How can I use iOS core graphics to incrementally draw a large data set in a single image?
I have code which is ready to process the entire dataset at once (over 100,000 rectangles) and produces a single image. This is a very long running operation and I want this dataset to be incrementally drawn 1000 rectangles at a time, displaying these small image updates (like images downloaded from internet in the 90s)
My questions are: Would I keep the reference to the same context
throughout the operation and simply add elements to it? - OR - Should I be capturing the current image using UIGraphicsGetImageFromCurrentImageContext()
, then drawing it in a new context and drawing additional rectangles on top of it?
Bonus question - is this the right approach if I want to use multiple threads to append to the same image?
let context = UIGraphicsGetCurrentContext()!
context.setStrokeColor(borderColor)
context.setLineWidth(CGFloat(borderWidth))
for elementIndex in 0 ..< data.count {
context.setFillColor(color.cgColor)
let marker = CGRect(x: toX(elementIndex),
y: toY(elementIndex),
width: rectWidth,
height: rectHeight)
context.addRect(marker)
context.drawPath(using: .fillStroke)
}
// Save the context as a new UIImage
let myImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
if let cgImage = myImage?.cgImage,
let orientation = myImage?.imageOrientation {
return UIImage(cgImage: cgImage, scale: 2, orientation: orientation)
}
You should:
UIGraphicsGetImageFromCurrentImageContext
and dispatch the image view update to the main queueE.g., this will update the image view every ¼ second:
DispatchQueue.global().async {
var lastDrawn = CACurrentMediaTime()
UIGraphicsBeginImageContextWithOptions(size, false, 0)
for _ in 0 ..< 100_000 {
// draw whatever you want
let now = CACurrentMediaTime()
if now - lastDrawn > 0.25 {
self.updateImageView()
lastDrawn = now
}
}
self.updateImageView()
UIGraphicsEndImageContext()
}
Where:
func updateImageView() {
guard let image = UIGraphicsGetImageFromCurrentImageContext() else { return }
DispatchQueue.main.async {
self.imageView.image = image
}
}
Thus:
func buildImage(of size: CGSize) {
DispatchQueue.global().async {
var lastDrawn = CACurrentMediaTime()
UIGraphicsBeginImageContextWithOptions(size, false, 0)
for _ in 0 ..< 100_000 {
self.someColor().setFill()
UIBezierPath(rect: self.someRectangle(in: size)).fill()
let now = CACurrentMediaTime()
if now - lastDrawn > 0.25 {
self.updateImageView()
lastDrawn = now
}
}
self.updateImageView()
UIGraphicsEndImageContext()
}
}
func updateImageView() {
let image = UIGraphicsGetImageFromCurrentImageContext()
DispatchQueue.main.async {
self.imageView.image = image
}
}
func someRectangle(in size: CGSize) -> CGRect {
let x = CGFloat.random(in: 0...size.width)
let y = CGFloat.random(in: 0...size.height)
let width = CGFloat.random(in: 0...(size.width - x))
let height = CGFloat.random(in: 0...(size.height - y))
return CGRect(x: x, y: y, width: width, height: height)
}
func someColor() -> UIColor {
return UIColor(red: .random(in: 0...1),
green: .random(in: 0...1),
blue: .random(in: 0...1),
alpha: 1)
}
Yields:
Now, I’m not calling CoreGraphics directly, but you can and it will work the same.