I am working on a code base that happens to be using scaleUnitSquareToSize. I think the intent is to actually scale the view to various scale factors like 2 and .5. I have been in the process of making said view layer-backed (Core Animation) and adding subviews to it.
I have been seeing a lot of rendering glitches with the subviews I add to it when I change the scale factor away from 1.0 on the host view. It seems to be scaling the subview with it which is not necessarily what I originally wanted (but am not totally opposed to the idea if it actually worked correctly). For example, if I scale NSTextField up, the clickable area and focus ring seem to be stuck at the orignal 1.0 size, but the white background actually scales. This looks really bad and is confusing since the clickable area doesn't line up. At first, I thought the problem was because I use layer-backed views, but I found somebody on Bill Dudney's forums complaining about the same issue for NSButtons. http://forums.pragprog.com/forums/57/topics/3306 They complained their problems were in layer backed mode, and they posted their code. But I swapped out the buttons for NSTextField, NSTextView, and WebView and I see all sorts of problems in both non-layer-backed mode and layer-backed mode. The layer-backed is usually worse, but the non-layer backed is still bad. NSTextField (not layer backed) https://picasaweb.google.com/lh/photo/gZwK3pxU6jQbGvM7rUmRYg?feat=directlink NSTextView (layer backed) https://picasaweb.google.com/lh/photo/MQu-ThL8WwoRjE-MVpzldA?feat=directlink WebView (not-layer-backed on left, layer-backed on right) https://picasaweb.google.com/lh/photo/VyU9BtrrSaCmBLJS5KlB6Q?feat=directlink Anyway, I was wondering if somebody could give me the low-down on scaleUnitSquareToSize and if this is actually its intended purpose. And are there work-arounds for these rendering problems? For context, I'm working on an OpenGL based application. We are trying to get native Cocoa widgets on top of the view via Core Animation. For various reasons, we support scaling our view to different factors. This is fairly straight-forward in OpenGL but obviously presents different challenges for native Cocoa widgets. My original plan was to simply resize the frame to fit within the host view bounds and not worry about scaling the content, but I had not thought of using scaleUnitSquareToSize and did not know it was actually already being invoked in the codebase I'm working on. Thanks, Eric -- Beginning iPhone Games Development http://playcontrol.net/iphonegamebook/ _______________________________________________ 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