Reputation: 195
I draw something finger touch use bitmap.
First I draw the line to bitmap.
Then draw bitmap to the screen.
But the question is using this way,lines are blurred.
Below is a comparison.
picture1 is directly drawing onto the screen. picture2 is using bitmap. Here is my code:
- (BOOL)CreateBitmapContext:(int)pixelsWide High:(int)pixelsHight
{
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitMapBytesPerRow;
bitMapBytesPerRow = (pixelsWide * 4);
bitmapByteCount = (bitMapBytesPerRow * pixelsHight);
colorSpace = CGColorSpaceCreateDeviceRGB();
bitmapData = malloc(bitmapByteCount);
if (bitmapData == NULL)
{
CGColorSpaceRelease(colorSpace);
return NO;
}
tempContext = CGBitmapContextCreate(bitmapData, pixelsWide, pixelsHight, 8, bitMapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
if (tempContext == NULL)
{
CGColorSpaceRelease(colorSpace);
free(bitmapData);
return NO;
}
CGColorSpaceRelease(colorSpace);
return YES;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint p = [touch locationInView:self];
[tool setFirstPoint:p];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint p = [touch locationInView:self];
CGPoint previous = [touch previousLocationInView:self];
[tool moveFromPoint:previous toPoint:p];
[tool draw:tempContext];
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect
{
// Drawing code
CGContextRef myContext = UIGraphicsGetCurrentContext();
myImage = CGBitmapContextCreateImage (tempContext);// 5
CGContextDrawImage(myContext, rect, myImage);// 6
}
So what wrong with it??
Anyone?
Upvotes: 0
Views: 336
Reputation: 1131
Your device probably has a retina screen. On those screens, you need to allocate a bitmap that is the same pixel resolution of the screen, or it'll be a little blurry when you render it back. The confusing part is if you just do [[UIScreen mainScreen] bounds]
to determine the pixel resolution, then your image will be half the needed pixel resolution. This is because the bounds values represent density-independent points, not pixels. You compensate for this by also reading [[UIScreen mainscreen] scale]
which will return 2.0
on retina devices.
Upvotes: 1