As was suggested to me in a prior StackOverflow question, I'm trying to improve my drawing method for letting my user draw lines/dots into a UIView. I'm now trying to draw using a CAShapeLayer instead of dispatch_async. This all works correctly, however, drawing into the CAShapeLayer continuously while touches are moving becomes slow and the path lags behind, whereas my old (inefficient I was told) code worked beautifully smooth and fast. You can see my old code commented out below.
Is there any way to improve the performance for what I want to do? Maybe I'm overthinking something.
I'd appreciate any help offered.
Code:
@property (nonatomic, assign) NSInteger center;
@property (nonatomic, strong) CAShapeLayer *drawLayer;
@property (nonatomic, strong) UIBezierPath *drawPath;
@property (nonatomic, strong) UIView *drawView;
@property (nonatomic, strong) UIImageView *drawingImageView;
CGPoint points[4];
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
self.center = 0;
points[0] = [touch locationInView:self.drawView];
if (!self.drawLayer)
{
CAShapeLayer *layer = [CAShapeLayer layer];
layer.lineWidth = 3.0;
layer.lineCap = kCALineCapRound;
layer.strokeColor = self.inkColor.CGColor;
layer.fillColor = [[UIColor clearColor] CGColor];
[self.drawView.layer addSublayer:layer];
self.drawView.layer.masksToBounds = YES;
self.drawLayer = layer;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
self.center++;
points[self.center] = [touch locationInView:self.drawView];
if (self.center == 3)
{
UIBezierPath *path = [UIBezierPath bezierPath];
points[2] = CGPointMake((points[1].x + points[3].x)/2.0, (points[1].y + points[3].y)/2.0);
[path moveToPoint:points[0]];
[path addQuadCurveToPoint:points[2] controlPoint:points[1]];
points[0] = points[2];
points[1] = points[3];
self.center = 1;
[self drawWithPath:path];
}
}
- (void)drawWithPath:(UIBezierPath *)path
{
if (!self.drawPath)
{
self.drawPath = [UIBezierPath bezierPath];
}
[self.drawPath appendPath:path];
self.drawLayer.path = self.drawPath.CGPath;
[self.drawLayer setNeedsDisplay];
// Below code worked faster and didn't lag behind at all really
/*
dispatch_async(dispatch_get_main_queue(),
^{
UIGraphicsBeginImageContextWithOptions(self.drawingImageView.bounds.size, NO, 0.0);
[self.drawingImageView.image drawAtPoint:CGPointZero];
[self.inkColor setStroke];
[path stroke];
self.drawingImageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
});
*/
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if (self.center == 0)
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:points[0]];
[path addLineToPoint:points[0]];
[self drawWithPath:path];
}
self.drawLayer = nil;
self.drawPath = nil;
}
This problem intrigued me as I've always found UIBezierPath/shapeLayer to be reletivly fast.
It's important to note that in your code above, you continues to add points to drawPath. As this increases, the appendPath method becomes a real resource burden. Similarly, there is no point in successively rendering the same points over and over.
As a side note, there is a visible performance difference when increasing lineWidth and adding lineCap (regardless of approach). For the sake of comparing Apples with Apples, in the test below, I've left both to default values.
I took your above code and changed it a little. The technique I've used is to add touchPoints to the BezierPath up to a per-determined number, before committing the current rendering to image. This is similar to your original approach, however, given that it's not happening with every touchEvent. it's far less CPU intensive. I tested both approaches on the slowest device I have (iPhone 4S) and noted that CPU utilization on your initial implementation was consistently around 75-80% whilst drawing. Whilst with the modified/CAShapeLayer approach, CPU utilization was consistently around 10-15% Memory usage also remained minimal with the second approach.
Below is the Code I used;
@interface MDtestView () // a simple UIView Subclass
@property (nonatomic, assign) NSInteger cPos;
@property (nonatomic, strong) CAShapeLayer *drawLayer;
@property (nonatomic, strong) UIBezierPath *drawPath;
@property (nonatomic, strong) NSMutableArray *bezierPoints;
@property (nonatomic, assign) NSInteger pointCount;
@property (nonatomic, strong) UIImageView *drawingImageView;
@end
@implementation MDtestView
CGPoint points[4];
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
-(id)initWithCoder:(NSCoder *)aDecoder{
self = [super initWithCoder:aDecoder];
if (self) {
//
}
return self;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
self.cPos = 0;
points[0] = [touch locationInView:self];
if (!self.drawLayer)
{
// this should be elsewhere but kept it here to follow your code
self.drawLayer = [CAShapeLayer layer];
self.drawLayer.backgroundColor = [UIColor clearColor].CGColor;
self.drawLayer.anchorPoint = CGPointZero;
self.drawLayer.frame = self.frame;
//self.drawLayer.lineWidth = 3.0;
// self.drawLayer.lineCap = kCALineCapRound;
self.drawLayer.strokeColor = [UIColor redColor].CGColor;
self.drawLayer.fillColor = [[UIColor clearColor] CGColor];
[self.layer insertSublayer:self.drawLayer above:self.layer ];
self.drawingImageView = [UIImageView new];
self.drawingImageView.frame = self.frame;
[self addSubview:self.drawingImageView];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if (!self.drawPath)
{
self.drawPath = [UIBezierPath bezierPath];
// self.drawPath.lineWidth = 3.0;
// self.drawPath.lineCapStyle = kCGLineCapRound;
}
// grab the current time for testing Path creation and appending
CFAbsoluteTime cTime = CFAbsoluteTimeGetCurrent();
self.cPos++;
//points[self.cPos] = [touch locationInView:self.drawView];
points[self.cPos] = [touch locationInView:self];
if (self.cPos == 3)
{
/* uncomment this block to test old method
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:points[0]];
points[2] = CGPointMake((points[1].x + points[3].x)/2.0, (points[1].y + points[3].y)/2.0);
[path addQuadCurveToPoint:points[2] controlPoint:points[1]];
points[0] = points[2];
points[1] = points[3];
self.cPos = 1;
dispatch_async(dispatch_get_main_queue(),
^{
UIGraphicsBeginImageContextWithOptions(self.drawingImageView.bounds.size, NO, 0.0);
[self.drawingImageView.image drawAtPoint:CGPointZero];
// path.lineWidth = 3.0;
// path.lineCapStyle = kCGLineCapRound;
[[UIColor redColor] setStroke];
[path stroke];
self.drawingImageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSLog(@"it took %.2fms to draw via dispatchAsync", 1000.0*(CFAbsoluteTimeGetCurrent() - cTime));
});
*/
// I've kept the original structure in place, whilst comparing apples for apples. we really don't need to create
// a new bezier path and append it. We can simply add the points to the global drawPath, and zero it at an
// appropriate point. This would also eliviate the need for appendPath
// /*
[self.drawPath moveToPoint:points[0]];
points[2] = CGPointMake((points[1].x + points[3].x)/2.0, (points[1].y + points[3].y)/2.0);
[self.drawPath addQuadCurveToPoint:points[2] controlPoint:points[1]];
points[0] = points[2];
points[1] = points[3];
self.cPos = 1;
self.drawLayer.path = self.drawPath.CGPath;
NSLog(@"it took %.2fms to render %i bezier points", 1000.0*(CFAbsoluteTimeGetCurrent() - cTime), self.pointCount);
// 1 point for MoveToPoint, and 2 points for addQuadCurve
self.pointCount += 3;
if (self.pointCount > 100) {
self.pointCount = 0;
[self commitCurrentRendering];
}
// */
}
}
- (void)commitCurrentRendering{
CFAbsoluteTime cTime = CFAbsoluteTimeGetCurrent();
@synchronized(self){
CGRect paintLayerBounds = self.drawLayer.frame;
UIGraphicsBeginImageContextWithOptions(paintLayerBounds.size, NO, [[UIScreen mainScreen]scale]);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(context, kCGBlendModeCopy);
[self.layer renderInContext:context];
CGContextSetBlendMode(context, kCGBlendModeNormal);
[self.drawLayer renderInContext:context];
UIImage *previousPaint = UIGraphicsGetImageFromCurrentImageContext();
self.layer.contents = (__bridge id)(previousPaint.CGImage);
UIGraphicsEndImageContext();
[self.drawPath removeAllPoints];
}
NSLog(@"it took %.2fms to save the context", 1000.0*(CFAbsoluteTimeGetCurrent() - cTime));
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if (self.cPos == 0)
{
/* //not needed
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:points[0]];
[path addLineToPoint:points[0]];
[self drawWithPath:path];
*/
}
if (self.cPos == 2) {
[self commitCurrentRendering];
}
// self.drawLayer = nil;
[self.drawPath removeAllPoints];
}
@end
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