Re: Text rendering/editing on OSX iOS

2010-12-27 Thread Alastair Houghton
On 21 Dec 2010, at 14:29, Ricky Sharp wrote:

 I'm not sure what you mean by it's the same.  Do you mean pixel for pixel 
 accuracy between Mac OS X and iOS?  I don't thing that may be possible (at 
 least at a high level) as there may be different rendering techniques.

Indeed, my understanding at present (from poking about rather than any official 
word from Apple) is that on Mac OS X the font rendering is being done by ATS, 
whereas on iOS it's currently using FreeType.  In both cases, the Quartz API 
over the top is the same, but it's using a different underlying rendering 
engine.

Kind regards,

Alastair.

--
http://alastairs-place.net




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Text rendering/editing on OSX iOS

2010-12-21 Thread Kenneth Baxter

Hi, I have an application which I plan to roll out on both iOS and MacOS X, and 
it needs to display text in various places on a series of views. I am doing all 
the drawing using the Core technologies (CGContext drawing) to make the maximum 
reuse of code. I've done most of the graphical stuff and am just moving on to 
the text.

Sometimes the user needs to edit the text, so I am planning to add a subview 
(NSTextView / UITextView) while they are editing, but I need to be sure that 
it's going to be exactly the same rendering size, position, wrapping etc. 
between the text views and the core drawing.

Is there anything special I need to look out for to ensure that it's the same? 
Is this the best way for me to achieve my goal of maximum reuse and seamless 
switching between the drawn text and the text view for editing?

TIA

Ken.
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Re: Text rendering/editing on OSX iOS

2010-12-21 Thread Ricky Sharp

On Dec 21, 2010, at 7:04 AM, Kenneth Baxter wrote:

 Hi, I have an application which I plan to roll out on both iOS and MacOS X, 
 and it needs to display text in various places on a series of views. I am 
 doing all the drawing using the Core technologies (CGContext drawing) to make 
 the maximum reuse of code. I've done most of the graphical stuff and am just 
 moving on to the text.

You should probably re-evaluate your approach.  While it may be absolutely 
necessary in your case to step down to a low level, you may find it better to 
use higher-level platform-specific code.

For my main application, the only code that is truly shared are model objects 
and to some extent, certain types of support controllers.  All view code and 
the majority of controller code is completely different.  And, for iOS, it's 
often the case where controllers and/or views are further different between 
iPad vs. iPhone/iPod touch.

Another huge difference in my app is that the Mac OS X code leverages massive 
amounts of bindings.  That simply doesn't exist in iOS.  Thankfully, the 
relevant bindings code in my models (e.g. keyPathsForValuesAffectingFoo) are  
easily ifdef'd out when compiling on iOS.

 Sometimes the user needs to edit the text, so I am planning to add a subview 
 (NSTextView / UITextView) while they are editing, but I need to be sure that 
 it's going to be exactly the same rendering size, position, wrapping etc. 
 between the text views and the core drawing.
 
 Is there anything special I need to look out for to ensure that it's the 
 same? Is this the best way for me to achieve my goal of maximum reuse and 
 seamless switching between the drawn text and the text view for editing?


I'm not sure what you mean by it's the same.  Do you mean pixel for pixel 
accuracy between Mac OS X and iOS?  I don't thing that may be possible (at 
least at a high level) as there may be different rendering techniques.  Default 
fonts between the systems are different and perhaps there's also subtle 
anti-aliasing differences, etc. Also, iPhone 4 introduced the Retina display, 
so output on such screens will provide much higher-quality output.

Behaviors in the UI between both systems are also very different, so attempting 
to share code to manage behaviors will prove to be problematic.
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Re: Text rendering/editing on OSX iOS

2010-12-21 Thread Kenneth Baxter

Thanks Ricky, this is a very drawing-heavy application, so I think it's 
probably worth a little pain to get it mostly drawing cross platform, and then 
wrap the platform specific UI around that. I'm mostly there with that approach.

Being the same refers to the size, position, rendering between core graphics 
and the text view on a specific operating system/device - it does not need to be pixel 
perfect the same between a Mac and an iPad

Regards

Ken

PS apologies to everyone for the double posting before - Firefox 4 beta + 
Me.com = crash and message not showing up as sent even though it was.


On 22 Dec, 2010,at 12:29 AM, Ricky Sharp rsh...@mac.com wrote:



I'm not sure what you mean by it's the same. Do you mean pixel for pixel 
accuracy between Mac OS X and iOS? I don't thing that may be possible (at least at a high 
level) as there may be different rendering techniques. Default fonts between the systems 
are different and perhaps there's also subtle anti-aliasing differences, etc. Also, 
iPhone 4 introduced the Retina display, so output on such screens will provide much 
higher-quality output.


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