My original question:
I\'m creating a simple drawing application and need to be able to draw over existing, previously drawn content in my
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On optimizing drawRect
Try this:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGImageRef cgImage = CGBitmapContextCreateImage(drawingContext);
CGContextClipToRect(context, rect);
CGContextDrawImage(context, CGRectMake(0, 0, self.frame.size.width, self.frame.size.height), cgImage);
CGImageRelease(cgImage);
}
After that you should also comment these lines in your code:
//CGContextTranslateCTM(context, 0, size.height);
//CGContextScaleCTM(context, 1.0, -1.0);
Also created a separate question to be sure that it's the optimal way.
This prevents your view from being erased before drawRect is done:
[self.layer setNeedsDisplay];
Also, I find it is better to do all the drawing in the drawRect method (unless you have a good reason not to). Drawing offscreen and transferring takes more time and adds more complexity then simply drawing everything once.
It is fairly common to draw everything in an offscreen image, and simply display this image when drawing the screen. You can read: Creating a Bitmap Graphics Context.
This seems like a better method than I've been using. That is, in a touches event I make a copy of the view about to be updated. Then in drawRect I take that image and draw it to the view and make my other view changes at the same time.
But this seems inefficient but the only way I figured out how to do it.