Re: CALayers - printing and flippedness
Re: CALayers - printing and flippedness
- Subject: Re: CALayers - printing and flippedness
- From: Gideon King <email@hidden>
- Date: Wed, 15 Sep 2010 03:12:25 +1000
Thanks Matt - I was beginning to suspect that might be the case, but was hoping that there might be some workaround where I could get at the drawn content.
I have done some performance testing and it appears that I'll need to go the route of pure layers for most of it (the animation got a bit jerky with 1,000 layer backed views), but I guess I'll be able to factor out the drawing code and then when I want to print, just create an offscreen view and draw into it and print it. A bit more work, but probably worth it in order to access the power of Core Animation.
I'm a little surprised about your statement that there is going to have to be a completely separate codebase for Mac and iOS. I would have thought that if I stick to the core graphics / quartz 2D drawing, that it would be reusable. Sure, I understand that I would have UIViews instead of NSViews etc, but I should be able to reuse large portions of my code - the core data stuff at the back end and core animation and basic drawing code at the front end. But then I haven't tried it in real life yet, so I could be wrong...
Regards
Gideon
On 15/09/2010, at 12:40 AM, Matt Neuburg wrote:
> Layers are an efficient way of presenting material on the screen and do not
> feature anywhere in the printing story I just told you. A view is not
> drawing its layer's sublayers in its drawRect; the layer draws itself (onto
> the screen).
>
> So if you want to portray on paper what the user saw on the screen, you'll
> need a view that knows how to draw that in its drawRect. If layers were
> involved in what the user saw on the screen, the view will have to know how
> to draw what those layers were drawing.
>
>
...
>
> As to interoperability of Mac code with iOS code, my experience is that
> there isn't any (Mac has NSRect, iOS has CGRect, etc.) so the problem
> doesn't arise - you're going to have two separate code bases in any case. m.
>
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