Reputation: 28720
i want to create a path.something like i touch the screen and draw line in touchmove event.when line intersect from starting point.fill that path using any colour.
now see in the image i've drawn a line.i just want to detect if line intersects again to start point.then fill that path with my own desired color.also i m using core graphics to draw line but it's very slow on real device.could you tell me a way to improve speed?
Upvotes: 1
Views: 3136
Reputation: 39690
Core Graphics should definitely not be using [self setNeedsDisplay]
every time the image changes, which is probably why your code is so slow on the device. Drawing is slow. If you use OpenGL ES to draw the lines, it will be much quicker, at the expense of being more difficult to understand.
Upvotes: 0
Reputation: 39690
Header:
#import <UIKit/UIKit.h>
@interface myView : UIView {
CGMutablePathRef path;
CGPathRef drawingPath;
CGRect start;
BOOL outsideStart;
}
@end
Implementation:
#import "myView.h"
@implementation myView
- (id) init {
if (self = [super init]) {
self.userInteractionEnabled = YES;
self.multipleTouchEnabled = NO;
}
}
- (void) finishPath {
if (drawingPath) {
CGPathRelease(drawingPath);
}
CGPathCloseSubpath(path);
drawingPath = CGPathCreateCopy(path);
CGPathRelease(path);
path = NULL;
[self setNeedsDisplay];
return;
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
path = CGPathCreateMutable();
UITouch *t = [touches anyObject];
CGPoint p = [t locationInView:self];
start = CGRectZero;
start.origin = p;
start = CGRectInset(start,-10, -10);
outsideStart = NO;
CGPathMoveToPoint(path, NULL, p.x, p.y);
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if (!path) {
return;
}
UITouch *t = [touches anyObject];
CGPoint p = [t locationInView:self];
if (CGRectContainsPoint(start,p)) {
if (outsideStart) {
[self finishPath];
}
} else {
outsideStart = YES;
}
CGPathAddLineToPoint(path,NULL,p.x,p.y);
[self setNeedsDisplay];
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (!path) {
return;
}
[self finishPath];
}
- (void) touchesCanceled:(NSSet *)touches withEvent:(UIEvent *)event {
if (!path) {
return;
}
CGPathRelease(path);
path = NULL;
}
- (void) drawInRect:(CGRect)rect {
CGContextRef g = UIGraphicsGetCurrentContext();
if (drawingPath) {
CGContextAddPath(g,drawingPath);
[[UIColor redColor] setFill];
[[UIColor blackColor] setStroke];
CGContextDrawPath(g,kCGPathFillStroke);
}
if (path) {
CGContextAddPath(g,path);
[[UIColor blackColor] setStroke];
CGContextDrawPath(g,kCGPathStroke);
}
}
- (void) dealloc {
if (drawingPath) {
CGPathRelease(drawingPath);
}
if (path) {
CGPathRelease(path);
}
[super dealloc];
}
@end
Note that you will probably want to do something so you aren't actually calling setNeedsDisplay every time the path changes. This can get very slow. Suggestions include having an NSTimer that fires every x milliseconds to check if it needs to redisplay and do so if it does, or only redrawing if the touch has moved a significant distance.
Upvotes: 2