问题
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 : CGPoint!
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
touch = touches.first as! UITouch
lastPoint = touch.locationInView(self)
println(lastPoint)
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
touch = touches.first as! UITouch
currentPoint = touch.locationInView(self)
self.setNeedsDisplay()
lastPoint = currentPoint
}
override func drawRect(rect: CGRect) {
var context = UIGraphicsGetCurrentContext()
CGContextSetLineWidth(context, 5)
CGContextSetStrokeColorWithColor(context, UIColor.blueColor().CGColor)
CGContextSetLineCap(context, kCGLineCapRound)
CGContextBeginPath(context)
if lastPoint != nil {
CGContextMoveToPoint(context, lastPoint.x, lastPoint.y)
CGContextAddLineToPoint(context, currentPoint.x, currentPoint.y)
}
CGContextStrokePath(context)
}
}
When I run it, however, all I get is a blue dot that follows my finger, but no lines?
What am I doing wrong?
回答1:
Two things:
Calling
self.setNeedsDisplay
doesn't immediately calldrawRect
. It just sets a flag so thatdrawRect
will be called in the near future. Since you setlastPoint
tocurrentPoint
right after that, whendrawRect
is calledlastPoint
is always equal tocurrentPoint
.drawRect
redraws the entire view every time it is called, so at most you'd only ever see the most recent line. If you fixed problem 1, you'd have a short line following your finger instead of a dot. If you want to see the whole trail, you'll need to store the points in an array that is a property of your view, and then draw lines to connect all of the points indrawRect
.
回答2:
Hi i make some simple changes and fixed your code, hope it helps someone in the future (code it's updated for Swift 3) :
class DrawView: UIView {
var touch : UITouch!
var lineArray : [[CGPoint]] = [[CGPoint]()]
var index = -1
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
touch = touches.first! as UITouch
let lastPoint = touch.location(in: self)
index += 1
lineArray.append([CGPoint]())
lineArray[index].append(lastPoint)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
touch = touches.first! as UITouch
let currentPoint = touch.location(in: self)
self.setNeedsDisplay()
lineArray[index].append(currentPoint)
}
override func draw(_ rect: CGRect) {
if(index >= 0){
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(5)
context!.setStrokeColor((UIColor(red:0.00, green:0.38, blue:0.83, alpha:1.0)).cgColor)
context!.setLineCap(.round)
var j = 0
while( j <= index ){
context!.beginPath()
var i = 0
context?.move(to: lineArray[j][0])
while(i < lineArray[j].count){
context?.addLine(to: lineArray[j][i])
i += 1
}
context!.strokePath()
j += 1
}
}
}
}
来源:https://stackoverflow.com/questions/30221814/swift-using-cgcontext-to-draw-with-finger