Re: I need more mouseDragged events
Re: I need more mouseDragged events
- Subject: Re: I need more mouseDragged events
- From: "M. Uli Kusterer" <email@hidden>
- Date: Wed, 14 Apr 2004 18:15:34 +0200
At 21:31 Uhr -0400 08.04.2004, Robert Clair wrote:
This has been a problem, more or less, with every graphic arts app (the
usual commercial suspects as well as my own) on every system I've
ever worked on.
Actually, I didn't have that problem with the MacOS 9 implementation
of this application. Okay, that didn't have Quartz anti-aliasing and
all those other pretty-looking advantages of Cocoa, and it didn't
have to go through an additional Window Buffer like stuff does on OS
X now, and it also was able to hog the CPU...
But I don't think it's the general "the user is too fast" problem.
As much as I'd like to deny it, it seems more like "my app is too
slow". I don't think it's a poblem inherent to Cocoa. Maybe I
shouldn't rely on Cocoa's NSView to composite two of the images.
Anyone know whether that would be orders of magnitude slower than
just compositing an additional NSImage while my drawing view is doing
its thing?
Obvious, the faster your mouseDragged: routine executes,
the better off you are, but with the present state of the art, a
user will always
be able to move the mouse ( or more likely the pen, drawing with a mouse
is worhless) fast enough to see some polygonalization. The usual solution
is to put up some temporary graphics while you are actually drawing and then
fit Bezier curves and draw them on mouseUp:
Sadly, Bezier curves in this case would cripple the drawings that
are input. I need spikes as well as curves, and I currently don't get
enough mouseDragged: events to judge from them what the user tried to
produce.
--
Cheers,
M. Uli Kusterer
------------------------------------------------------------
"The Witnesses of TeachText are everywhere..."
http://www.zathras.de
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