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Home/ Questions/Q 3277370
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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T19:21:39+00:00 2026-05-17T19:21:39+00:00

I’m trying to implement a very simple drawing view in my app. This is

  • 0

I’m trying to implement a very simple drawing view in my app. This is only a small part of my app but it’s turning into a real hassle. This is what I have so far, but all it’s displaying right now is morse code like dots and lines.

  - (void)viewDidLoad {
        [super viewDidLoad];
    self.view.backgroundColor = [UIColor whiteColor];
    NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
                                                         NSUserDomainMask, YES);
    NSString *docsPath = [paths objectAtIndex:0];

    NSString *savePath  = [NSString stringWithFormat:@"%@/notePadImage.jpg",docsPath];

    NSData *data = [NSData dataWithContentsOfFile:savePath];

    UIImage *image = [UIImage imageWithData:data];

    if (image == nil) {
        NSString *pathToBlank = [[NSBundle mainBundle]pathForResource:@"blankNotePadPage" ofType:@"png"];
        NSData *data = [NSData dataWithContentsOfFile:pathToBlank];
        image = [UIImage imageWithData:data];
    }
    arrayOfTouches = [[NSMutableArray alloc] initWithCapacity:10];
    self.drawImage.image = image;

    mouseMoved = 0;
    [self.view bringSubviewToFront:closeButton];
    [self.view bringSubviewToFront:clearButton];
    self.timer = [NSTimer scheduledTimerWithTimeInterval:.02 target:self selector:@selector(drawIt) userInfo:nil repeats:YES];

    }

    - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {


    UITouch *touch = [touches anyObject];

    [arrayOfTouches addObject:touch];




    }


    - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {

    UITouch *touch = [touches anyObject];
    [arrayOfTouches addObject:touch];


    }

    - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {

    }

    -(void) drawIt {

    NSMutableArray *tempArray = [NSMutableArray arrayWithArray:arrayOfTouches];
    [arrayOfTouches removeAllObjects];
    if ([tempArray count]>1) {

        [arrayOfTouches removeAllObjects];
        CGPoint point1 = [[tempArray objectAtIndex:0] previousLocationInView:self.view];;
        CGPoint point2;
        CGPoint point3;

        for (int i = 0; i < [tempArray count]-1;i = i+1) {




            UIGraphicsBeginImageContext(self.view.frame.size);
            [drawImage.image drawInRect:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
            CGContextSetLineCap(UIGraphicsGetCurrentContext(), kCGLineCapRound);
            CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 3.0);
            CGContextSetRGBStrokeColor(UIGraphicsGetCurrentContext(), 0.0, 0.0, 0.0, 1.0);
            CGContextMoveToPoint(UIGraphicsGetCurrentContext(), point1.x, point1.y);
            CGContextAddLineToPoint(UIGraphicsGetCurrentContext(), point2.x, point2.y);

            CGContextStrokePath(UIGraphicsGetCurrentContext());
            CGContextFlush(UIGraphicsGetCurrentContext());
            drawImage.image = UIGraphicsGetImageFromCurrentImageContext();
            UIGraphicsEndImageContext();
            [self.view bringSubviewToFront:closeButton];
            [self.view bringSubviewToFront:clearButton];
            point1 = point2;

        }

        }   
    }
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-17T19:21:40+00:00Added an answer on May 17, 2026 at 7:21 pm

    One of my apps also needed some simple drawing. Here is a slightly modified version of it. It works basically like hotpaw2 describes. I created a “canvas” view that handles all the drawing and I just add it wherever it’s needed.

    The speed is fine for my purposes.

    CanvasView.h:

    @interface CanvasView : UIView {
        NSMutableArray *points;
    }
    @property (nonatomic, retain) NSMutableArray *points;
    @end
    

    CanvasView.m:

    #import "CanvasView.h"
    
    @implementation CanvasView
    
    @synthesize points;
    
    - (id) initWithFrame:(CGRect)frame {
        if (self = [super initWithFrame:frame]) {
            self.backgroundColor = [UIColor blueColor];
        }
        return self;
    }
    
    -(void)drawRect:(CGRect)rect
    {
        if (self.points.count == 0)
            return;
    
        CGContextRef context = UIGraphicsGetCurrentContext();
        CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0); //white
        CGContextSetLineWidth(context, 1.0);
    
        CGPoint firstPoint = [[self.points objectAtIndex:0] CGPointValue];
        CGContextBeginPath(context);
        CGContextMoveToPoint(context, firstPoint.x, firstPoint.y);
    
        int i = 1;
        while (i < self.points.count)
        {
            CGPoint nextPoint = [[self.points objectAtIndex:i] CGPointValue];
    
            if (nextPoint.x < 0 && nextPoint.y < 0)
            {
                CGContextDrawPath(context, kCGPathStroke);
    
                if (i < (self.points.count-1))
                {
                    CGContextBeginPath(context);
                    CGPoint nextPoint2 = [[self.points objectAtIndex:i+1] CGPointValue];                
                    CGContextMoveToPoint(context, nextPoint2.x, nextPoint2.y);
                    i = i + 2;
                }
                else
                    i++;
            }
            else
            {
                CGContextAddLineToPoint(context, nextPoint.x, nextPoint.y);
                i++;
            }
        }
    
        CGContextDrawPath(context, kCGPathStroke);
    }
    
    -(void)dealloc
    {
        [points release];
        [super dealloc];
    }
    
    -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
    {
        UITouch *touch = [[event touchesForView:self] anyObject];
        CGPoint location = [touch locationInView:self];
    
        if (self.points == nil)
        {
            NSMutableArray *newPoints = [[NSMutableArray alloc] init];
            self.points = newPoints;
            [newPoints release];
        }
    
        [self.points addObject:[NSValue valueWithCGPoint:(location)]];
    }
    
    -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
    {
        UITouch *touch = [[event touchesForView:self] anyObject];
        CGPoint location = [touch locationInView:self];
        [self.points addObject:[NSValue valueWithCGPoint:(location)]];
    
        [self setNeedsDisplay];
    }
    
    -(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
    {
        UITouch *touch = [[event touchesForView:self] anyObject];
        CGPoint location = [touch locationInView:self];
        [self.points addObject:[NSValue valueWithCGPoint:(location)]];
    
        CGPoint endPoint = CGPointMake(-99, -99); //"end of path" indicator
        [self.points addObject:[NSValue valueWithCGPoint:(endPoint)]];
    
        [self setNeedsDisplay];
    }
    
    @end
    

    Adding the canvasView where it’s needed:

    CanvasView *cv = [[CanvasView alloc] initWithFrame:CGRectMake(0, 0, 320, 640)];
    [self.view addSubview:cv];
    [cv release];
    
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