I want to make painting by finger inside UIView
. I am using draw function:
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else { return }
draw(inContext: context)
}
func draw(inContext context: CGContext) {
// 2
context.setLineWidth(5)
context.setStrokeColor(UIColor.black.cgColor)
context.setLineCap(.round)
//context.setFillColor(UIColor.white.cgColor)
// 3
for line in lineArray {
// 4
guard let firstPoint = line.first else { continue }
context.beginPath()
context.move(to: firstPoint)
// 5
for point in line.dropFirst() {
context.addLine(to: point)
}
context.strokePath()
}
}
For export I use this code:
func exportDrawing() -> UIImage? {
// 2
UIGraphicsBeginImageContext(frame.size)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
// 3
draw(inContext: context)
// 4
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
Line which user draws is ok. But I can't keep white background when export UIImage
. For example, if I try to save painting result to other ImageView I got next result (white background is lost)
I tried context.setFillColor(UIColor.white.cgColor)
but it didn't work.
How can I fix it?
Change your custom func to:
func draw(inContext context: CGContext, rect: CGRect, bkgColor: UIColor?) {
// if a background color was passed, fill the background
if let c = bkgColor {
context.setFillColor(c.cgColor)
context.fill(rect)
}
// 2
context.setLineWidth(5)
context.setStrokeColor(UIColor.black.cgColor)
context.setLineCap(.round)
//context.setFillColor(UIColor.white.cgColor)
// 3
for line in lineArray {
// 4
guard let firstPoint = line.first else { continue }
context.beginPath()
context.move(to: firstPoint)
// 5
for point in line.dropFirst() {
context.addLine(to: point)
}
context.strokePath()
}
}
and change your calls:
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else { return }
//draw(inContext: context)
draw(inContext: context, rect: rect, bkgColor: nil)
}
and:
func exportDrawing() -> UIImage? {
// 2
UIGraphicsBeginImageContext(frame.size)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
// 3
//draw(inContext: context)
draw(inContext: context, rect: CGRect(origin: .zero, size: frame.size), bkgColor: .white)
// 4
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}