Hi, (I know this is not 100% Cocoa, but it isn't 100% CoreGraphics either...)
I'm drawing to an NSWindow with CoreGraphics, and each time there is a leaked CGContext, CGContextDelegate, CGColorTransform, NSBitmapGraphicsContext, and NSFocusStack (one of each).
Here is how I do it : CGDataProviderDirectCallbacks callbacks = { 0, &MyProviderGetBytePointer, &MyProviderReleaseBytePointer, &MyProviderGetBytesAtPosition, &MyProviderReleaseInfo }; MyProviderStruct mps = { mBlock, mDirtyRect.X(), mDirtyRect.Y() }; CGDataProviderRef provider = CGDataProviderCreateDirect( &mps, sizeof(mps), &callbacks ); NSWindow* window = (NSWindow*)Window(); CGImageRef image = CGImageCreate( size_t(mDirtyRect.W()), size_t(mDirtyRect.H()), 8, 32, size_t(mBlock->Width()*4), [[window colorSpace] CGColorSpace], kCGBitmapByteOrder32Big | kCGImageAlphaNoneSkipFirst, provider, NULL, false, kCGRenderingIntentRelativeColorimetric ); CGContextRef myContext = (CGContextRef)[[NSGraphicsContext currentContext] graphicsPort]; CGContextDrawImage( myContext, CGRectMake( mDirtyRect.X(), geom.H() - mDirtyRect.Y() - mDirtyRect.H(), mDirtyRect.W(), mDirtyRect.H() ), image ); CGContextFlush( myContext ); CGImageRelease( image ); CGDataProviderRelease( provider ); I don't release the CGContextRef because I don't 'create' it. If I release it, the app doesn't crash but doesn't draw anything anymore after the first one. My data provider just copy bytes from a legacy data structure. What am I doing wrong ? Or maybe there is a better way of doing this ? Thanks for any help ! -- Keep intel OUTSIDE my Mac ! Hiii !!! I can see Intel chips creeping around my G5 ! Eric M. _______________________________________________ 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: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com