationInView(self)
infoView.removeFromSuperview()
}
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 == 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()
}
}
【问题讨论】:
标签: ios swift uiview uikit uibezierpath