Quicktime+GWorld+NSQuickDrawView
Quicktime+GWorld+NSQuickDrawView
- Subject: Quicktime+GWorld+NSQuickDrawView
- From: Scott Andrew <email@hidden>
- Date: Thu, 12 Jun 2003 09:44:36 -0700
I don't know if this is the right list to ask this.. I am newbie
jumping right into a tough one.
I am working on my compositing issue and i have it working but I am
concerned about being a system hog and calling paint too many times. I
load my movie assign it an offscreen GWORLD to paint into my
NSQuickDrawView using CopyBits. After i load i then decide to embed a
text view into my NSQuickDrawView. I tell quicktime not use the overlay
and then i spawn a new thread whose job is really simple. It has a few
lines of code.
- (void)playMovie:(id)anObject
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
while(!IsMovieDone(movie))
{
if (isPlaying)
{
MoviesTask(movie,0);
[self setNeedsDisplay:YES];
}
}
[pool release];
}
I am conerned that this is too tight. That i really need to double
check if the frame image has really changed.. I get the effect that
want i can composite an NSTextItem ontop and paint on top of it and all
is compositing nicely. But typing text is slow because of the constant
updates. This was quick and dirty code to try. I know it's not the
best..
Scott Andrew
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