正如在之前的StackOverflow问题中向我建议的那样,我正在尝试改进我的绘图方法,让我的用户将线条/点绘制成UIView。我现在正在尝试使用CAShapeLayer而不是dispatch_async进行绘制。这一切都正常,但是,当触摸移动变得缓慢而且路径滞后时,不断地进入CAShapeLayer,而我的旧(效率低下我被告知)代码工作得非常流畅和快速。您可以在下面看到我的旧代码。
有没有办法改善我想做的表现?也许我正在过度思考。
我很感激提供任何帮助。
代码:
@property (nonatomic, assign) NSInteger center;
@property (nonatomic, strong) CAShapeLayer *drawLayer;
@property (nonatomic, strong) UIBezierPath *drawPath;
@property (nonatomic, strong) UIView *drawView;
@property (nonatomic, strong) UIImageView *drawingImageView;
CGPoint points[4];
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
self.center = 0;
points[0] = [touch locationInView:self.drawView];
if (!self.drawLayer)
{
CAShapeLayer *layer = [CAShapeLayer layer];
layer.lineWidth = 3.0;
layer.lineCap = kCALineCapRound;
layer.strokeColor = self.inkColor.CGColor;
layer.fillColor = [[UIColor clearColor] CGColor];
[self.drawView.layer addSublayer:layer];
self.drawView.layer.masksToBounds = YES;
self.drawLayer = layer;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
self.center++;
points[self.center] = [touch locationInView:self.drawView];
if (self.center == 3)
{
UIBezierPath *path = [UIBezierPath bezierPath];
points[2] = CGPointMake((points[1].x + points[3].x)/2.0, (points[1].y + points[3].y)/2.0);
[path moveToPoint:points[0]];
[path addQuadCurveToPoint:points[2] controlPoint:points[1]];
points[0] = points[2];
points[1] = points[3];
self.center = 1;
[self drawWithPath:path];
}
}
- (void)drawWithPath:(UIBezierPath *)path
{
if (!self.drawPath)
{
self.drawPath = [UIBezierPath bezierPath];
}
[self.drawPath appendPath:path];
self.drawLayer.path = self.drawPath.CGPath;
[self.drawLayer setNeedsDisplay];
// Below code worked faster and didn't lag behind at all really
/*
dispatch_async(dispatch_get_main_queue(),
^{
UIGraphicsBeginImageContextWithOptions(self.drawingImageView.bounds.size, NO, 0.0);
[self.drawingImageView.image drawAtPoint:CGPointZero];
[self.inkColor setStroke];
[path stroke];
self.drawingImageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
});
*/
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if (self.center == 0)
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:points[0]];
[path addLineToPoint:points[0]];
[self drawWithPath:path];
}
self.drawLayer = nil;
self.drawPath = nil;
}
答案 0 :(得分:2)
这个问题引起了我的兴趣,因为我总是发现UIBezierPath / shapeLayer速度相对较快。
重要的是要注意,在上面的代码中,您继续向drawPath添加点。随着这种情况的增加,appendPath方法成为真正的资源负担。同样,一遍又一遍地连续渲染相同的点是没有意义的。
作为旁注,增加lineWidth和添加lineCap(无论方法如何)都会有明显的性能差异。为了比较Apples和Apples,在下面的测试中,我将两者都保留为默认值。
我拿了你上面的代码并稍微改了一下。我使用的技术是在将当前渲染提交到图像之前,将触摸点添加到BezierPath,直到达到每个确定的数量。这与您的原始方法类似,但是,考虑到每个touchEvent都没有发生这种情况。它的CPU密集程度要低得多。我在最慢的设备(iPhone 4S)上测试了这两种方法,并注意到初始实现时的CPU利用率在绘制时始终保持在75-80%左右。使用修改后的/ CAShapeLayer方法,CPU利用率始终保持在10-15%左右。使用第二种方法,内存使用率仍然很小。
以下是我使用的代码;
@interface MDtestView () // a simple UIView Subclass
@property (nonatomic, assign) NSInteger cPos;
@property (nonatomic, strong) CAShapeLayer *drawLayer;
@property (nonatomic, strong) UIBezierPath *drawPath;
@property (nonatomic, strong) NSMutableArray *bezierPoints;
@property (nonatomic, assign) NSInteger pointCount;
@property (nonatomic, strong) UIImageView *drawingImageView;
@end
@implementation MDtestView
CGPoint points[4];
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder{
self = [super initWithCoder:aDecoder];
if (self) {
//
}
return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
self.cPos = 0;
points[0] = [touch locationInView:self];
if (!self.drawLayer)
{
// this should be elsewhere but kept it here to follow your code
self.drawLayer = [CAShapeLayer layer];
self.drawLayer.backgroundColor = [UIColor clearColor].CGColor;
self.drawLayer.anchorPoint = CGPointZero;
self.drawLayer.frame = self.frame;
//self.drawLayer.lineWidth = 3.0;
// self.drawLayer.lineCap = kCALineCapRound;
self.drawLayer.strokeColor = [UIColor redColor].CGColor;
self.drawLayer.fillColor = [[UIColor clearColor] CGColor];
[self.layer insertSublayer:self.drawLayer above:self.layer ];
self.drawingImageView = [UIImageView new];
self.drawingImageView.frame = self.frame;
[self addSubview:self.drawingImageView];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if (!self.drawPath)
{
self.drawPath = [UIBezierPath bezierPath];
// self.drawPath.lineWidth = 3.0;
// self.drawPath.lineCapStyle = kCGLineCapRound;
}
// grab the current time for testing Path creation and appending
CFAbsoluteTime cTime = CFAbsoluteTimeGetCurrent();
self.cPos++;
//points[self.cPos] = [touch locationInView:self.drawView];
points[self.cPos] = [touch locationInView:self];
if (self.cPos == 3)
{
/* uncomment this block to test old method
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:points[0]];
points[2] = CGPointMake((points[1].x + points[3].x)/2.0, (points[1].y + points[3].y)/2.0);
[path addQuadCurveToPoint:points[2] controlPoint:points[1]];
points[0] = points[2];
points[1] = points[3];
self.cPos = 1;
dispatch_async(dispatch_get_main_queue(),
^{
UIGraphicsBeginImageContextWithOptions(self.drawingImageView.bounds.size, NO, 0.0);
[self.drawingImageView.image drawAtPoint:CGPointZero];
// path.lineWidth = 3.0;
// path.lineCapStyle = kCGLineCapRound;
[[UIColor redColor] setStroke];
[path stroke];
self.drawingImageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSLog(@"it took %.2fms to draw via dispatchAsync", 1000.0*(CFAbsoluteTimeGetCurrent() - cTime));
});
*/
// I've kept the original structure in place, whilst comparing apples for apples. we really don't need to create
// a new bezier path and append it. We can simply add the points to the global drawPath, and zero it at an
// appropriate point. This would also eliviate the need for appendPath
// /*
[self.drawPath moveToPoint:points[0]];
points[2] = CGPointMake((points[1].x + points[3].x)/2.0, (points[1].y + points[3].y)/2.0);
[self.drawPath addQuadCurveToPoint:points[2] controlPoint:points[1]];
points[0] = points[2];
points[1] = points[3];
self.cPos = 1;
self.drawLayer.path = self.drawPath.CGPath;
NSLog(@"it took %.2fms to render %i bezier points", 1000.0*(CFAbsoluteTimeGetCurrent() - cTime), self.pointCount);
// 1 point for MoveToPoint, and 2 points for addQuadCurve
self.pointCount += 3;
if (self.pointCount > 100) {
self.pointCount = 0;
[self commitCurrentRendering];
}
// */
}
}
- (void)commitCurrentRendering{
CFAbsoluteTime cTime = CFAbsoluteTimeGetCurrent();
@synchronized(self){
CGRect paintLayerBounds = self.drawLayer.frame;
UIGraphicsBeginImageContextWithOptions(paintLayerBounds.size, NO, [[UIScreen mainScreen]scale]);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(context, kCGBlendModeCopy);
[self.layer renderInContext:context];
CGContextSetBlendMode(context, kCGBlendModeNormal);
[self.drawLayer renderInContext:context];
UIImage *previousPaint = UIGraphicsGetImageFromCurrentImageContext();
self.layer.contents = (__bridge id)(previousPaint.CGImage);
UIGraphicsEndImageContext();
[self.drawPath removeAllPoints];
}
NSLog(@"it took %.2fms to save the context", 1000.0*(CFAbsoluteTimeGetCurrent() - cTime));
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if (self.cPos == 0)
{
/* //not needed
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:points[0]];
[path addLineToPoint:points[0]];
[self drawWithPath:path];
*/
}
if (self.cPos == 2) {
[self commitCurrentRendering];
}
// self.drawLayer = nil;
[self.drawPath removeAllPoints];
}
@end