Folks,
While coding up a few dials and sliders (e.g. like a big volume button one can rotate around) – I found that the standard CGContextAddArc() used like:
- (void)drawRect:(CGRect)rect {
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGColorSpaceRef rgbColorspace = CGColorSpaceCreateDeviceRGB();
CGContextSetLineWidth(ctx, radius * (KE-KR)+8);
CGContextSetStrokeColorWithColor(ctx,self.foregroundColor.CGColor);
.... more some colour/width/etc settings
...
CGContextAddArc(ctx, dx,dy,radius, 0, 2*M_PI, 0);
to be unbelievable slow.
On an iPad – with a handful of filled/stroked circles, less than some 10 clean [self setNeedsDisplay] updates/second during drag. A very quick hack with a hand-drawn circle (shown below) was several orders of magnitude faster. Same applies to the emulator.
Why is this. Seems to be the case for both a normal fill and various gradient fills. What am I doing wrong ?
Dw.
// Stupid replacement for CGContectAddArc() which seems to be very slow.
//
void CGContextAddCirlce(CGContextRef ctx, float ox, float oy, float radius)
{
double len = 2 * M_PI * radius;
double step = 1.8 / len; // over the top :)
// translating/scaling would more efficient, etc..
//
float x = ox + radius;
float y = oy;
// stupid hack - should just do a quadrant and mirror twice.
//
CGContextMoveToPoint(ctx,x,y);
for(double a = step; a < 2.0 * M_PI -step; a += step) {
x = ox + radius * cos(a);
y = oy + radius * sin(a);
CGContextAddLineToPoint(ctx, x, y);
};
CGContextClosePath(ctx);
};
The vector drawing operations of Quartz 2D can be slow, which is why it is a good idea to redraw only when needed.
In your case, I would suggest drawing your volume button once, then transforming the UIView or CALayer into which you’ve drawn the button using a rotational transform. By simply moving, rotating, or scaling a view, you do not trigger an expensive redraw. The content is already cached as a texture, and the GPU can quickly manipulate and composite this rasterized content on top of your other views.
You’ll find that avoiding redrawing in this manner will yield much improved performance.