我想让用户在A
上绘制一个矩形
我为最后一个触摸位置添加了两个变量
我添加了这个功能: -
UIImageView
我将方法添加到(func draw(from: CGPoint, to: CGPoint) {
UIGraphicsBeginImageContext(imageView.frame.size)
context = UIGraphicsGetCurrentContext()
context?.setStrokeColor(UIColor(red: 0, green: 0, blue: 0, alpha: 1.0).cgColor)
context?.setLineWidth(5.0)
let currentRect = CGRect(x: from.x,
y: from.y,
width: to.x - from.x,
height: to.y - from.y)
context?.addRect(currentRect)
context?.drawPath(using: .stroke)
context?.strokePath()
imageView.image?.draw(in: self.imageView.frame)
imageView.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
)它绘制了许多矩形
我将方法添加到(touchMoved
)它绘制一个,但是当用户移动触摸时它不会出现
touchEnded
我希望让用户在override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
firstTouchLocation = touch.location(in: self.view)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
lastTouchLocation = touch.location(in: self.view)
draw(from: firstTouchLocation, to: lastTouchLocation)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
lastTouchLocation = touch.location(in: self.view)
draw(from: firstTouchLocation, to: lastTouchLocation)
}
}
时扩展矩形,并在touchMoved
时绘制。
答案 0 :(得分:1)
您正在使用由前一个image
组成的新图片以及在其上绘制的矩形替换您的image
。不是从图像视图中绘制图像,而是绘制原始图像。
或者,您可以将矩形渲染为形状图层,然后只更新该形状图层的路径:
class ViewController: UIViewController {
@IBOutlet weak var imageView: UIImageView!
private let shapeLayer: CAShapeLayer = {
let _shapeLayer = CAShapeLayer()
_shapeLayer.fillColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 0).cgColor
_shapeLayer.strokeColor = #colorLiteral(red: 0, green: 0, blue: 0, alpha: 1).cgColor
_shapeLayer.lineWidth = 3
return _shapeLayer
}()
private var startPoint: CGPoint!
override func viewDidLoad() {
super.viewDidLoad()
imageView.layer.addSublayer(shapeLayer)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
startPoint = touches.first?.location(in: imageView)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let startPoint = startPoint, let touch = touches.first else { return }
let point: CGPoint
if let predictedTouch = event?.predictedTouches(for: touch)?.last {
point = predictedTouch.location(in: imageView)
} else {
point = touch.location(in: imageView)
}
updatePath(from: startPoint, to: point)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let startPoint = startPoint, let touch = touches.first else { return }
let point = touch.location(in: imageView)
updatePath(from: startPoint, to: point)
imageView.image = imageView.snapshot(afterScreenUpdates: true)
shapeLayer.path = nil
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
shapeLayer.path = nil
}
private func updatePath(from startPoint: CGPoint, to point: CGPoint) {
let size = CGSize(width: point.x - startPoint.x, height: point.y - startPoint.y)
let rect = CGRect(origin: startPoint, size: size)
shapeLayer.path = UIBezierPath(rect: rect).cgPath
}
}
其中:
extension UIView {
func snapshot(afterScreenUpdates: Bool = false) -> UIImage {
UIGraphicsBeginImageContextWithOptions(bounds.size, isOpaque, 0)
drawHierarchy(in: bounds, afterScreenUpdates: afterScreenUpdates)
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
}
这不仅更简单,而且效率更高。
产量:
顺便说一下,我可能建议在touchesMoved
中使用预测性触摸。在设备(不是模拟器)上,可以产生稍微响应的UI。