当我尝试在我的iPad中绘制“绘制应用程序”时,它会使用大量内存并最终崩溃(或者至少只是画线非常滞后)。我一直在寻找关于“绘图应用程序”的例子。我发现只有2个有效,但是当它们试图吸引它们时,两者都落后了很多。如果我使用iPhone / iPad模拟器绘制顺畅,但在我的iPad 2G上却落后了很多:(
我的应用程序的真正目的是“签名应用程序”,如果它可以帮助任何人;)
如果您有绘制应用程序的任何经验(或者可以看到我的代码出错的地方),请留下答案。我们将不胜感激!!
我的代码列在下面(也是截图):
ViewController.m:
#import "ViewController.h"
@interface ViewController ()
@end
@implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
drawImage = [[UIImageView alloc] initWithImage:nil];
drawImage.frame = self.view.frame;
[self.view addSubview:drawImage];
self.view.backgroundColor = [UIColor lightGrayColor];
mouseMoved = 0;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = NO;
UITouch *touch = [touches anyObject];
lastPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
mouseSwiped = YES;
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
UIGraphicsBeginImageContext(self.view.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 3.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 255.0, 255.0, 255.0, 1.0);
CGContextBeginPath(UIGraphicsGetCurrentContext());
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), currentPoint.x, currentPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
lastPoint = currentPoint;
mouseMoved++;
if (mouseMoved == 10) {
mouseMoved = 0;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(!mouseSwiped) {
UIGraphicsBeginImageContext(self.view.frame.size);
[drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 3.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 255.0, 255.0, 255.0, 1.0);
CGContextMoveToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), lastPoint.x, lastPoint.y);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextFlush(UIGraphicsGetCurrentContext());
drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
@end
ViewController.h:
#import <UIKit/UIKit.h>
@interface ViewController : UIViewController {
CGPoint lastPoint;
UIImageView *drawImage;
BOOL mouseSwiped;
int mouseMoved;
}
@end
答案 0 :(得分:1)
大多数性能问题可能来自于每次触摸事件上绘制上一张图像。 [drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
我要尝试的第一件事是创建一个从UIView派生的视图,并在drawRect中完成所有绘图。这样你就不会阻止每一次触摸事件。当您回复触摸事件时,您需要在自定义视图上调用setNeedsDisplay。
我要尝试的第二件事是使用CAShapeLayer作为自定义视图上的图层支持。执行此操作时,您不需要覆盖drawRect。你只需要为图层提供分数。