I\'m trying to make a drawing app. I have a single custom UIView:
class DrawView: UIView {
var touch : UITouch!
var lastPoint : CGPoint!
var currentPoint : CGPo
marcomoreira92 and Keuha's version worked for me, but I don't like to use indices that much. Thus here is an alternative version, which was tested in Swift 4.2:
class DrawView: UIView {
var lineArray: [[CGPoint]] = [[CGPoint]]()
override func touchesBegan(_ touches: Set, with event: UIEvent?) {
guard let touch = touches.first else { return }
let firstPoint = touch.location(in: self)
lineArray.append([CGPoint]())
lineArray[lineArray.count - 1].append(firstPoint)
}
override func touchesMoved(_ touches: Set, with event: UIEvent?) {
guard let touch = touches.first else { return }
let currentPoint = touch.location(in: self)
lineArray[lineArray.count - 1].append(currentPoint)
setNeedsDisplay()
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context?.setLineWidth(5)
context?.setStrokeColor(UIColor.black.cgColor)
context?.setLineCap(.round)
for line in lineArray {
guard let firstPoint = line.first else { continue }
context?.beginPath()
context?.move(to: firstPoint)
for point in line.dropFirst() {
context?.addLine(to: point)
}
context?.strokePath()
}
}
}