Helo Ken.

Thanks for answer,
I meant, I have some title string already, and I wish to be able to
animate as if its being written at the moment, also I forgot to
mention that this is for iOS.

Once again thanks for the reply.

I will still check your code and see how maybe I can apply what I
need. Maybe, and for sure I need to get the points of the path to be
done first somehow and then animate the creating of the path.

i dunno.


G.


On Thu, Jun 23, 2011 at 12:34 PM, Ken Tozier <kentoz...@comcast.net> wrote:
> If you're "writing" with the mouse the following might help. It isn't done, 
> still needs some sort of check in the drawRect method to know when you've 
> drawn all the segments and you;ll need to adjust x/y values to the view 
> you're drawing in, but it will get you started.
>
> - (void) mouseDown:(NSEvent *) inEvent
> {
>        // allocate a mutable data to store event points and times
>        dragPoints              = [[NSMutableData alloc] init];
>
>        // save fetch time and location of click and store in dragPoints
>        NSTimeInterval  timestamp       = [inEvent timestamp];
>        NSPoint                 clickPoint      = [inEvent locationInWindow];
>
>        [dragPoints appendBytes: &timestamp length: sizeof(NSTimeInterval)];
>        [dragPoints appendBytes: &dragPoint length: sizeof(NSPoint)];
> }
>
> - (void) mouseDragged:(NSEvent *) inEvent
> {
>        NSTimeInterval  timestamp       = [inEvent timestamp];
>        NSPoint                 dragPoint       = [inEvent locationInWindow];
>
>        // write interval and point to dragPoints mutable data object
>        [dragPoints appendBytes: &timestamp length: sizeof(NSTimeInterval)];
>        [dragPoints appendBytes: &dragPoint length: sizeof(NSPoint)];
> }
>
> - (void) mouseUp:(NSEvent *) inEvent
> {
>        // save the recording, either in memory or to a file
>        [dragPoints writeToFile: @"/path/to/some/file.bin"];
>
>        [dragPoints release];
> }
>
>
> // In your draw method, you could fetch a timestamp/NSPoint pair from the 
> recording like so
>
> - (void) drawRect:(NSRect) inRect
> {
>        CGContextRef            context                 = [[NSGraphicsContext 
> currentContext] graphicsPort];
>
>        // some instance variable indicating where you are in the recording
>        int                                     frameOffset             = 
> currentIncrement * (sizeof(NSTimeInterval) + sizeof(NSPoint));
>        NSTimeInterval          time                            = 
> *(NSTimeInterval*)[dragPoints bytes] + frameOffset;
>        NSPoint                         point                   = 
> *(NSPoint*)[dragPoints bytes] + frameOffset + sizeof(NSTimeInterval);
>
>        // draw line
>        CGContextAddLineToPoint(context, point.x, point.y);
>
>        // create a new NSTimer with the delay from "time" variable
>        [NSTimer scheduledTimerWithTimeInterval: time
>                        target: self
>                        selector: @selector(dearRect:)
>                        userInfo: nil
>                        repeats: NO];
>
>        // increment placeholder
>        currentIncrement++;
> }
>
> On Jun 23, 2011, at 5:21 AM, Gustavo Adolfo Pizano wrote:
>
>> Hello all.
>>
>> Im wondering if animating handwriting  is somehow possible to do, I
>> have been looking but I find only how to do it in flash.
>>
>> Can somebody give me some headlights in the right direction so I can
>> start digging into?
>>
>> Thanks a lot.
>>
>> Gustavo
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