iOS:为啥 UIView 的 drawRect 比 CALayer 的 drawInContext 性能好
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【中文标题】iOS:为啥 UIView 的 drawRect 比 CALayer 的 drawInContext 性能好【英文标题】:iOS: Why UIView's drawRect has better performance than CALayer's drawInContextiOS:为什么 UIView 的 drawRect 比 CALayer 的 drawInContext 性能好 【发布时间】:2015-12-01 11:54:05 【问题描述】:我目前正在学习使用 UIView 和 CALayer 进行绘图。我很快做了一个绘图应用程序来试验这两个类。我注意到 CALayer 的性能比 UIView 差。代码如下:
myView.m
@interface myView()
@property (nonatomic, strong) UIImageView *background;
#ifdef USE_LAYER
@property (nonatomic, strong) drawingLayer *drawCanvas;
#else
@property (nonatomic, strong) drawingView *drawCanvas;
#endif
@end
@implementation myView
- (instancetype)initWithFrame:(CGRect)frame
if (self = [super initWithFrame:frame])
self.background = [[UIImageView alloc] initWithFrame:frame];
[self addSubview:self.background];
#ifdef USE_LAYER
self.drawCanvas = [[drawingLayer alloc] init];
self.drawCanvas.frame = frame;
[self.layer addSublayer:self.drawCanvas];
#else
self.drawCanvas = [[drawingView alloc] initWithFrame:frame];
self.drawCanvas.backgroundColor = [UIColor clearColor];
[self addSubview:self.drawCanvas];
#endif
return self;
- (CGPoint)getPoint:(NSSet<UITouch *> *)touches
NSArray *touchesArray = [touches allObjects];
UITouch *touch = (UITouch *)[touchesArray objectAtIndex:0];
return [touch locationInView:self];
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
CGPoint point = [self getPoint:touches];
self.drawCanvas.points = [[NSMutableArray alloc] init];
self.drawCanvas.startPoint = point;
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
CGPoint point = [self getPoint:touches];
[self.drawCanvas.points addObject:[NSValue valueWithCGPoint:point]];
self.background.image = [self imageFromLayer:self.layer];
self.drawCanvas.points = nil;
[self.drawCanvas setNeedsDisplay];
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
CGPoint point = [self getPoint:touches];
[self.drawCanvas.points addObject:[NSValue valueWithCGPoint:point]];
[self.drawCanvas setNeedsDisplay];
- (UIImage *)imageFromLayer:(CALayer *)layer
UIGraphicsBeginImageContext([layer frame].size);
[layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *outputImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return outputImage;
@end
drawingView.h
@interface drawingView : UIView
@property (nonatomic, assign) CGPoint startPoint;
@property (nonatomic, strong) NSMutableArray *points;
@end
drawingView.m
@implementation drawingView
- (void)drawRect:(CGRect)rect
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGContextSetLineWidth(context, 2.0f);
CGContextMoveToPoint(context, self.startPoint.x, self.startPoint.y);
for (NSValue *point in self.points)
CGPoint location = [point CGPointValue];
CGContextAddLineToPoint(context, location.x, location.y);
CGContextStrokePath(context);
@end
我还有“drawingLayer”,它与“drawingView”本质上是一样的,除了它是 CALayer 的子类并且在“drawInContext”中进行相同的绘图。
我发现 drawRect 的性能要好得多,绘图几乎与触摸位置同步,延迟非常小。 为什么会这样?我希望 CALayer 绘图至少是相同的,如果不是更好的话。事实上,今天有人告诉我,在 CALayer 中绘图是硬件加速的,如果考虑性能,这是首选方式。当然,在我的小实验中情况并非如此。为什么?
【问题讨论】:
CALayer 动画可以让它看起来更慢。也许这就是你所观察到的 你觉得它慢了,还是真的慢了?您是否使用过 Instruments 来验证这一点?此外,您是否尝试过更新 CAShapeLayer 的 cgPath?这也可能会提高性能。 【参考方案1】:可能是CALayer的默认动画造成的。
尝试覆盖 action(forKey event: String) -> CAAction?
并在继承 CALayer 类时始终返回 nil
【讨论】:
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