关于ios:在Swift中连续绘制UIBezierPath期间消除滞后延迟

Removing lagging latency during continuous period of drawing UIBezierPath in Swift

下面的代码通过覆盖触摸来绘制线条,但是在连续不间断的绘制期间开始出现滞后。手指在屏幕上移动的时间越长,这种滞后就会越积越多。结果是实际设备上的 CPU 几乎达到最大值(CPU 98% ),并且绘制的时间越长,生成的图像就越不稳定。

此外,当画得特别快时,尤其是在圆圈中,在 pathtemporaryPath(或 localPath)之间绘制的路径存在差异。尽管它们是在不同时间绘制的,但它们似乎同时出现在屏幕上,这在视觉上分散了两条快速绘制的路径。在下面的图像之一中,内部路径 (path) 似乎与外部路径 (temporaryPath) 相距一段距离。

1 – 如何消除连续绘制一段时间的滞后延迟?

2 – 如何消除绘制路径的差异?

3 – 如何更改 pathtemporaryPath 的 alpha/opacity?

enter

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class swiftView: UIView {

var strokeColor = UIColor.blueColor()
var lineWidth: CGFloat = 5
var snapshotImage: UIImage?

private var path: UIBezierPath?
private var temporaryPath: UIBezierPath?
private var points = [CGPoint]()

var counterPoints:Int?

required init?(coder aDecoder: NSCoder) {
    super.init(coder: aDecoder)
}

override func drawRect(rect: CGRect) {
    autoreleasepool {

    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)]

    counterPoints = 0
}

override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
    let touch: AnyObject? = touches.first
    let point = touch!.locationInView(self)

    points.append(point)
    let pointCount = points.count

    counterPoints = counterPoints! + 1

    if pointCount == 2 {
        temporaryPath = createPathStartingAtPoint(points[0])
        temporaryPath?.addLineToPoint(points[1])
        setNeedsDisplay()
    } else if pointCount == 3 {
        temporaryPath = createPathStartingAtPoint(points[0])
        temporaryPath?.addQuadCurveToPoint(points[2], controlPoint: points[1])
        setNeedsDisplay()
    } else if pointCount == 4 {
        temporaryPath = createPathStartingAtPoint(points[0])
        temporaryPath?.addCurveToPoint(points[3], controlPoint1: points[1], controlPoint2: points[2])
//            setNeedsDisplay()

        if counterPoints! < 50 {
            self.setNeedsDisplay()
        } else {
            temporaryPath = nil
            self.constructIncrementalImage()
            path = nil
            self.setNeedsDisplay()
            counterPoints = 0
        }

    } else if pointCount == 5 {
        points[3] = CGPointMake((points[2].x + points[4].x)/2.0, (points[2].y + points[4].y)/2.0)

        // create a quad bezier up to point 4, too

        if points[4] != points[3] {
            let length = hypot(points[4].x – points[3].x, points[4].y – points[3].y) / 2.0
            let angle = atan2(points[3].y – points[2].y, points[4].x – points[3].x)
            let controlPoint = CGPoint(x: points[3].x + cos(angle) * length, y: points[3].y + sin(angle) * length)

            temporaryPath = createPathStartingAtPoint(points[3])
            temporaryPath?.addQuadCurveToPoint(points[4], controlPoint: controlPoint)
        } else {
            temporaryPath = nil
        }

        if path == nil {
            path = createPathStartingAtPoint(points[0])
        }

        path?.addCurveToPoint(points[3], controlPoint1: points[1], controlPoint2: points[2])

        self.setNeedsDisplay()

        points = [points[3], points[4]]
    }
}

override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
    self.constructIncrementalImage()
    path = nil
    self.setNeedsDisplay()

    counterPoints = 0
}

override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
    self.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() {
    UIGraphicsBeginImageContextWithOptions(self.bounds.size, false, 0.0)
    strokeColor.setStroke()
    snapshotImage?.drawAtPoint(CGPointZero)
    path?.stroke()
    temporaryPath?.stroke()
    snapshotImage = UIGraphicsGetImageFromCurrentImageContext()
    UIGraphicsEndImageContext()
}

}


你问过:

  • How can the lagging latency over a period of continuous drawing be eliminated?
  • 正如您正确推测的那样,是的,创建快照并重置路径可以通过限制路径的长度来解决此问题。

    我知道您已经意识到这一点,但为了其他读者的利益,在 iOS 9 中您也可以使用预测性触控。在这个特定的算法中(其中(a)您只是添加到路径,但(b)每四个点根据下一个点进行调整,以确保两条三次贝塞尔曲线连接处没有不连续性)有点棘手,但可以做到。

  • How can the discrepancy in the paths drawn be eliminated?
  • 这是因为快照包含临时路径。但是该临时路径的全部目的是随着更多点的进入,它将被丢弃。因此,您不应将其包含在您创建的中间手势快照中。

    所以,我建议在快照函数中添加一个参数,指示是否应包含 temporaryPath。当在手势中调用它时,您将指定 includeTemporaryPathfalse,但在手势结束时调用它时,includeTemporaryPath 将是 true.

    例如:

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    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
            temporaryPath = 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()
        }
    }

    顺便说一句,虽然我是提供路径生成代码的人,但我意识到它可以简化一点。我也修复了一个错误。见上面的代码。

    然后你问:

  • How can the alpha/opacity of the path and temporaryPath be changed?
  • 您可以使用适当的 alpha 调整调用 setStroke 时使用的颜色。例如,如果您希望临时路径位于主路径 alpha 的一半,您可以执行以下操作:

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    override func drawRect(rect: CGRect) {
        snapshotImage?.drawInRect(rect)

        strokeColor.setStroke()
        path?.stroke()

        strokeColor.colorWithAlphaComponent(0.5).setStroke()
        temporaryPath?.stroke()
    }


    原创文章,作者:ItWorker,如若转载,请注明出处:https://blog.ytso.com/268673.html

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