Hello everyone.

Im starting a new iPad project, and Im having a dilemma here.  WE have develop 
few apps using cocos2d great library BTW. but for this app Im required to draw 
2 concentric circles filled with the area between them, this circle can enlarge 
or decrease while the user tap-drags inwards or outwards, also the user can 
drag many items (UIView) which draw an image, this image can be repeated many 
times, so of course different items draw the same image, from one small view to 
a big view.

To be short, using cocos I need to use openGL ES to do this, and Im not very 
skillful with it.  So using CoreGraphics I know how to construct my path and 
fill the area and have the distance between the circles to be constant no 
matter the size of the whole "view" is.

The thing is.. because the user can   drag many small images from one view to 
another (big UIView that has the screen size), in cocos I was thinking using a 
SpriteSheet, something like an atlas of all images together in a png and I just 
load the area defined by a rect of that atlas, this way performance will not be 
affected so much when having let's say 70 images at the same time, also memory 
usage will be better.

Now because of my openGL knowledge  problem, I may have to instead using 
cocos2d do it using UIKit, so I was checking some documentation, and saw 
something similar to an Atlas, and draw part of that big image using the  
CGImageCreateWithImageInRect .

 If each of this items  (which will be custom UIViews and which will draw a 
part of the Big image/Atlas)are UIViews, and in the draw method I draw the 
proper rect using the  CGImageCreateWithImageInRect, then will performance be 
ok for lets say 70- items? Also, using some logic I can know if the user tapped 
inside the filled area of the concentric circles or he/she tapped inside the 
center circle with is not filled (is transparent), then I need to disappear the 
circles and IF there is an item bellow the tap, then select than item and show 
the circle centered relative  to that item,  Im not sure if Im wrong, but the 
event will be swallowed by the circle view and it will not go to the next 
UIView bellow it right?... if this is correct how can I make the event go to 
the UIView bellow the tap when there is/was a UIView on top of it.


Thanks

I hope I did a clear explanation, sorry if I bother somebody  with such a 
questions, I just  need to know and be sure Im starting with the right foot if 
I use UIKit.

ANy comments are welcome

Thanks


Gustavo


_______________________________________________

Cocoa-dev mailing list (Cocoa-dev@lists.apple.com)

Please do not post admin requests or moderator comments to the list.
Contact the moderators at cocoa-dev-admins(at)lists.apple.com

Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com

This email sent to arch...@mail-archive.com

Reply via email to