我正在使用绘图应用,用户在视图上绘制内容。在同一个视图控制器上,我想创建一个按钮,它将擦除视图上的所有内容,并给它一个空白的平板。我该怎么做?我添加了附加到uiview的所有代码来绘制对象。
import uikit
class ViewController: UIViewController {
@IBOutlet weak var jj: draw!
@IBAction func enterScore(_ sender: Any) {
(view as? drawViewSwift)?.clear()
}}
import UIKit
struct stroke {
let startPoint: CGPoint
let endPoint: CGPoint
let color: CGColor
}
class drawViewSwift: subClassOFUIVIEW {
var isDrawing = false
var lastPoint : CGPoint!
var strokeColor : CGColor = UIColor.black.cgColor
var storkes = [stroke]()
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard !isDrawing else {return}
isDrawing = true
guard let touch = touches.first else {return}
let currentPoint = touch.location(in: self)
lastPoint = currentPoint
setNeedsDisplay()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard isDrawing else {return}
guard let touch = touches.first else {return}
setNeedsDisplay()
let currentPoint = touch.location(in: self)
print(currentPoint)
let sstroke = stroke(startPoint: lastPoint, endPoint: currentPoint, color: strokeColor)
storkes.append(sstroke)
lastPoint = currentPoint
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard isDrawing else {return}
isDrawing = false
guard let touch = touches.first else {return}
let currentPoint = touch.location(in: self)
let sstroke = stroke(startPoint: lastPoint, endPoint: currentPoint, color: strokeColor)
storkes.append(sstroke)
lastPoint = nil
setNeedsDisplay()
print(currentPoint)
}
private var clearing = false
func clear() {
clearing = true
setNeedsDisplay()
}
override func draw(_ rect: CGRect) {
super.draw(rect)
defer { setNeedsDisplay() }
let context = UIGraphicsGetCurrentContext()
guard !clearing else {
context?.clear(bounds)
context?.setFillColor(backgroundColor?.cgColor ?? UIColor.clear.cgColor)
context?.fill(bounds)
storkes.removeAll()
clearing = false
return
}
context?.setLineWidth(10)
context?.setLineCap(.round)
for stroke in storkes {
context?.beginPath()
context?.move(to:stroke.startPoint)
context?.addLine(to: stroke.endPoint)
context?.setStrokeColor(stroke.color)
context?.strokePath()
}
}
func crase() {
storkes = []
strokeColor = UIColor.black.cgColor
setNeedsDisplay()
}
}
class subClassOFUIVIEW: UIView {
override func awakeFromNib() {
layer.shadowOpacity = 1
layer.shadowOffset = CGSize(width: 1, height: 1)
layer.shadowPath = CGPath(rect: bounds, transform: nil)
layer.shadowPath = CGPath(rect: bounds, transform: nil)
}
}
class MyViewController : UIViewController {
override func loadView() {
let view = drawViewSwift()
view.backgroundColor = .white
let button = UIButton()
button.frame = CGRect(x: 150, y: 200, width: 200, height: 20)
button.setTitle("Clear", for: .normal)
button.setTitleColor(.blue, for: .normal)
button.addTarget(self, action: #selector(clear), for: .touchUpInside)
view.addSubview(button)
self.view = view
}
@objc func clear() {
(view as? drawViewSwift)?.clear()
}
}
答案 0 :(得分:0)
您可以在此drawViewSwift
课程中添加以下代码:
private var clearing = false
func clear() {
clearing = true
setNeedsDisplay()
}
此时你的drawRect应该改变以清除视图:
override func draw(_ rect: CGRect) {
super.draw(rect)
defer { setNeedsDisplay() }
let context = UIGraphicsGetCurrentContext()
guard !clearing else {
context?.clear(bounds)
context?.setFillColor(backgroundColor?.cgColor ?? UIColor.clear.cgColor)
context?.fill(bounds)
storkes.removeAll()
clearing = false
return
}
context?.setLineWidth(10)
context?.setLineCap(.round)
for stroke in storkes {
context?.beginPath()
context?.move(to:stroke.startPoint)
context?.addLine(to: stroke.endPoint)
context?.setStrokeColor(stroke.color)
context?.strokePath()
}
}
在守卫中,我们将调用上下文的clerk方法,该方法将上下文重置为其初始状态。此方法将导致上下文重绘透明视图。由于视图现在是透明的,我们必须重新绘制画布以再次使用背景颜色。我们在将填充颜色设置为视图的背景颜色后使用填充方法来完成。
此时剩下要做的就是清除我们的笔画数组并将清除值切换回false,这样我们就可以再画画了。
在视图控制器中,清除按钮只需调用此视图的清除方法。
在游乐场试试:
//: A UIKit based Playground for presenting user interface
import UIKit
import PlaygroundSupport
struct stroke {
let startPoint: CGPoint
let endPoint: CGPoint
let color: CGColor
}
class drawViewSwift: subClassOFUIVIEW {
var isDrawing = false
var lastPoint : CGPoint!
var strokeColor : CGColor = UIColor.black.cgColor
var storkes = [stroke]()
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard !isDrawing else {return}
isDrawing = true
guard let touch = touches.first else {return}
let currentPoint = touch.location(in: self)
lastPoint = currentPoint
setNeedsDisplay()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard isDrawing else {return}
guard let touch = touches.first else {return}
setNeedsDisplay()
let currentPoint = touch.location(in: self)
print(currentPoint)
let sstroke = stroke(startPoint: lastPoint, endPoint: currentPoint, color: strokeColor)
storkes.append(sstroke)
lastPoint = currentPoint
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard isDrawing else {return}
isDrawing = false
guard let touch = touches.first else {return}
let currentPoint = touch.location(in: self)
let sstroke = stroke(startPoint: lastPoint, endPoint: currentPoint, color: strokeColor)
storkes.append(sstroke)
lastPoint = nil
setNeedsDisplay()
print(currentPoint)
}
private var clearing = false
func clear() {
clearing = true
setNeedsDisplay()
}
override func draw(_ rect: CGRect) {
super.draw(rect)
defer { setNeedsDisplay() }
let context = UIGraphicsGetCurrentContext()
guard !clearing else {
context?.clear(bounds)
context?.setFillColor(backgroundColor?.cgColor ?? UIColor.clear.cgColor)
context?.fill(bounds)
storkes.removeAll()
clearing = false
return
}
context?.setLineWidth(10)
context?.setLineCap(.round)
for stroke in storkes {
context?.beginPath()
context?.move(to:stroke.startPoint)
context?.addLine(to: stroke.endPoint)
context?.setStrokeColor(stroke.color)
context?.strokePath()
}
}
func crase() {
storkes = []
strokeColor = UIColor.black.cgColor
setNeedsDisplay()
}
}
class subClassOFUIVIEW: UIView {
override func awakeFromNib() {
layer.shadowOpacity = 1
layer.shadowOffset = CGSize(width: 1, height: 1)
layer.shadowPath = CGPath(rect: bounds, transform: nil)
layer.shadowPath = CGPath(rect: bounds, transform: nil)
}
}
class MyViewController : UIViewController {
override func loadView() {
let view = drawViewSwift()
view.backgroundColor = .white
let button = UIButton()
button.frame = CGRect(x: 150, y: 200, width: 200, height: 20)
button.setTitle("Clear", for: .normal)
button.setTitleColor(.blue, for: .normal)
button.addTarget(self, action: #selector(clear), for: .touchUpInside)
view.addSubview(button)
self.view = view
}
@objc func clear() {
(view as? drawViewSwift)?.clear()
}
}
// Present the view controller in the Live View window
PlaygroundPage.current.liveView = MyViewController()
答案 1 :(得分:0)
您绘制和清除作品的代码。您应该更正viewController
代码和您选择的布局结构。我认为制作一个专门用于绘制的视图会更好,例如,您可以在主视图中有3个不同的对象,一个用于标签,另一个用于按钮,最后一个用作drawViewSwift
。使用这种结构,您的主视图可以处理对象之间的约束,而其他对象不会干扰绘图(并且显然是清洁......):
答案 2 :(得分:-1)
如果你的笔画数组太大了。我建议使用以下代码
let rectangle = CGRect(x: 0, y: 0, width: self.height, height: self.height)
CGContextSetFillColorWithColor(context, UIColor.white.CGColor)
CGContextAddRect(context, rectangle)
CGContextDrawPath(context, .Fill)
由于您在阵列笔划中拥有所有当前绘制的笔划。下面的方法也会起作用。
使用您的视图背景颜色重新绘制上面的笔划
override func clearView() {
let context = UIGraphicsGetCurrentContext()
context?.setLineWidth(10)
context?.setLineCap(.round)
for stroke in storkes {
context?.beginPath()
context?.move(to:stroke.startPoint)
context?.addLine(to: stroke.endPoint)
context?.setStrokeColor(UIColor.white.cgColor)
// Assuming your background color is white
context?.strokePath()
}
}