CATiledLayer uses different set of tiles to handle different levels of zoom This example is exactly what we left from previous part of this tutorial. Based on some further logging I’ve added to the example project, I think the problem is this: The CATiledLayer has two render threads that. Let’s take a look at a CATiledLayer demo. I first ran across the CATiledLayer class when I was looking into a multithreaded, tiled.
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So what about fast forward, slow motion or playing in reverse? In other words, calling pause and setting rate to 0 does the same thing, as calling play and setting rate to 1. You use this filter when enlarging the image via contentsGravitywhich can be used to change both size resize, resize aspect, and resize aspect fill and position center, datiledlayer, top-right, right, etc. Based on some further logging I’ve added to the example project, I xeample the problem is this: A layer that creates a specified number of sublayer copies with varying geometric, temporal, and color transformations.
Catilddlayer test each one and break out as soon as a hit is detected, since there are no benefits to hit testing remaining layers.
This article shares some tips I learned writing Pholio on managing large images. The following function is a very slight re-write of the preexisting pathGroupsForTileView: The clip bounds and catiledoayer transformation matrix CTM of the drawing context can be used to determine the bounds and resolution of the tile being requested.
His PDF demo concisely illustrated how a CATiledLayer could be wired up and integrated into an application, and saved me no end of trouble. At its core, Catiledlayed use code from the great tutorial at Cocoa is my Girlfriend.
Sign up or catiledlaayer in Sign up using Google. An Apple support engineer provided me with a workaround: See the CAEmitterLayer example later.
You can download the LayerPlayer project hereand you can download the completed first project here. Okay, now to swap out our old TileView approach for one based on TiledView.
Things that were not immediately obvious to me. These are CATransform3D properties that represent elements of a matrix that comprises a rectangular array of rows and columns. Then build a cube by creating, rotating and then adding each side to the transform layer.
CAGradientLayer makes it easy to blend two or more colors together, making it especially well suited to backgrounds. Want to turn a square layer into a circle? The rendering of a tile can be expensive and can use the render thread for 10ms. If left unspecified the stop locations default to evenly spaced.
To configure it, you assign an array of CGColor s, as well as a startPoint and an endPoint to specify where the gradient layer should begin and end. More on this below. You create a shadow and set shouldRasterize to true discussed belowand then add the layer to the view hierarchy. The vast majority of the stuff you do in iOS is … well, not explicitly multithreaded, anyway; in fact, AAPL seems to be actively discouraging multithread techniques.
This code behaves a little strangely on my device iPhone 3G running iOS 3. Layer Player includes controls to adjust all of the above-mentioned properties, and several more:. It’s fairly basic and cannot directly respond to user touches or even check the bounds of the scrollable layer, but it does cool things like preventing scrolling beyond the bounds ad infinitum!
To learn more about matrix transformations like those used in this example, check out 3DTransformFun project by fellow tutorial team member Rich Turton and Enter The Matrix project by Mark Pospesel.
Set its path to the path drawn above, its fill color to the color created in step 1, and set the fill rule explicitly to the default value of non-zero.
I have the following:. Layer Player includes switches to toggle the opacity of each sublayer, and the TrackBall utility from Bill Dudney, ported to Swiftwhich makes it easy to apply 3D transforms based on user gestures:. You can also add custom animations to layers, which you’ll see when you get to CAReplicatorLayer. CAReplicatorLayer duplicates a layer a specified number of times, which allows you to create some cool effects. Layers are not part of the responder chain so they won’t directly react to touches or gestures like views can, as you saw in the CALayerPlayground example.
Then set up the emitter layer catikedlayer cell, and add that cell to the layer, and the layer to the view hierarchy. Minimize this behavior by using smaller tiles the tiles used in the above example were cut to x and by creating a custom CATiledLayer subclass and overriding fadeDuration to return But hit testing is all a layer can do because it cannot react to recognized gestures.
Here the zoomlevel is set to 1.
CATransformLayer does not flatten its sublayer hierarchy like other layer classes, so it’s handy for drawing 3D structures. You set the background color to Ray’s favorite shade of green: This is great for very large images or other sets catoledlayer content where you are only looking at small bits at a time, because you can start seeing your content without having to load it all into memory.
Depth can also be preserved to give the replicator layer a 3D effect. A CATiledLayer must be configured to use a high-resolution backing store. The easiest way to understand what layers are is to see them in action.
The view, catiledlqyer say?