[Openmcl-devel] Core Animation demo
neil.baylis at gmail.com
Wed Jul 8 07:41:40 PDT 2009
> The image you've attached (which is quite striking by the way) seems
> to me to cry out for NSBezierPath.
> If you mean to use Core Animation,
> you could have a tile class and a path class.
Yes, I want to be able to draw a tile as a chunk of vector art,
(perhaps importing from an .svg representation). But in addition, I
want to be able to draw a tile using a bitmap image, from a photograph
of an actual tile or other real-world object.
I want to use Core Animation as part of the UI to facilitate placement
of individual tiles in the image. I also want to be able to express
spatial relationships between them (e.g. above, beside, parallel-to,
etc.). I may be able to use the Core Animation constraints to do this,
but am not sure they will be powerful enough. I will also want to be
able to express symmetries & patterns, e.g. wallpaper groups. Inkscape
has a facility for this, but I find it very awkward to use, so I'm
looking to make a UI that's more intuitive.
> Many tile instances
> could share the same path instance since it is the layer of each tile
> that would be scaled, rotated, transformed, etc. not the bezier path
> itself (if I'm understanding the Apple docs correctly).
Yes, this is the most common use case, I think. The same applies to
bitmapped tiles. Each one is repeated many times in the image. They
are rarely scaled, but often rotated & translated. It would be nice if
I could change a property of the master tile, e.g. stroke color, and
have it apply to all clones of that tile automatically.
I think before I go much further, I should do a test with a large
number of sprites, and get hit testing working so I can pick one (or a
group) to have some operation performed. Inkscape does this without
the benefit of Core Animation or OpenGL, and the performance suffers
with a large number of objects. I also need to get zoom in/out,
fullscreen switching, and a few other important UI tricks working.
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