On Jun 11, 2009, at 14:04, Florian Witteler wrote:
I would like to know, how you experiences cocoa-developers would
handle the drawing in a solitaire-game.
You may want to have a look at GeekGameBoard as a reference point:
http://mooseyard.com/hg/hgwebdir.cgi/GeekGameBoard/archive/tip.zip
ht
On May 18, 2008, at 12:00 , Adam Radestock wrote:
Hi everyone,
I've been struggling to work out how to animate some properties on
my NSButton subclass. I have looked through all the examples given
in Apple's docs, but can't work out why my code doesn't animate.
Where exactly are you invok
On May 19, 2008, at 1:06 , Adam Radestock wrote:
It's in a function called from within the mouseDown: handler in my
subclass. I just don't get why the implicit animation isn't working?
A couple of things:
1) Make sure that somewhere up the hierarchy of your button's
superviews one of them
On May 31, 2008, at 16:39, "Stéphane Droux" <[EMAIL PROTECTED]>
> When I run the program in MallocDebug, the memory usage goes up
every time the timer function is executed. If I change the animation
to be on l2 instead of l1, or if I create l2 as a sublayer of
mainLayer, the memory usage re
On Jun 1, 2008, at 2:55 , Stéphane Droux wrote:
When I run the program in Mallocdebug, it seems that one of the
threads used
by Core Animation to animate the layers doesn't release its memory.
So it looks like a bug in Core Animation. However, since animating
non-leaf
layers is such a core f
On Jun 1, 2008, at 5:03 , Stéphane Droux wrote:
I've changed the timer function to do random animations and this
time it
really "leaks":
- (void) fromTimer: (NSTimer *) t
{
l2.frame = CGRectMake((double)random() / RAND_MAX*30,
(double)random() /
RAND_MAX*30, (double)random() / RAND_MAX*
On Jun 1, 2008, at 10:28 , Stéphane Droux wrote:
If you kill the timer after its been running for a while, does the
memory usage drop back down? Maybe the implicit animations are never
completing before a new one gets added, so they're just stacking up
on
top of each other.
I don't think
On Jun 1, 2008, at 8:02 , Nathan wrote:
here's my code:
int x;
- (IBAction)addNew:(id)sender {
NSString *temp = @"Enter Todo Item Here";
[Items addObject: temp];
x=[Items count];
[label setIntValue: x];
[tableView setDataSource: Items];
[tableView relo
On Jun 4, 2008, at 2:01 , Markus Spoettl wrote:
Hello List,
I need someone to push me in the right direction as I have no idea
where to start:
I have an existing window which I'd like to show and hide using a
zooming transition effect. I'd like something similar to the one in
iCal (on
On Jun 4, 2008, at 11:19, Huibert Aalbers wrote:
I am starting to work with Core Animation. I have tried to subclass
CALayer but I am having problems because for some reason the
drawInContext method never gets called, even though I invoke
setNeedsDisplay on the layer.
What is weird though
On Jun 4, 2008, at 11:57 , Huibert Aalbers wrote:
Thanks, but it didn't work. My understanding is that either
setNeedsDisplay or setNeedsDisplayOnBoundsChange:YES can be used to
force the layer to draw its content, but something is not working
for me.
Some snippets of your code might help
On Jun 5, 2008, at 9:04 , Davide Scheriani wrote:
I was playing with my NSView and CATextLayer.
I placed this code:
-(void)mouseDown:(NSEvent *)theEvent
{
// [...snip...]
[rootLayer addSublayer:textLayer];
}
what ive noticed is when I click,the text appear with a fadein.
Any r
On Jun 5, 2008, at 1:44 , Davide Scheriani wrote:
nooo I dont believe it! :)
I come from Flash and Core Animation is like Fuse Framework of Moses.
Is a way to have some sort of "collision" method of one or more
layers?
I'm not quite sure what you're trying to say or accomplish, but if yo
Is it expected behavior that when applying a CATransform3DMakeScale()
transform to a CALayer the layer's current bitmap information is what
gets scaled (using some type of filter) rather than asking the layer
to actually redraw itself into the, presumably, freshly transformed
context? Curre
On Jun 11, 2008, at 12:37 , David Duncan wrote:
Effectively a CALayer represents a texture with the layer's contents
on the video card. As the docs say, transforms only affect geometry.
The texture does not include geometry, thus the current content is
scaled rather than being re-rendered.
On Jun 11, 2008, at 6:34 , Huibert Aalbers wrote:
I am writing an app that uses multiple layers to display objects
that move
over a static background (which is drawn in its own layer). After the
animation completes, I do no longer need all those layers and I
guess that
it would be more effic
On Jun 14, 2008, at 10:28 , Milen Dzhumerov wrote:
I've got a root layer which has got a solid background and I've got
one sublayer. If I call removeFromSuperlayer on the sublayer when
the root layer is small in size, it removes itself with animation
and there are no problems. But if I incr
On Jun 14, 2008, at 2:29 , Milen Dzhumerov wrote:
I've got a root layer which has got a solid background and I've
got one sublayer. If I call removeFromSuperlayer on the sublayer
when the root layer is small in size, it removes itself with
animation and there are no problems. But if I incre
On Jun 16, 2008, at 5:47 , Josh de Lioncourt wrote:
Next, I need to be able to keep track of real-time during the game.
In Windows, we'd use something like GetTickCount to accomplish
this. Is there an equivalent on the Mac side? Again, pointing me
in the right direction would be tremendo
On Jun 16, 2008, at 6:43 , Brian Christensen wrote:
(I do not know what the difference is, if any, between using
mach_absolute_time() and UpTime().)
Apparently, the answer is that there isn't really a difference: <http://lists.apple.com/archives/perfoptimization-dev/2007/Oct/msg00
On Jun 19, 2008, at 5:14 , Gordon Apple wrote:
I've tried a variety of things including regenerating
the CALayers, but so far haven't been able to get the layers to
scale to the
coordinates of the underlying view. Again, I'll probably figure it
out
eventually, but this stuff just shouldn't
On Jun 20, 2008, at 2:50 , Eugen Belyakov wrote:
I need to implement custom visual component system in OpenGL. And I
want to
use hitTest-like behavior ( with rotated frame rectangles and so on)
to
determine component under cursor.
Could anyone with knowledge of how -hitTest works point me in
On Jun 20, 2008, at 4:04 , Brian Christensen wrote:
for (Component *subcomponent in [hitComponent subcomponents])
Sorry, that line should be:
for (Component *subcomponent in [match subcomponents])
{
// ...
}
/brian
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On Jun 27, 2008, at 08:56, Chilton Webb wrote:
(3) Even when everything else is working right, the first time I
perform my animation method, the animation does not work. Instead,
it quickly swaps out the old view with the new one, and displays it
in the foreground, on top of all other views
Am Jun 30, 2008 um 07:04 schrieb Papa-Raboon:
I was wondering if many of you have had a go at core animation yet?
I am personally looking at making a piece of text fade in and fade
out as a
confirmation that something worked in my latest project. Currently I
am just
popping a bit of text on
On Jul 20, 2008, at 20:00, Bob Barnes wrote:
I have some questions related to CALayer drawing. I want to be
able to display images, text, 2D graphics or a PDF page. I'm able to
display an image by directly setting the contents property using a
CGImageRef or subclassing CALayer, overriding
On Mar 17, 2008, at 4:51 , Sean McBride wrote:
Hi all,
Is anyone using the new NSView full screen methods in 10.5?
I have a window which contains a 'group view', it is basically an
NSView
that contains two subviews: a button, and an custom NSView that draws
pretty pictures. The button disp
On Feb 12, 2009, at 21:23, David Blanton wrote:
I set up a CALayer
is shows in the iPhone Simulator
does not show in the iPhone
How can that be?
I doubt anyone can answer your question without seeing relevant code
snippets.
/brian
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