[英]Drawing in multiple UIViews causes lag. Why?
我正在制作涉及繪圖線的多人游戲。 我有10種不同的自定義UIView,其中使用Core Graphics以獨特的顏色繪制了一條線。 所有視圖彼此堆疊,並且是半透明的。 之所以在相應的UIView中繪制每種顏色而不是一種顏色,是因為我想讓用戶能夠清除特定的視圖。 但是,如果我同時繪制所有這些視圖,則會發生大量的滯后。 如果我檢查時間分析器,則大部分時間都花在繪圖上。 但這並沒有那么糟糕,也不會造成太大的滯后。 因此,有什么方法可以讓我繪制多個UIView(或其他),而不會引起這種滯后。 是我的代碼導致了這種滯后,還是UIView?
- (void)drawRect:(CGRect)rect {
//create a image reference from the bitmap and then draw it in the context of the UIView.
CGContextRef context = UIGraphicsGetCurrentContext();
CGImageRef cacheImage = CGBitmapContextCreateImage(cacheContext);
CGContextDrawImage(context, self.bounds, cacheImage);
CGImageRelease(cacheImage);
}
-(void)draw{
//drawing code. Could ignore the Beizer curve algorithm here.
CGContextSetStrokeColorWithColor(cacheContext, [color CGColor]);
CGContextSetFillColorWithColor(cacheContext, [[UIColor blueColor] CGColor]);
CGContextSetLineCap(cacheContext, kCGLineCapButt);
CGContextSetLineWidth(cacheContext, 6+thickness);
point0 = point1;
point1 = point2; // previous previous point
point2 = pos; // previous touch point
point3 = currentpos;
double x0 = (point0.x > -1) ? point0.x : point1.x; //after 4 touches we should have a back anchor point, if not, use the current anchor point
double y0 = (point0.y > -1) ? point0.y : point1.y; //after 4 touches we should have a back anchor point, if not, use the current anchor point
double x1 = point1.x;
double y1 = point1.y;
double x2 = point2.x;
double y2 = point2.y;
double x3 = point3.x;
double y3 = point3.y;
// Assume we need to calculate the control
// points between (x1,y1) and (x2,y2).
// Then x0,y0 - the previous vertex,
// x3,y3 - the next one.
double xc1 = (x0 + x1) / 2.0;
double yc1 = (y0 + y1) / 2.0;
double xc2 = (x1 + x2) / 2.0;
double yc2 = (y1 + y2) / 2.0;
double xc3 = (x2 + x3) / 2.0;
double yc3 = (y2 + y3) / 2.0;
double len1 = sqrt((x1-x0) * (x1-x0) + (y1-y0) * (y1-y0));
double len2 = sqrt((x2-x1) * (x2-x1) + (y2-y1) * (y2-y1));
double len3 = sqrt((x3-x2) * (x3-x2) + (y3-y2) * (y3-y2));
double k1 = len1 / (len1 + len2);
double k2 = len2 / (len2 + len3);
double xm1 = xc1 + (xc2 - xc1) * k1;
double ym1 = yc1 + (yc2 - yc1) * k1;
double xm2 = xc2 + (xc3 - xc2) * k2;
double ym2 = yc2 + (yc3 - yc2) * k2;
double smooth_value = 0.8;
// Resulting control points. Here smooth_value is mentioned
// above coefficient K whose value should be in range [0...1].
float ctrl1_x = xm1 + (xc2 - xm1) * smooth_value + x1 - xm1;
float ctrl1_y = ym1 + (yc2 - ym1) * smooth_value + y1 - ym1;
float ctrl2_x = xm2 + (xc2 - xm2) * smooth_value + x2 - xm2;
float ctrl2_y = ym2 + (yc2 - ym2) * smooth_value + y2 - ym2;
CGContextMoveToPoint(cacheContext, point1.x, point1.y);
CGContextAddCurveToPoint(cacheContext, ctrl1_x, ctrl1_y, ctrl2_x, ctrl2_y, point2.x, point2.y);
CGContextStrokePath(cacheContext);
CGRect dirtyPoint1 = CGRectMake(point1.x-(8+thickness)/2, point1.y-(8+thickness)/2, (8+thickness), (8+thickness));
CGRect dirtyPoint2 = CGRectMake(point2.x-(8+thickness)/2, point2.y-(8+thickness)/2, (8+thickness), (8+thickness));
[self setNeedsDisplayInRect:CGRectUnion(dirtyPoint1, dirtyPoint2)];
}
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