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Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView?
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Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView?


  • Subject: Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView?
  • From: WT <email@hidden>
  • Date: Fri, 3 Apr 2009 16:13:05 +0200

Presuming that this is full-size, It is uncommon to have views that are so small (the balls must be, what, 4X4 pixels or something?), I'd say.

No, no, the smallest ball is 13x13 pixels and the whole picture is nearly 320 pixels on each side. I had to shrink the picture to such a small size because of the cocoa-dev limitations on the size of attachments (25 kb max).


Intuitively, it 'looks' to me like the 'normal' architecture for something like this would be to have one custom view for the entire grid (of course, there are always exceptions, and I don't know the full background of your app).

I do have a custom UIView for the grid, but it doesn't do much for now, since I'm currently using the UIImageView instances to do the heavy lifting.


If it's taxing the device, then I would recommend creating your own view, and compositing the images yourself in drawRect:, as you suggest.

That's what I was inclined to do from the start, but I found it easier to code the UIImageView solution first, to see how it works out.


To get your animation, just set a timer at your frame rate and call setNeedsDisplay on the view in its callback. Inside drawRect, you could either work out what to display based on the time, or you could set some flags in your timer routine setting 'state' for drawrect to use before you make the setNeedsDisplay call.

Ah, ok. This is the guidance I needed. Thanks!

Look at the UIImage's drawInRect and/or drawAtPoint: methods for how to draw the images. There are methods that let you specify alpha and blend mode, and the drawInRect method will scale the image to fit the rect you specify.

Yes, I'm familiar with them.

Note that you won't need an UIImage instance for every 'ball' - ones that are the same looking can just be drawn by reusing the same UIImage instance and drawing it multiple times.

Indeed. In fact, I have a custom class working as a singleton image server that hands out cached versions of the necessary images.


If this is still taxing, you might want to look into using a custom OpenGL view to do your rendering (although you might want to run through a few OpenGL tutorials first if you've never used OpenGL before, I'd say it's quite a different style of API in many ways).

I considered openGL as well, but I have no practical experience with it and this is not the best time for me to learn it, while I'm trying to finish this application.


Thank you for your help.
Wagner
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  • Follow-Ups:
    • Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView?
      • From: glenn andreas <email@hidden>
References: 
 >Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView? (From: James Montgomerie <email@hidden>)
 >Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView? (From: WT <email@hidden>)
 >Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView? (From: James Montgomerie <email@hidden>)
 >Re: How to animate the drawing of UIImages inside a drawRect: method of a UIView? (From: James Montgomerie <email@hidden>)

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