如何优化包含CATiledLayer图层子视图的UIView的绘制

时间:2011-02-07 02:42:30

标签: iphone ios core-animation catiledlayer loupe

我在UIScrollView中有一个包含许多UIView子视图的UIView。每个子视图都有一个CATiledLayer图层。此外,我有一个放大镜放大镜功能,在其上下文中绘制容器UIView(以及所有子视图)。相关代码:

这是放大镜的drawRect方法:

- (void)drawRect:(CGRect)rect 
{
CGContextRef context = UIGraphicsGetCurrentContext();

CGContextClipToMask( context , loupeRect, self.maskImage);
CGContextSetFillColorWithColor(context, [[UIColor whiteColor] CGColor]);
CGContextFillRect(context, loupeRect);

CGContextSaveGState( context );
CGContextScaleCTM(context, gridScale,  gridScale);
CGContextTranslateCTM(context, offset.x, offset.y);

CGRect rectToDraw = CGRectMake(-offset.x, -offset.y, 512, 512);
[appDelegate.gridViewController.objectContainerView drawInContext:context forRect:rectToDraw];

CGContextRestoreGState( context );

[overlayImage drawAtPoint:CGPointZero]; 
}

这是绘制子视图的容器UIView的drawInContext:forRect方法:

- (void)drawInContext:(CGContextRef)ctx forRect:(CGRect)rect {

CGRect newrect = CGRectMake(rect.origin.x-1024, rect.origin.y-1024, 2048, 2048);    

for (UIView* v in [self subviews]) {
    float viewscale = v.transform.a;        
    if (CGRectIntersectsRect(newrect,v.frame)) {
        CGContextSaveGState(ctx);
        CGContextScaleCTM(ctx, viewscale, viewscale);
        CGContextTranslateCTM(ctx, v.frame.origin.x/viewscale,  v.frame.origin.y/viewscale);
        [v drawLayer:v.layer inContext:ctx];
        CGContextRestoreGState(ctx);
    }
}   

[super drawLayer:self.layer inContext:ctx];
}

最后这是带有CATiledLayer的子视图的drawRect方法:

- (void)drawRect:(CGRect)rect {
    CGContextRef context = UIGraphicsGetCurrentContext();

    CGFloat scale = CGContextGetCTM(context).a;
    scale = (scale <= .125) ? .125 : (scale <= .250 ? .250 : (scale <= .5 ? .5 : 1));

    CATiledLayer *tiledLayer = (CATiledLayer *)[self layer];
    CGSize tileSize = tiledLayer.tileSize;

    tileSize.width /= scale;
    tileSize.height /= scale;

    int firstCol = floorf(CGRectGetMinX(rect) / tileSize.width);
    int lastCol = floorf((CGRectGetMaxX(rect)-1) / tileSize.width);
    int firstRow = floorf(CGRectGetMinY(rect) / tileSize.height);
    int lastRow = floorf((CGRectGetMaxY(rect)-1) / tileSize.height);


    for (int row = firstRow; row <= lastRow; row++) {
        for (int col = firstCol; col <= lastCol; col++) {           
            UIImage *tile = [self tileForScale:scale row:row col:col];
            CGRect tileRect = CGRectMake(tileSize.width * col, tileSize.height * row,
                                         tileSize.width, tileSize.height);

        tileRect = CGRectIntersection(self.bounds, tileRect);
            [tile drawInRect:tileRect];
        }
    }
}

现在,一切都按我想要的方式工作,但是当放大镜放大并且正在移动时,应用程序显着减慢速度。问题是,每次移动放大镜视图时,都会调用其drawRect方法(因此它可以更新放大的内容),随后调用容器UIView的drawInContext方法等等...导致所有CATiledLayers更新其图像每当放大镜移动时都会放置瓷砖。

正如您所看到的,我试图在放大镜的上下文中绘制更大部分的容器视图,但这就是我被困住的地方。我无法看到如何“缓冲”此容器视图的大部分内容,因此当移动放大镜时,仅当要重绘的矩形超出“缓冲”矩形时才会重绘子视图。

很抱歉,如果代码是草率/新手 - 我在中间并寻求帮助。

谢谢!

1 个答案:

答案 0 :(得分:1)

您可以一次预渲染放大镜/放大镜视图会显示的内容吗?我不确定你试图放大的显示器是相对静止还是不断变化。

在我的应用中,用户点按屏幕以放置其他视图。因为他们触摸&amp;移动他们的手指放大镜视图显示项目将被放置的确​​切位置。此外,当他们正在积极使用放大镜时,背景图像不会改变(他们可能会在其他时间平移/缩放/移动视图,而不是在放大镜正好打开时)。

由于我放大的显示器在放大过程中是静态的,我能够实现一个不会覆盖'draw'方法的放大镜。以下是整个实施;它由ViewController / touch处理程序实例化并持久化。

下面的技巧是截取整个窗口的截图并将其输入到放大镜的layer.contents。然后使用layer.contentsRect裁剪,缩放和放大将屏幕截图放在触摸点上。

  • 来自来电者的touchesBegin来电[_magnifier magnify...
  • 来自touchesMoved来电[_magnifier touchPointMovedTo...
  • 最后,touchesEnded致电[_magnifier removeFromSuperview];

MagnifierView.h

#import <UIKit/UIKit.h>
@interface MagnifierView : UIView {
    float _xscale;
    float _yscale;
    float _loupewidth;
    float _loupeheight;
    float _xzoom;
    float _yzoom;
}

- (void) magnify:(CGPoint) touchPoint;
- (void) touchPointMovedTo:(CGPoint) touchPoint;
@end

MagnifierView.m

#import "MagnifierView.h"
#import <QuartzCore/QuartzCore.h>

#define kMagnifierDiameter 120

@implementation MagnifierView

- (id)initWithFrame:(CGRect)frame {
    self = [super initWithFrame:CGRectMake(0, 0, kMagnifierDiameter, kMagnifierDiameter)];

    if (self) {
        self.layer.borderColor = [[UIColor darkGrayColor] CGColor];
        self.layer.borderWidth = 3;
        self.layer.cornerRadius = kMagnifierDiameter / 2;
        self.layer.masksToBounds = YES;


        UIImageView *crosshair = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"crosshairs.png"]];
        [crosshair setCenter:self.center];
        [self addSubview:crosshair];
        [crosshair release];
    }
    return self;
}

- (void) magnify:(CGPoint)touchPoint
{
    UIView *windowview = [[UIApplication sharedApplication] keyWindow];

    /// grab a screenshot of the window (sloppy; goal is to get a CGImageRef to put into this view's layer)
    UIGraphicsBeginImageContext(windowview.bounds.size);
    CGContextRef context = UIGraphicsGetCurrentContext();
    [windowview.layer renderInContext:context];
    UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext();  /// autoreleased
    UIGraphicsEndImageContext();


    /// while we have the image size update our positioning and zooming numbers
    _xscale = 1 / screenshot.size.width;    /// layer units are 0.0 - 1.0 so scale the numbers to that range
    _yscale = 1 / screenshot.size.height;
    _loupewidth = _xscale * CGRectGetWidth(self.frame);     /// scaled size of this view
    _loupeheight = _yscale * CGRectGetHeight(self.frame);
    _xzoom = (_xscale * 18);    /// arbitrary 16; make sure it's in scaled units (negative to zoom out)
    _yzoom = (_yscale * 18);


    /// set our layer contents to the imageRef of the screenshot above (again, sloppy; can we skip UIImage altogether?)
    CGImageRef imageRef = CGImageCreateWithImageInRect([screenshot CGImage], CGRectMake(0, 0, screenshot.size.width, screenshot.size.height));
    self.layer.contents = (id)imageRef;
    CGImageRelease(imageRef);

    /// add us to the window view and move us
    [windowview addSubview:self];
    [self touchPointMovedTo:touchPoint];
}

- (void) touchPointMovedTo:(CGPoint)touchPoint
{
    self.center = CGPointMake(touchPoint.x, touchPoint.y - 80); /// arbitrary 80 so we float 'above' your fat finger

    /// touchPoint is the center; figure out the x,y (top,left)
    float xcenter = (_xscale * touchPoint.x);
    float x = xcenter - (_loupewidth / 2);

    float ycenter = (_yscale * touchPoint.y);
    float y = ycenter - (_loupeheight / 2);

    /// with no additional adjustments this rect will just 'see through' to the screenshot
    CGRect seethrough = CGRectMake(x , y, _loupewidth, _loupeheight);

    /// RectInset with the zoom factor to scale up the contents
    self.layer.contentsRect = CGRectInset(seethrough, _xzoom, _yzoom);

}


- (void)dealloc {
    [super dealloc];
}


@end