I am working on a sketching app on the iPhone. I got it working but not pretty as seen here
And I am looking for any suggestion to smooth the drawing Basically, what I did is when user places a finger on the screen I called
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
then I collect a single touch in an array with
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
and when the user lefts a finger from the screen, I called
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
then I draw all the points in the array using
NSMutableArray *points = [collectedArray points];
CGPoint firstPoint;
[[points objectAtIndex:0] getValue:&firstPoint];
CGContextMoveToPoint(context, firstPoint.x, firstPoint.y);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineJoin(context, kCGLineJoinRound);
for (int i=1; i < [points count]; i++) {
NSValue *value = [points objectAtIndex:i];
CGPoint point;
[value getValue:&point];
CGContextAddLineToPoint(context, point.x, point.y);
}
CGContextStrokePath(context);
UIGraphicsPushContext(context);
And now I want to improve the drawing tobe more like "Sketch Book" App
I think there is something to do with signal processing algorithm to rearrange all the points in the array but I am not sure. Any Help would be much appreciated.
Thankz in advance :)
CGPoint midPoint(CGPoint p1, CGPoint p2)
{
return CGPointMake((p1.x + p2.x) * 0.5, (p1.y + p2.y) * 0.5);
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
previousPoint1 = [touch previousLocationInView:self];
previousPoint2 = [touch previousLocationInView:self];
currentPoint = [touch locationInView:self];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
previousPoint2 = previousPoint1;
previousPoint1 = [touch previousLocationInView:self];
currentPoint = [touch locationInView:self];
// calculate mid point
CGPoint mid1 = midPoint(previousPoint1, previousPoint2);
CGPoint mid2 = midPoint(currentPoint, previousPoint1);
UIGraphicsBeginImageContext(self.imageView.frame.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.imageView.image drawInRect:CGRectMake(0, 0, self.imageView.frame.size.width, self.imageView.frame.size.height)];
CGContextMoveToPoint(context, mid1.x, mid1.y);
// Use QuadCurve is the key
CGContextAddQuadCurveToPoint(context, previousPoint1.x, previousPoint1.y, mid2.x, mid2.y);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineWidth(context, 2.0);
CGContextSetRGBStrokeColor(context, 1.0, 0.0, 0.0, 1.0);
CGContextStrokePath(context);
self.imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}