On Jan 19, 2017, at 05:48 , Eric E. Dolecki <edole...@gmail.com> wrote:
> 
> However, the position of the ticks
> is off. Seems like it needs to be moved down 1/2 way and the same to the
> right.

The position of the ticks is correct as you calculated, since you calculated 
relative to the view origin, which is at the upper left of the view bounds 
rect. (If you squint at the image carefully, you can see that it’s correct, 
showing the first and last ticks, with the rest being off the view to the left 
and top.) All you need to do is offset the x and y coordinates by the distances 
to the center of the view.

However, your image demonstrates a subtler bug which is something you need to 
deal with no matter how you end up drawing the view. Note that the visible 
horizontal tick in your image is clipped to the view bounds, so the line 
segment appears to be only half of the correct thickness. To get everything 
drawn properly, your drawing needs to be inset slightly from the edges of the 
view bounds. You have to ensure that there is sufficient inset to provide for:

a. the line thickness, when stroking a path

b. the end caps, when stroking a path

c. anti-aliasing, when drawing near the edges of the view bounds

Considerations such as those are why I suggested earlier as thinking of the 
drawing geometry as something different to the view geometry. Similar 
considerations apply to input, when your view is intended to be responsive to 
touches. If your drawn elements (the parts the user “grabs”) are too close the 
edge of the view, they can be hard to grab because the initial touch has a good 
chance of being passed to a different view.

Even if you’re using pre-rendered images instead of doing the drawing via 
bezier paths, you still have to consider the effects of bounds clipping on your 
drawing and touch interactions.

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