I'm trying to draw a path on a high resolution image, that's nothing complicated for an iPhone but if I add shadow to my path everything lags. It lags only when I work on images with a certain resolution (2000 x 3000) even less.
The Storyboard vies are:
-Scroll View
-Image View
-Draw View
So I have the DrawingView on top of the ImageView when I need to draw.
So the ImageView and the DrawView (view.bounds.size
) have the same resolution as the image (e.g. 2000 x 3000) (there's the problem).
I'm drawing on a view with a high resolution.
I'm not directly calling drawRect:
but only calling setNeedsDisplay()
inside touchesBegan()
and touchesMoved()
after doing some operations (path.moveToPoint
, path.addCurveToPoint
, array operations) and adding points to my array.
In drawRect:
I essentially have:
override func drawRect(rect: CGRect) {
print(self.bounds.size)
UIColor.greenColor().setStroke()
path.lineCapStyle = .Round
path.lineJoinStyle = .Round
path.lineWidth = 60.0
context = UIGraphicsGetCurrentContext()!
CGContextAddPath(context, path.CGPath)
CGContextSetShadowWithColor(context, CGSizeZero, 14.0, UIColor.whiteColor().CGColor) // <-- with this shadow it lags a lot.
path.stroke()
}
My path is a UIBezierPath()
.
Any ideas to improve the speed?
Update:
I followed what @brimstone said. I now have ImageView with a lower resolution, but have to apply my drawn path to the high resolution image.
(I'm trying to hand crop an image with the path that the user draws)
In this code I already got my closed path:
let layer = CAShapeLayer()
layer.path = path.CGPath
self.imageToEditView.layer.mask = layer
UIGraphicsBeginImageContext(self.imageEdited.size)
self.imageToEditView.layer.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
let croppedCGImage = CGImageCreateWithImageInRect(image.CGImage!, CGPathGetBoundingBox(path.CGPath))
let croppedImage = UIImage(CGImage: croppedCGImage!)
self.imageToEditView.image = croppedImage
self.imageToEditView.layer.mask = nil
imageToEditView.bounds.size
= low resolution
imageEdited.size
= high resolution
I need to set the hight resolution (I think) when i renderInContext
. But how can I change the resolution of the imageView now?