Le 6 mars 09 à 20:33, Sebastian Morsch a écrit :

Hello,

I wrote a delegate that draws a bezel inside a CALayer using NSDrawNinePartImage. The drawing happens inside the drawLayer:inContext: method and it works well. The only problem is that it redraws really slow when the layers frame is resized by the user.

The layer is simply attached to a custom view for testing the whole thing. This view is the only view of a window, and when I resize that window, my layer is resized too. But it feels very clunky.

I was wondering if I'm doing something really stupid here... Does anybody know if there's a better way to tackle this?

Thank you!
Sebastian




There's no other code than these two methods in my custom view:

- (void)awakeFromNib {

        CALayer *rootLayer = [CALayer layer];
        rootLayer.delegate = self;
        rootLayer.needsDisplayOnBoundsChange = YES;
        
        [self setLayer:rootLayer];
        [self setWantsLayer:YES];
        
        [rootLayer setNeedsDisplay];
}

- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx {
        
        CGRect boundsRect = CGContextGetClipBoundingBox(ctx);
                
        // Draw colored interior
        CGRect bgRect = CGRectInset(boundsRect, 1.0, 1.0);
        CGColorRef color = CGColorCreateGenericRGB(0.0, 0.0, 1.0, 0.2);
        CGContextSetFillColorWithColor(ctx, color);
        CGContextFillRect(ctx, bgRect);

        // Draw bezel
        NSDrawNinePartImage(
                                                NSRectFromCGRect(boundsRect),
                                                [NSImage 
imageNamed:@"ClipFrame-N-TL"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-T"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-TR"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-L"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-C"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-R"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-BL"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-B"],
                                                [NSImage 
imageNamed:@"ClipFrame-N-BR"],
                                                NSCompositeSourceOver,
                                                1.0,
                                                NO);
}


If you want to know why your code is slow, use the Xcode Debug Menu > Launch Using Performance Tool > Shark.

Shark will give you better and more accurate answer.

My guess is that you are creating the images at each call, which require to read them from disk, and decode them and is very slow.

Just an other details, instead of creating the color at each call, you can use CGContextSetRGBFillColor(ctx, 0, 0, 1, .2).



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