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Quartz 2D drawRect method (iPhone)

I've got 4 different iPhone/Cocoa/Core Animation/Objective-C books in front of me, along with numerous sample code from the web. Yet somehow I still feel like I'm missing some fundamental understanding of how drawing works in Quartz 2D.

Is drawRect() meant to simply be a hook in which to execute your drawing code? Or is this method supposed to also redraw regions that are "damaged", and need repainting? Can I just draw my stuff once and then it "sticks", or must I repaint the whole scene at any time via drawRect()? Java's Graphics2D object works this way- you must draw your whole "image" every time paint() is called, so you must be prepared to re-construct it at any time (or cache it).

How would you implement a simple drawing program? Would you have to "remember" each line/point/stroke that the user drew, and replicate that each time drawRect() is called? How about "offscreen" rendering; can you do all your drawing and then call [self setNeedsDisplay] to have your writes flushed to the screen?

Let's say that in response to a user's touch, I want to put an "X" on the screen where he touched up. The X should remain there, and each new touch produces another X. Do I need to remember all these touchup coordinates and then draw them all in drawRect() ?

EDIT:

Unless I've misunderstood, joconor and Hector Ramos's answers below are contradicting each other. And that's a good demonstration of my confusion concerning this subject. :-)

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Limbic System Avatar asked Apr 04 '09 02:04

Limbic System


1 Answers

Some of the confusion between various Cocoa references comes from the introduction of layer-backed views in Leopard. On the iPhone, all UIViews are layer-backed, where in Leopard views need to manually enable layer-backing.

For a layer-backed view, content is drawn once using whatever you supplied in drawRect(), but then is buffered into the layer. The layer acts like a rectangular texture, so when you move the layer-backed view or cover it, no redraw is needed, the texture is just moved to that location via the GPU. Unless you set the needsDisplayOnBoundsChange property to YES for a layer, changing the size of the layer (or its containing view) will simply scale the contents. This may lead to blurry graphics within your view or layer, so you may want to force a redraw in this case. setNeedsDisplay will trigger a manual redraw of the view's or layer's content, and a subsequent recaching of that content in the layer.

For optimal performance, it's suggested that you avoid having frequent calls to drawRect, because Quartz drawing and recaching in a layer are expensive operations. It's best to try to do animation using separate layers that you can move around or scale.

The Cocoa-based references you've seen that relate to the desktop may assume non-layer-backed views, which do call drawRect: any time the view needs to be updated, whether that's from movement, scaling, or having part of the view obscured. As I said, all UIViews are layer-backed, so this is not the case on the iPhone.

That said, for your drawing application, one way to do it would be to maintain an array of drawn objects and call drawRect: each time the user adds something new, iterating over each of the previously drawn objects in order. I might suggest an alternative approach where you create a new UIView or CALayer for each drawing operation. The contents of that drawing operation (line, arc, X, etc.) would be drawn by the individual view or layer. That way, you won't have to redraw everything on a new touch, and you might be able to do some neat vector-style editing by moving each of the drawn elements around independently of the others. For complex drawings, there might be a bit of a memory tradeoff in this, but I'd bet that it would have much better drawing performance (minimal CPU usage and flickering).

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Brad Larson Avatar answered Oct 06 '22 13:10

Brad Larson