【发布时间】:2014-02-10 07:55:56
【问题描述】:
需要一双新的眼睛,我的眼睛已经停止工作,无法再理解我自己的代码了......
我正在尝试使用笔在纸上的绘图风格制作绘图应用程序。以下是它的工作原理:
- 用户触摸,应用获取位置
- 设置了一个 var 来告诉 drawRect 配置 CGcontext、创建新路径、移动到点等(因为每当我在 drawRect 方法之外对 CGcontext 执行任何操作时,我总是在我的 nslog 中收到错误/警告)
- 然后设置 var 以确定当用户抬起手指时是放置点还是线
- 如果用户拖动,则更改 var 以告诉 drawRect 绘制一条线并调用 [self setneedsdisplay]
- 每次用户将手指放在屏幕上时,都会激活计时器,每隔 5 秒(或直到他们抬起手指),应用程序会“捕获”屏幕内容,将其粘贴在图像中并擦拭屏幕,替换图像并继续绘制(实际上是缓存图像,因此不必重新绘制所有这些线)
更新 #1 所以我重新写了它(因为它显然非常糟糕而且不起作用......)并最终得到了这个:
- (void)drawRect:(CGRect)rect {
[_incrImage drawInRect:rect]; /* draw image... this will be blank at first
and then supposed to be filled by the Graphics context so that when the view
is refreshed the user is adding lines ontop of an image (but to them it looks
like a continuous drawing)*/
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapSquare);
CGContextSetLineJoin(UIGraphicsGetCurrentContext(), kCGLineJoinRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), _brushW);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), [UIColor colorWithRed:_brushR green:_brushG blue:_brushB alpha:_brushO].CGColor);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeNormal);
CGContextAddPath(UIGraphicsGetCurrentContext(), _pathref);
CGContextDrawPath(UIGraphicsGetCurrentContext(), kCGPathStroke);
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
_drw = 2; //set this to draw a dot if the user taps
UITouch *touch = [touches anyObject];
_cp = [touch locationInView:self];
_lp = _cp;
CGPathRelease(_pathref); /* this line and the line below is to clear the
path so the app is drawing as little as possible (the idea is that as
the user draws and lifts their finger, the drawing goes into _incrImage
and then the contents is cleared and _incrImage is applied to the
screen so there is as little memory being used as possible and so the
user feels as if they're adding to what they've drawn when they touch
the device again) */
_pathref = CGPathCreateMutable();
CGPathMoveToPoint(_pathref, NULL, _lp.x, _lp.y);
touch = nil;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
_drw = 1; //user moved their finger, this was not a tap so they want
//to draw a line
UITouch *touch = [touches anyObject];
_cp = [touch locationInView:self];
CGPathAddLineToPoint(_pathref, NULL, _cp.x, _cp.y);
[self setNeedsDisplay]; //as the user moves their finger, it draws
_lp = _cp;
touch = nil;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
_cp = [touch locationInView:self];
switch (_drw) { //logic to determine what to draw when the user
//lifts their finger
case 1:
//line
CGPathAddLineToPoint(_pathref, NULL, _cp.x, _cp.y);
break;
case 2:
//dot
CGPathAddArc(_pathref, NULL, _cp.x, _cp.y, _brushW, 0.0, 360.0, 1);
break;
default:
break;
}
/* here's the fun bit, the Graphics context doesn't seem to be going
into _incrImage and therefore is not being displayed when the user
goes to continue drawing after they've drawn a line/dot on the screen */
UIGraphicsBeginImageContext(self.frame.size);
CGContextAddPath(UIGraphicsGetCurrentContext(), _pathref); /* tried adding
my drawn path to the context and then adding the context to the image
before the user taps down again and the path is cleared... not sure
why it isn't working. */
[_incrImage drawAtPoint:CGPointZero];
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self setNeedsDisplay]; //finally, refresh the contents
touch = nil;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
我的新问题是调用 drawRect 时所有内容都被删除了,并且 '_incrImage' 没有获取当前图形的内容并显示它们
__旧,我想不再需要,但留在这里以供参考___
这里是相关代码:
- (void)drawRect:(CGRect)rect {
/* REFERENCE: _drw: 0 = clear everything
1 = cache the screen contents in the image and display that
so the device doesn't have to re-draw everything
2 = set up new path
3 = draw lines instead of a dot at current point
4 = draw a 'dot' instead of a line
*/
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapSquare);
CGContextSetLineJoin(UIGraphicsGetCurrentContext(), kCGLineJoinRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), _brushW);
CGContextSetStrokeColorWithColor(UIGraphicsGetCurrentContext(), [UIColor colorWithRed:_brushR green:_brushG blue:_brushB alpha:_brushO].CGColor);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeNormal);
switch (_drw) {
case 0:
//clear everything...this is the first draw... it can also be called to clear the view
UIGraphicsBeginImageContext(self.frame.size);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeClear);
CGContextSetFillColorWithColor(UIGraphicsGetCurrentContext(), [UIColor clearColor].CGColor);
CGContextFillRect(UIGraphicsGetCurrentContext(), self.frame);
CGContextFlush(UIGraphicsGetCurrentContext());
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[_incrImage drawAtPoint:CGPointZero];
[_incrImage drawInRect:rect];
break;
case 1:
//capture the screen content and stick it in _incrImage...
then apply_incrImage to screen so the user can continue drawing ontop of it
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
[_incrImage drawAtPoint:CGPointZero];
[_incrImage drawInRect:rect];
break;
case 2:
//begin path and set everything up, this is called when touchesBegan: fires...
_incrImage = UIGraphicsGetImageFromCurrentImageContext();
[_incrImage drawAtPoint:CGPointZero];
[_incrImage drawInRect:rect];
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), _p.x, _p.y);
break;
case 3:
//add lines, this is after the path is created and set...this is fired when touchesMoved: gets activated and _drw is set to draw lines instead of adding dots
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), _p.x, _p.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
break;
case 4:
//this is fired when touchesEnd: is activated... this sets up ready if the app needs to draw a 'dot' or the arc with a fill...
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), _p.x, _p.y);
CGContextAddArc(UIGraphicsGetCurrentContext(), _p.x, _p.y, _brushW, 0.0, 360.0, 1);
CGContextFillPath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
break;
default:
break;
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
dTimer = [NSTimer timerWithTimeInterval:5.0 target:self selector:@selector(timeUP) userInfo:Nil repeats:YES];
_drw = 2;
UITouch *touch = [touches anyObject];
_p = [touch locationInView:self];
[self setNeedsDisplay];
_drw = 4;
}
- (void)timeUP {
_drw = 1;
[self setNeedsDisplay];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
_drw = 3;
UITouch *touch = [touches anyObject];
_p = [touch locationInView:self];
[self setNeedsDisplay];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event // (2)
{
[dTimer invalidate];
UITouch *touch = [touches anyObject];
_p = [touch locationInView:self];
[self setNeedsDisplay];
[self timeUP];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
我的问题是:
- 这样有效吗?还是有更好的方法来做到这一点? 和
- 为什么这不是绘图?我什么也没得到,但我可以看到我的内存正在被使用......
【问题讨论】:
标签: ios objective-c drawrect cgcontext