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Re: Drawing feedback for mouse operations



Hi Rick,

I may not be grasping the entire problem, but I'll take a stab at it.

When one of your views has an interesting, non-identity transform applied, is this just a transform that your app is applying at draw time? If so, can you keep track of that transformation matrix somewhere besides a CGContext (such as a in a C++ object associated with the view, or even attached to the view using SetControlProperty)?

Cheers,

--Dave

On Jun 8, 2006, at 5:40 PM, Rick Mann wrote:

I've brought this subject up before, and I usually get convinced of the right way to do it. Then I get distracted from this project for months, and forget it all. So, here it is again:

I am developing a non-trivial CAD application. It supports many different tools, so I have a "mouse handler" architecture: an instance of the current tool is set to be current, and mouse events are sent to it for handling.

In some tools, keys can be pressed during button-down periods. For this reason, I don't want to use TrackMouseLocation(); I'd rather maintain state, and let key events be handled appropriately.

A great deal of drawing takes place in response to mouse events. Just pointing at an object on the canvas can result in drawing as it's highlighted, for example.

To complicate matters, there is an almost-always non-identity transform applied; the user can zoom in and pan all over the canvas, and clicking needs to be translated into canvas coordinates (inverse of the CG context's transform).

My understanding from past experience is that I really can't get the view's CGContext from within a mouse event (for the purposes of doing an inverse transformation), and that I shouldn't do drawing, either. I can probably live with the latter, but I really want to build my model during the event.

The alternative is to store the last mouse position, set some state, ask for the view to be redrawn, and do everything in the redraw. I don't like this for any number of reasons.

So, I think I really need to get the view's CGContext during the mouse event, use that to update the model, then ask for redraw, and draw the current model in the draw event. My biggest concern is that I've been told the context is unreliable during a mouse event.

All this is complicated by the fact that I think I'll be drawing layers of the image to off-screen buffers, and then using those to composite the final image together (for speed).

Comments? Suggestions?

TIA,

--
Rick
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