开发者

"Flatten" or "Merge" Quartz 2D drawn lines

开发者 https://www.devze.com 2023-02-05 04:28 出处:网络
I\'m trying to figure out how you can flatten or merge alot of dynamicly drawn lines in Quartz 2D, I\'m drawing random lines over time on my stage, I add new line coordinates each time to an array a

I'm trying to figure out how you can flatten or merge alot of dynamicly drawn lines in Quartz 2D,

I'm drawing random lines over time on my stage, I add new line coordinates each time to an array and draw the array (with my drawRect and I push a new line in my array with a timer and a setNeedDisplay to acctually redraw all the previous lines plus the new one)

now the PROBLEM: after a while it starts to get slower and slower because the arrays are getting very long, so I though I should merge the coordinates into a flat image or something and clear the arrays to keep it memory healthy, but how do I do this?

This is my current workflow:

  • Call timer

    [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(drawdrawdraw) userInfo:nil repeats:YES];

  • Refresh the drawRect in my "drawdrawdraw" function

    -(void)drawdrawdraw{ [self setNeedsDisplay]; }

  • my drawRect

    -(void)drawRect:(CGRect)rect{
        viewContext = UIGraphicsGetCurrentContext();
    
        int count = [mijnArray_r_x count];
    
        float r_x = (float)(random() % 768);
        [mijnArray_r_x insertObject:[NSNumber numberWithFloat:r_x] atIndex:count];
    
        float r_y = (float)(random() % 1004);
        [mijnArray_r_y insertObject:[NSNumber numberWithFloat:r_y] atIndex:count];
    
        float r_w = (float)(random() % 100);
        [mijnArray_r_w insertObject:[NSNumber numberWithFloat:r_w] atIndex:count];
    
        float r_a = (float)(random() % 100);
        [mijnArray_r_a insertObject:[NSNumber numberWithFloat:r_a] atIndex:count];
    
    
        CGContextSetLineWidth(viewContext, 2.0);
        CGContextSetStrokeColorWithColor(viewContext, [UIColor blackColor].CGColor);
        for (int k = 0; k <= count; k++) {
    
            float temp_x = [[mijnArray_r_x objectAtIndex: k] floatValue];
            float temp_y = [[mijnArray_r_y objectAtIndex: k] floatValue];
            float temp_w = [[mijnArray_r_w objectAtIndex: k] floatValue];
            float temp_a = [[mijnArray_r_a objectAtIndex: k] floatValue];
    
            CGPoint pointpointpoint = CGPointMake(temp_x, temp_y);
            CGPoint pointpointpointpoint = CGPointMake(temp_w, temp_a);
            CGContextMoveToPoint(viewContext, pointpointpoint.x, pointpointpoint.y);
            CGContextAddLineToPoint(viewContext, pointpointpoint.x - pointpointpointpoint.x, pointpointpoint.y + pointpointpointpoint.y);
            CGContextStrokePath(viewContext);
     开发者_StackOverflow中文版   }
    } }
    


You can draw your lines into a UIImage by using UIGraphicsBeginImageContext(). This way, the time needed to draw will be constant, because in each iteration you're only drawing the cached image as a bitmap and the new lines you add.

- (void)drawRect:(CGRect)rect {
  [self.currentImage drawInRect:[self bounds]];
  UIGraphicsBeginImageContext([self bounds].size);
  CGContextRef cgContext = UIGraphicsGetCurrentContext();
  //Draw your lines into the cgContext here...
  self.currentImage = UIGraphicsGetImageFromCurrentImageContext();
  UIGraphicsEndImageContext();
}

This assumes that you have the property currentImage of type UIImage declared.

0

精彩评论

暂无评论...
验证码 换一张
取 消