So here's what's going on: When I draw, the Bezier lines are very smooth. I applied the concept of making control points and end points in order to make the smoothness possible. However, I cannot find the problem of what's causing the lag.
When I draw, I check my CPU usage and it goes from around 50% to 90% in 5 seconds. I made sure that when I'm done drawing, my points are erased while a buffer is made to create an image of what I drew.
My guess is too many points are drawn at the same time in the touchesMoved? There must be something where points are being filled which could be too much for the program to handle.
#import "SmoothedBIView.h"
@implementation SmoothedBIView
{
UIBezierPath *path;
UIImage *incrementalImage;
CGPoint pts[5]; // need to keep track of the four points of a Bezier segment and the first control point of the next segment
uint ctr;
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super initWithCoder:aDecoder])
{
[self setMultipleTouchEnabled:NO];
[self setBackgroundColor:[UIColor whiteColor]];
path = [UIBezierPath bezierPath];
[path setLineWidth:2.0];
}
return self;
}
/* - (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setMultipleTouchEnabled:NO];
path = [UIBezierPath bezierPath];
[path setLineWidth:2.0];
}
return self;
}
*/
animation.
- (void)drawRect:(CGRect)rect
{
[incrementalImage drawInRect:rect];
[path stroke];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
ctr = 0;
UITouch *touch = [touches anyObject];
pts[0] = [touch locationInView:self];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint p = [touch locationInView:self];
ctr++;
pts[ctr] = p;
if (ctr == 4)
{
pts[3] = CGPointMake((pts[2].x + pts[4].x)/2.0, (pts[2].y + pts[4].y)/2.0); // move the endpoint to the middle of the line joining the second control point of the first Bezier segment and the first control point of the second Bezier segment
[path moveToPoint:pts[0]];
[path addCurveToPoint:pts[3] controlPoint1:pts[1] controlPoint2:pts[2]]; // add a cubic Bezier from pt[0] to pt[3], with control points pt[1] and pt[2]
[self setNeedsDisplay];
// replace points and get ready to handle the next segment
pts[0] = pts[3];
pts[1] = pts[4];
ctr = 1;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[self drawBitmap];
/*[self setNeedsDisplay]; */
[path removeAllPoints];
ctr = 0;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[self touchesEnded:touches withEvent:event];
}
- (void)drawBitmap
{
UIGraphicsBeginImageContextWithOptions(self.bounds.size, YES, 0.0);
if (!incrementalImage)
{
UIBezierPath *rectpath = [UIBezierPath bezierPathWithRect:self.bounds];
[[UIColor whiteColor] setFill];
[rectpath fill];
}
[incrementalImage drawAtPoint:CGPointZero];
[[UIColor blackColor] setStroke];
[path stroke];
incrementalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
@end