I am using the pencil drawing simply. But i have to show it from rough drawing to Smooth drawing. So I am using the code differently in both touchesMoved
and touchesEnded
.
The codes are as follows:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
previousPoint2 = previousPoint1;
previousPoint1 = [touch previousLocationInView:self.view];
currentPoint = [touch locationInView:self.view];
CGPathMoveToPoint(path, NULL, previousPoint1.x, previousPoint1.y);
CGPathAddLineToPoint(path, NULL, currentPoint.x, currentPoint.y);
UIGraphicsBeginImageContext(imageview.frame.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[imageview.image drawInRect:CGRectMake(0, 0, imageview.frame.size.width, imageview.frame.size.height)];
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineJoin(context, kCGLineJoinBevel);
CGContextSetRGBStrokeColor(context, 0.0, 1.0, 0.0, 1.0);
CGPathCloseSubpath(path);
CGContextSetAllowsAntialiasing(context, YES);
CGContextSetLineWidth(context, 2.0);
CGContextAddPath(context, path);
CGContextStrokePath(context);
imageview.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGPathRelease(path);
path = CGPathCreateMutable();
[self.PointArr addObject:[NSValue valueWithCGPoint:currentPoint]];
[self.disArr addObject:[NSValue valueWithCGPoint:currentPoint]];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UIGraphicsBeginImageContext(CGSizeMake(imageview.frame.size.width, imageview.frame.size.height));
[imageview.image drawInRect:CGRectMake(0, 0, imageview.frame.size.width, imageview.frame.size.height)];
CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 2.0);
CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 1.0, 0.0, 1.0);
CGContextBeginPath(UIGraphicsGetCurrentContext());
int curIndex = 0;
CGFloat x0,y0,x1,y1,x2,y2,x3,y3;
CGMutablePathRef pathh = CGPathCreateMutable();
CGPathMoveToPoint(pathh,NULL,[[self.PointArr objectAtIndex:0] CGPointValue].x,[[self.PointArr objectAtIndex:0] CGPointValue].y);
for(NSValue *v in self.PointArr){
if(curIndex >= 4){
for (int i=curIndex;i>=curIndex-4;i--) {
int step = (curIndex-i);
switch (step) {
case 0:
x3 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].x;
y3 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].y;
break;
case 1:
x2 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].x;
y2 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].y;
break;
case 2:
x1 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].x;
y1 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].y;
break;
case 3:
x0 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].x;
y0 = [(NSValue*)[self.PointArr objectAtIndex:i-1] CGPointValue].y;
break;
default:
break;
}
}
double smooth_value = 0.5;
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;
// Resulting control points. Here smooth_value is mentioned
// above coefficient K whose value should be in range [0...1].
double ctrl1_x = xm1 + (xc2 - xm1) * smooth_value + x1 - xm1;
double ctrl1_y = ym1 + (yc2 - ym1) * smooth_value + y1 - ym1;
double ctrl2_x = xm2 + (xc2 - xm2) * smooth_value + x2 - xm2;
double ctrl2_y = ym2 + (yc2 - ym2) * smooth_value + y2 - ym2;
CGPathMoveToPoint(pathh,NULL,x1,y1);
CGPathAddCurveToPoint(pathh,NULL,ctrl1_x,ctrl1_y,ctrl2_x,ctrl2_y, x2,y2);
CGPathAddLineToPoint(pathh,NULL,x2,y2);
}
curIndex++;
}
CGContextAddPath(UIGraphicsGetCurrentContext(), pathh);
CGContextStrokePath(UIGraphicsGetCurrentContext());
CGContextSetShouldAntialias(UIGraphicsGetCurrentContext(),YES);
imageview.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
But my problem is: the touchMoved
context is not clear after drawing the same in touchesEnded
. What should I do?
YourImage.clearsContextBeforeDrawing = YES;
//Or
self.view.clearsContextBeforeDrawing = YES;
Hope, that will help you..enjoy