私は、ズームイン/ズームアウトをサポートするという基本的な要件を持つ小さな描画アプリケーションに取り組んでいます。主な問題が 2 つあります。
ビューをズーム/変換すると、描画がくっきりと鮮明に表示されません。より良いアプローチはありますか、またはビューがズームされているときに描画を改善する方法はありますか?
1200 x 1200 pts のキャンバス (iPhone) に描画すると、描画パフォーマンスが低下します。大きなキャンバスサイズで改善できる可能性はありますか?
ズームコード:
- (void)scale:(UIPinchGestureRecognizer *)gestureRecognizer {
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
UIView *canvas = [gestureRecognizer view];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan ||
[gestureRecognizer state] == UIGestureRecognizerStateChanged) {
// Calculate the drawing view's size
CGSize drawingViewSize = ...;
// Calculate the minimum allowed tranform size
// Developer's Note: I actually wanted to use the size 1/4th of the view
// but self.view.frame.size doesn't return the correct (actual) width and height
// It returns these values inverted i.e. width as height, and vice verse.
// The reason is that the view appears to be transformed (90 degrees).
// Since there's no work-around this, so for now, I'm just using fixed values.
CGSize minTranformSize = CGSizeMake(100.0f, 100.0f);
if ((minTranformSize.width > drawingViewSize.width) && (minTranformSize.height > drawingViewSize.height)) {
minTranformSize = drawingViewSize;
}
// Transform the view, provided
// 1. It won't scale more than the original size of the background image
// 2. It won't scale less than the minimum possible transform
CGSize transformedSize = CGSizeMake(canvas.frame.size.width * [gestureRecognizer scale],
canvas.frame.size.height * [gestureRecognizer scale]);
if ((transformedSize.width <= drawingViewSize.width) && (transformedSize.height <= drawingViewSize.height) &&
(transformedSize.width >= minTranformSize.width) && (transformedSize.height >= minTranformSize.height)) {
canvas.transform = CGAffineTransformScale([canvas transform],
[gestureRecognizer scale],
[gestureRecognizer scale]);
}
[gestureRecognizer setScale:1.0];
} else if ([gestureRecognizer state] == UIGestureRecognizerStateEnded) {
// Recenter the container view, if required (piece is smaller than the view and it's not aligned)
CGSize viewSize = self.view.bounds.size;
if ((canvas.frame.size.width < viewSize.width) ||
(canvas.frame.size.height < viewSize.height)) {
canvas.center = CGPointMake(viewSize.width/2, viewSize.height/2);
}
// Adjust the x/y coordinates, if required (piece is larger than the view and it's moving outwards from the view)
if (((canvas.frame.origin.x > 0) || (canvas.frame.origin.y > 0)) &&
((canvas.frame.size.width >= viewSize.width) && (canvas.frame.size.height >= viewSize.height))) {
canvas.frame = CGRectMake(0.0,
0.0,
canvas.frame.size.width,
canvas.frame.size.height);
}
canvas.frame = CGRectIntegral(canvas.frame);
}
}
描画コード
- (void)draw {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
if (self.fillColor) {
[self.fillColor setFill];
[self.path fill];
}
if ([self.strokeColor isEqual:[UIColor clearColor]]) {
[self.path strokeWithBlendMode:kCGBlendModeClear alpha:1.0];
} else if (self.strokeColor) {
[self.strokeColor setStroke];
[self.path stroke];
}
CGContextRestoreGState(context);
}