Re: NSImageView setAnimates:YES... PLEASE?
Re: NSImageView setAnimates:YES... PLEASE?
- Subject: Re: NSImageView setAnimates:YES... PLEASE?
- From: Ricky Sharp <email@hidden>
- Date: Tue, 1 May 2007 17:50:10 -0500
On May 1, 2007, at 3:42 PM, John Turnipseed wrote:
That's close to what I did as a sanity check. I created a window in
a NIB with an image view set to animate, built and ran the
application and then dragged an animated gif image file onto the
image. It still didn't animate. Just displayed the first frame.
I'm actually trying to display an animated GIF in a
programmatically created NSWindow and NSImageView, no NIB files
directly involved at all.
I just did another test. While I still used a NIB containing a
window (which also has the original image view), I did
programatically build a second image view and added it to the window:
NSImageView* theImageView = [[[NSImageView alloc]
initWithFrame:NSMakeRect (20, 20, 249, 106)] autorelease];
[theImageView setEditable:YES];
[theImageView setImageFrameStyle:NSImageFrameGrayBezel];
[theImageView setAnimates:YES];
[[theWindow contentView] addSubview:theImageView];
At runtime, I'm able to drag in different animated GIFs into each of
the image views and they animate without any issues.
What specifically is your code when building the window and adding
the image view?
I wouldn't think it matters, but I'm building/running on a G5 tower
on 10.4.9 and building using the 10.4 Universal SDK. Haven't tried
it on my intel machine yet.
That shouldn't make any difference. I'm also using a G5 on that OS
and building against the 10.4u SDK.
___________________________________________________________
Ricky A. Sharp mailto:email@hidden
Instant Interactive(tm) http://www.instantinteractive.com
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