我在try 绘制路径,我注意到至少在某些情况下,UIBezierPath的性能超过了我认为的Core Graphics等效项.下面的-drawRect:
方法创建两条路径:一条UIBezierPath和一条CGPath.这些路径除了它们的位置之外都是相同的,但是描边CGPath所需的时间大约是描边UIBezierPath的两倍.
- (void)drawRect:(CGRect)rect
{
CGContextRef ctx = UIGraphicsGetCurrentContext();
// Create the two paths, cgpath and uipath.
CGMutablePathRef cgpath = CGPathCreateMutable();
CGPathMoveToPoint(cgpath, NULL, 0, 100);
UIBezierPath *uipath = [[UIBezierPath alloc] init];
[uipath moveToPoint:CGPointMake(0, 200)];
// Add 200 curve segments to each path.
int iterations = 200;
CGFloat cgBaseline = 100;
CGFloat uiBaseline = 200;
CGFloat xincrement = self.bounds.size.width / iterations;
for (CGFloat x1 = 0, x2 = xincrement;
x2 < self.bounds.size.width;
x1 = x2, x2 += xincrement)
{
CGPathAddCurveToPoint(cgpath, NULL, x1, cgBaseline-50, x2, cgBaseline+50, x2, cgBaseline);
[uipath addCurveToPoint:CGPointMake(x2, uiBaseline)
controlPoint1:CGPointMake(x1, uiBaseline-50)
controlPoint2:CGPointMake(x2, uiBaseline+50)];
}
[[UIColor blackColor] setStroke];
CGContextAddPath(ctx, cgpath);
// Stroke each path.
[self strokeContext:ctx];
[self strokeUIBezierPath:uipath];
[uipath release];
CGPathRelease(cgpath);
}
- (void)strokeContext:(CGContextRef)context
{
CGContextStrokePath(context);
}
- (void)strokeUIBezierPath:(UIBezierPath*)path
{
[path stroke];
}
这两条路径都使用CGContextStrokePath(),因此我创建了单独的方法来描边每条路径,以便可以在Instruments中查看每条路径所用的时间.以下是典型结果(调用树颠倒);您可以看到,-strokeContext:
需要9.5秒,而-strokeUIBezierPath:
只需要5秒:
Running (Self) Symbol Name
14638.0ms 88.2% CGContextStrokePath
9587.0ms 57.8% -[QuartzTestView strokeContext:]
5051.0ms 30.4% -[UIBezierPath stroke]
5051.0ms 30.4% -[QuartzTestView strokeUIBezierPath:]
看起来UIBezierPath正在以某种方式优化它创建的路径,或者我正在以一种天真的方式创建CGPath.我能做些什么来加速我的CGPath绘图?