小编典典

在Swift中消除UIBezierPath平滑线中的滞后延迟

swift

下面的代码通过覆盖触摸来绘制平滑的曲线,但是存在明显的滞后或延迟。该代码每隔4个接触点使用addCurveToPoint并调用setNeedsDisplay一次,这会导致跳动的外观,因为图形无法跟上手指的移动。为了消除延迟或察觉到的延迟,可以用addQuadCurveToPoint和临时填充触摸点1、2、3(直至触摸点4)addLineToPoint

  1. 在代码中,如何在显示最终弯曲线之前通过使用临时线和QuadCurved线来实际消除滞后现象,从而在代码中实现呢?

  2. 如果将下面的类附加到一个类UIView(例如viewOne或self)上,如何UIView在该类之后将图形副本复制到该类之外的另一个类(例如viewTwo)上touchesEnded

     //  ViewController.swift
    

    import UIKit

    class drawSmoothCurvedLinesWithLagging: UIView {

    let path=UIBezierPath()
    var incrementalImage:UIImage?
    
    var points = [CGPoint?](count: 5, repeatedValue: nil)
    
    var counter:Int?
    
    var strokeColor:UIColor?
    
    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
    }
    
    override func drawRect(rect: CGRect) {
        autoreleasepool {
            incrementalImage?.drawInRect(rect)
            strokeColor = UIColor.blueColor()
            strokeColor?.setStroke()
            path.lineWidth = 20
            path.lineCapStyle = CGLineCap.Round
            path.stroke()
        }
    }
    
    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
        counter = 0
    
        let touch: AnyObject? = touches.first
        points[0] = touch!.locationInView(self)
    }
    
    override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
        let touch: AnyObject? = touches.first
        let point = touch!.locationInView(self)
    
        counter = counter! + 1
        points[counter!] = point
    
        if counter == 2{
            //use path.addLineToPoint ?
            //use self.setNeedsDisplay() ?
        }
    
        if counter == 3{
            //use path.addQuadCurveToPoint ?
            //use self.setNeedsDisplay() ?
        }
    
        if counter == 4{
            points[3]! = CGPointMake((points[2]!.x + points[4]!.x)/2.0, (points[2]!.y + points[4]!.y)/2.0)
            path.moveToPoint(points[0]!)
            path.addCurveToPoint(points[3]!, controlPoint1: points[1]!, controlPoint2: points[2]!)
    
            self.setNeedsDisplay()
    
            points[0]! = points[3]!
            points[1]! = points[4]!
            counter = 1
        }
    }
    
    override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
        self.drawBitmap()
        self.setNeedsDisplay()
        path.removeAllPoints()
        counter = 0
    }
    
    override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
        self.touchesEnded(touches!, withEvent: event)
    }
    
    func drawBitmap(){
        UIGraphicsBeginImageContextWithOptions(self.bounds.size, true, 0.0)
        strokeColor?.setStroke()
        if((incrementalImage) == nil){
            let rectPath:UIBezierPath = UIBezierPath(rect: self.bounds)
            UIColor.whiteColor().setFill()
            rectPath.fill()
        }
    
        incrementalImage?.drawAtPoint(CGPointZero)
        path.stroke()
        incrementalImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
    }
    

    }

    class ViewController: UIViewController {

    override func viewDidLoad() {
        super.viewDidLoad()
        // Do any additional setup after loading the view, typically from a nib.
    }
    
    override func didReceiveMemoryWarning() {
        super.didReceiveMemoryWarning()
        // Dispose of any resources that can be recreated.
    }
    

    }


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2020-07-07

共1个答案

小编典典

  1. 是的,每隔几个点添加一条曲线会产生滞后的滞后。因此,是的,您可以通过向添加一条线points[1],向添加一条四边形曲线points[2]和向添加一条三次曲线来减少这种影响points[3]

正如您所说,请确保将其添加到单独的路径。因此,在Swift 3/4中:

    class SmoothCurvedLinesView: UIView {
    var strokeColor = UIColor.blue
    var lineWidth: CGFloat = 20
    var snapshotImage: UIImage?

    private var path: UIBezierPath?
    private var temporaryPath: UIBezierPath?
    private var points = [CGPoint]()

    override func draw(_ rect: CGRect) {
        snapshotImage?.draw(in: rect)

        strokeColor.setStroke()

        path?.stroke()
        temporaryPath?.stroke()
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        if let touch = touches.first {
            points = [touch.location(in: self)]
        }
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
        guard let touch = touches.first else { return }
        let point = touch.location(in: self)

        points.append(point)

        updatePaths()

        setNeedsDisplay()
    }

    private func updatePaths() {
        // update main path

        while points.count > 4 {
            points[3] = CGPoint(x: (points[2].x + points[4].x)/2.0, y: (points[2].y + points[4].y)/2.0)

            if path == nil {
                path = createPathStarting(at: points[0])
            }

            path?.addCurve(to: points[3], controlPoint1: points[1], controlPoint2: points[2])

            points.removeFirst(3)

            temporaryPath = nil
        }

        // build temporary path up to last touch point

        if points.count == 2 {
            temporaryPath = createPathStarting(at: points[0])
            temporaryPath?.addLine(to: points[1])
        } else if points.count == 3 {
            temporaryPath = createPathStarting(at: points[0])
            temporaryPath?.addQuadCurve(to: points[2], controlPoint: points[1])
        } else if points.count == 4 {
            temporaryPath = createPathStarting(at: points[0])
            temporaryPath?.addCurve(to: points[3], controlPoint1: points[1], controlPoint2: points[2])
        }
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        finishPath()
    }

    override func touchesCancelled(_ touches: Set<UITouch>?, with event: UIEvent?) {
        finishPath()
    }

    private func finishPath() {
        constructIncrementalImage()
        path = nil
        setNeedsDisplay()
    }

    private func createPathStarting(at point: CGPoint) -> UIBezierPath {
        let localPath = UIBezierPath()

        localPath.move(to: point)

        localPath.lineWidth = lineWidth
        localPath.lineCapStyle = .round
        localPath.lineJoinStyle = .round

        return localPath
    }

    private func constructIncrementalImage() {
        UIGraphicsBeginImageContextWithOptions(bounds.size, false, 0.0)
        strokeColor.setStroke()
        snapshotImage?.draw(at: .zero)
        path?.stroke()
        temporaryPath?.stroke()
        snapshotImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
    }
}

您甚至可以将此与iOS9预测性触控结合使用如我在其他答案中所述,这可以进一步减少延迟。

  1. 要获取生成的图像并将其用于其他地方,您只需抓住incrementalImage(我在snapshotImage上面将其重命名为),然后将其放入另一个视图的图像视图中即可。
2020-07-07