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Search found 320 results on 13 pages for 'drawrect'.

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  • Freehand drawing with Quartz 2D

    - by qutaibah
    I am trying to develop a simple freehand-drawing app for red-marking some of my images. Below is a method that is called from within the drawRect. I want to ask if there is a way to avoid add the path every time the path is redrawn? Also, the way the draw method is set up, the drawing gets a bit slow and choopy after a few seconds. How can I improve the smoothness of the drawn path? thanks -(void)freehandDraw:(CGContextRef)context inRect:(CGRect)rect { CGPathAddLineToPoint( path, NULL, drawTip.x, drawTip.y); CGContextAddPath( context, path); CGContextStrokePath(context); } // method

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  • CALayer flickers when drawing a path

    - by Alexey
    I am using a CALayer to display a path via drawLayer:inContext delegate method, which resides in the view controller of the view that the layer belongs to. Each time the user moves their finger on the screen the path is updated and the layer is redrawn. However, the drawing doesn't keep up with the touches: there is always a slight lag in displaying the last two points of the path. It also flickers, but only while displaying the last two-three points again. If I just do the drawing in the view's drawRect, it works fine and the drawing is definitely fast enough. Does anyone know why it behaves like this? I suspect it is something to do with the layer buffering, but I couldn't find any documentation about it.

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  • Blackberry custom OVERLAY horizontal menu

    - by Dachmt
    Thanks to Max in this post, I made an horizontal menu. But now I'm trying to make an overlay menu, i I don't find how to do that... Let's see what i got first. So, I have a class MapScreen which display my map: public class MapScreen extends MenuScreen Then, I have in the same file the MenuScreen class like this that allows to display the horizontal menu when I press the MENU key: abstract class MenuScreen extends MainScreen { boolean mMenuEnabled = false; CyclicHFManager mMenuManager = null; public MenuScreen() { mMenuManager = new CyclicHFManager(); mMenuManager.setBorder(BorderFactory.createBevelBorder(new XYEdges(4, 0, 0, 0), new XYEdges(Color.DARKBLUE, 0, 0, 0), new XYEdges( Color.WHITE, 0, 0, 0))); mMenuManager.setBackground(BackgroundFactory .createLinearGradientBackground(Color.DARKBLUE, Color.DARKBLUE, Color.LIGHTBLUE, Color.LIGHTBLUE)); for (int i = 0; i < 10; i++) { Bitmap nBitmap = new Bitmap(60, 60); Graphics g = new Graphics(nBitmap); g.setColor(Color.DARKBLUE); g.fillRect(0, 0, 60, 60); g.setColor(Color.WHITE); g.drawRect(0, 0, 60, 60); Font f = g.getFont().derive(Font.BOLD, 40); g.setFont(f); String text = String.valueOf(i); g.drawText(text, (60 - f.getAdvance(text)) >> 1, (60 - f .getHeight()) >> 1); Bitmap fBitmap = new Bitmap(60, 60); g = new Graphics(fBitmap); g.setColor(Color.DARKBLUE); g.fillRect(0, 0, 60, 60); g.setColor(Color.GOLD); g.drawRect(0, 0, 60, 60); g.setFont(f); g.drawText(text, (60 - f.getAdvance(text)) >> 1, (60 - f .getHeight()) >> 1); BitmapButtonField button = new BitmapButtonField(nBitmap, fBitmap); button.setCookie(String.valueOf(i)); button.setPadding(new XYEdges(0, 18, 0, 18)); button.setChangeListener(new FieldChangeListener() { public void fieldChanged(Field field, int context) { Dialog.inform("Button # " + (String) field.getCookie()); } }); mMenuManager.add(button); } } protected boolean keyDown(int keycode, int time) { if (Keypad.KEY_MENU == Keypad.key(keycode)) { if (mMenuManager.getManager() != null) { delete(mMenuManager); mMenuManager.mCyclicTurnedOn = false; } else { add(mMenuManager); mMenuManager.getField(2).setFocus(); mMenuManager.mCyclicTurnedOn = true; } return true; } else { return super.keyDown(keycode, time); } }} And finally my menu manager: public class CyclicHFManager extends HorizontalFieldManager { int mFocusedFieldIndex = 0; public boolean mCyclicTurnedOn = false; public void focusChangeNotify(int arg0) { super.focusChangeNotify(arg0); if (mCyclicTurnedOn) { int focusedFieldIndexNew = getFieldWithFocusIndex(); if (focusedFieldIndexNew != mFocusedFieldIndex) { if (focusedFieldIndexNew - mFocusedFieldIndex > 0) switchField(0, getFieldCount() - 1); else switchField(getFieldCount() - 1, 0); } } else { mFocusedFieldIndex = getFieldWithFocusIndex(); } } private void switchField(int prevIndex, int newIndex) { Field field = getField(prevIndex); delete(field); insert(field, newIndex); }} So as it is like this, it is working: when I press the MENU key, the menu appears, i can navigate between buttons, and it disappear when I press again the same key. The only problem is my menu isn't overlaying my map, it pushes the content up. I tried with the menu manager like in your first response, resizing the content manager but it is the same result. Max gave me the link http://stackoverflow.com/questions/1497073/blackberry-fields-layout-animation to do so, but I really don't know how to use it to make it work in my project... Thank you for your help! UPDATE This works great, it's what I wanted. However, I still have a problem because I'm under 4.5. So first in the MenuHostManager constructor, I deleted the USE_ALL_HEIGHT and change setPositionChild(mMenuManager, 0, Display.getHeight() - mMenuManager.getPreferredHeight()); like this to have the menu at the bottom of the screen. It worked. Then, instead of drawing my bitmaps, I did this: Bitmap nBitmap = EncodedImage.getEncodedImageResource("menu" + i + ".png").getBitmap(); BitmapButtonField button = new BitmapButtonField(nBitmap, nBitmap); And it worked too (no rollover for now, later). So it is great! I also overwrite the Paint method of my CyclicHFManager to have a background color, because I can't use the BorderFactory and BackgroundFactory... My menu bar has a color for now so it's ok. Then, because of these 2 classes missing, in my BitmapButtonField I had to delete the 2 setBorder functions that change the borders. And now i have my buttons pretty big like normal buttons with borders... How can I make the same effect as the setBorder functions under 4.5? (BTW, setBorder is not working under 4.5 too...). Thank you!

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  • Building a clip area in a UIView from path objects in its subviews

    - by hkatz
    I'm trying to produce a clipping area in a UIView that's generated from path objects in its subviews. For example, I might have one subview containing a square and another containing a circle. I want to be able to produce a clip in the parent superview that's the union of both these shapes. Can someone explain how to do this? About all I've been able to figure out so far is that: 1 - the superview's drawRect: method is called before its subviews' drawRects are, and 2 - the ContextRef that's accessible in all three instances is the same. Other than that I'm stumped. Thanks, Howard

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  • iPhone - Is it ok to override UITableViewCell setSelected:animated

    - by Brian
    I am drawing custom UITableViewCells. My cells are opaque and are completely drawn in the drawRect of the cell to help with performance. I want to handle the look of a selected cell myself. If I don't, then the contents of my cell is covered up by the selectedBackgroundView that is added. Is it common or acceptable to override the setSelected:animated method of my cell so this is done properly. I guess if I did that, then I would not call the super's setSelected method since I would be handling how the cell will show that its selected. I would also have to set the selected property of the cell. Any help would be great. Thanks.

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  • Subclassing UIScrollView for drawing w/o views

    - by David Dunham
    I'm contemplating subclassing UIScrollView (the way UITextView does) to draw a fairly large amount of text (formatted in ways that NSTextView can't). So far the view won't actually scroll. I'm setting contentSize, and when I drag, I see the scroll indicator. But nothing changes (and I don't get a drawRect: message). An alternate approach is to use a child view, and I've done this. The view can be over 5000 pixels high, however, and I'm a bit concerned about performance on an actual device. (The other approach, be like UITableView, would be a huge pain -- I'm "porting" Mac Cocoa code, and a collection of views would be a huge architecture change.) I've done some searching, but haven't found anyone who is using UIScrollView to do the drawing. Has anyone done this and know of any pitfalls?

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  • How to use NSString drawInRect to centre text?

    - by Steve Folly
    How can I draw a string centred within a rect? I've started off with: (an extract from the drawRect method of my custom view) NSString* theString = ... [theString drawInRect:theRect withAttributes:0]; [theString release]; Now I'm assuming I need to set up some attributes. I've had a look through Apple's Cocoa documentation, but it's a bit overwhelming and can't find anything for how to add paragraph styles to the attributes. Also, I can only find horizontal alignment, what about vertical alignment? Thanks.

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  • Remove Custom UINavigationBar

    - by Lithium
    Hi, I've customized my UINavigationBar with an image like that : @implementation UINavigationBar (CustomImage) - (void)drawRect:(CGRect)rect { UIImage *image = [UIImage imageNamed: @"NavigationBar.png"]; [image drawInRect:CGRectMake(0, 0, self.frame.size.width, self.frame.size.height)]; } @end When I launch a video my custom NavigationBar (with the picture) is on the top or I would like to have the default navigationBar style when I'm playing a video. I tried to hide the navigationBar with [self.navigationController setNavigationBarHidden:YES animated:animated]; but it just remove the navigationBar in my controller but I still have the NavigationBar.png when I'm playing a video. I tried to set the barstyle but it doesn't work either ... self.navigationController.navigationBar.barStyle = UIBarStyleDefault; Could you help me ?

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  • Looking for how-to use UIGraphicsSetPDFContextURLForRect on iOS or Cocoa

    - by user1676332
    I'm playing to manipulate PDF on iOS (display but also and mostly generation). I wish to embed rectangular areas which act as "external" links (URLs like http://host.tld/path/file). Do you know where I can find an example(s) of how to use the UIGraphicsSetPDFContextURLForRect function? I find absolutly nothing on Internet. If I understand well, the only requirement is that the current graphic context should be PDF "type" and I think I respect this since, upstream, I call UIGraphicsPushContext why my PDF context as parameter (this was anyway required for methods like drawAtPoint: that I use also with success). I do not think it is important but just in case I specify that this DOES NOT take place in the drawRect: of a View subclass. You're quite right to say me unequivocally that I have "all wrong". The graphical environment is so sophisticated and rich in iOS that I assume to have not assimilated more than 1 or 2% for now. Thank you in advance.

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  • How much more complex is it to draw simple curves, lines and circles in OpenGL ES rather than in Qua

    - by mystify
    Is OpenGL ES really so much faster? Why? And is it really so horrible complicated to draw such simple things in OpenGL ES compared to drawing these in Quartz 2D? For example, I have a UIView subclass with -drawRect: implemented, where I draw some lines, curves and circles. Just simple paths, with some shadow. What would I do in OpenGL ES? Isn't there this nice EAGLView layer thing? One thing that comes to mind is how do touch events go into OpenGL ES? Maybe that's the complex thing about it? Are there tutorials on basic drawing operations in OpenGL ES?

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  • iPhone app crashed: Assertion failed function evict_glyph_entry_from_strike, file Fonts/CGFontCache.

    - by Ross
    this happened quite randomly. I didn't delete any tableview cell, the backtrace information: Assertion failed: (d->entry[identifier.glyph] == g), function evict_glyph_entry_from_strike, file Fonts/CGFontCache.c, line 810. Program received signal: “SIGABRT”. (gdb) bt #0 0x97da5972 in __kill () #1 0x97da5964 in kill$UNIX2003 () #2 0x97e38ba5 in raise () #3 0x97e4ec5c in abort () #4 0x97e3b804 in __assert_rtn () #5 0x0037fe0e in evict_glyph_entry_from_cache () #6 0x003226aa in expire_glyphs_nl () #7 0x00322645 in CGFontCacheUnlock () #8 0x00321fef in CGGlyphLockUnlock () #9 0x0240f9b7 in ripc_DrawGlyphs () #10 0x0031b0d4 in draw_glyphs () #11 0x0031a91f in CGContextShowGlyphsWithAdvances () #12 0x35814178 in WebCore::Font::drawGlyphs () #13 0x35813da5 in WebCore::Font::drawGlyphBuffer () #14 0x35813aca in WebCore::Font::drawSimpleText () #15 0x35813760 in drawAtPoint () #16 0x3581307e in -[NSString(WebStringDrawing) _web_drawAtPoint:forWidth:withFont:ellipsis:letterSpacing:includeEmoji:] () #17 0x3090d2e9 in -[NSString(UIStringDrawing) drawAtPoint:forWidth:withFont:lineBreakMode:letterSpacing:includeEmoji:] () #18 0x3090cfe3 in -[NSString(UIStringDrawing) drawAtPoint:forWidth:withFont:lineBreakMode:] () #19 0x3093d853 in -[UINavigationItemView drawText:inRect:] () #20 0x3093a96b in -[UINavigationItemButtonView drawRect:] () #21 0x3091ff61 in -[UIView(CALayerDelegate) drawLayer:inContext:] () #22 0x0060daeb in -[CALayer drawInContext:] () #23 0x0060d8f9 in backing_callback () #24 0x0060d1b4 in CABackingStoreUpdate () #25 0x0060c3cc in -[CALayer _display] () #26 0x0060bf56 in CALayerDisplayIfNeeded () #27 0x0060b3bd in CA::Context::commit_transaction () #28 0x0060b022 in CA::Transaction::commit () #29 0x006132e0 in CA::Transaction::observer_callback () #30 0x30245c32 in __CFRunLoopDoObservers () #31 0x3024503f in CFRunLoopRunSpecific () #32 0x30244628 in CFRunLoopRunInMode () #33 0x32044c31 in GSEventRunModal () #34 0x32044cf6 in GSEventRun () #35 0x309021ee in UIApplicationMain ()

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  • How to set custom size for cursor in swing?

    - by swift
    I am using the below code to set a custom cursor for JPanel, but its enlarging the image which i set for cursor. Is there a way to set a customized cursor size ? Toolkit toolkit = Toolkit.getDefaultToolkit(); BufferedImage erasor=new BufferedImage(10,10, BufferedImage.TYPE_INT_RGB); Graphics2D g2d=(Graphics2D) erasor.createGraphics(); g2d.setPaint(Color.red); g2d.drawRect(e.getX(),e.getY() ,10, 10); toolkit.getBestCursorSize(10, 10); Cursor mcursor=toolkit.createCustomCursor(erasor, new Point(10,10), "Eraser"); setCursor(mcursor);

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  • Animation in quartz 2D

    - by coure06
    I want to create an app which after each 1 second will show 4-5 words on screen but the last word will zoom out/in. I can easily create static words and for the last animating word i need to draw the static again n again. How can i create 2 separate layers so the static text is on one layer ( i will fill it after each second) and the last word (animated one) will be on other layer. How to create 2 separate layers? Attached on same screen but handling their drawRect method separately?

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  • QT drawing without erasing widget

    - by faya
    Hello, If I have a derived object of QWidget class and on slot function in it I have an update(). here is some pseudocode: *.h slot: updateNow(); *.cpp constructor() { setPalllete(QPallete(QColor(250,250,200))); setAUtoFillBackground(true); } updateNow() { update(); } paintEvent() { QPainter painter(this); painter.drawRect(1,2,3,4); } So how should I don't get erased my pallete after update() call? P.S. - Sorry for my English and only pseudocode.

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  • QGraphicsItem repaint

    - by onurozcelik
    I want to change text color inside a rectangle periyodically Here is my trial: TrainIdBox::TrainIdBox() { boxRect = QRectF(0,0,40,15); testPen = QPen(Qt:red); i=0; startTimer(500); } QRectF TrainIdBox::boundingRect() const { return boxRect; } void TrainIdBox::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) { Q_UNUSED(widget); Q_UNUSED(option); painter->setPen(QPen(drawingColor,2)); painter->drawRect(boxRect); painter->setPen(testPen); painter->drawText(boxRect,Qt::AlignCenter,"TEST"); } void TrainIdBox::timerEvent(QTimerEvent *te) { testPen = i % 2 == 0 ? QPen(Qt::green) : QPen(Qt::yellow); i++; update(boxRect); } This code does not working properly. What is wrong?

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  • UIImageView in UITableCell gets a weird size

    - by Behlül
    Hi, I'm trying to place a UIImageView in a UITableViewCell. I create a special view called ProductView. In that view, I have several components, one of them being a UIImageView. I set this ProductView as content view of the UITableViewCell. Everything is drawn properly except the UIImageView. UIImageView gets scaled meaninglessly. It's height gets twice the height of the table cell size. I've spent hours trying to solve this problem. I've set the frame of UIImageView manually, I've called drawRect method of UIImage in UIImageView, neither of them worked. I'm thinking of replacing UITableView with a UIScrollView if I can't find a solution. Does anyone know how to solve this problem?

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  • Cocoa -- getting a simple NSImageView to work

    - by William Jockusch
    I am confused about why this code does not display any image: In the app delegate: - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { NSRect rect = window.frame; rect.origin.x = 0; rect.origin.y = 0; BlueImageView *blueImageView = [[BlueImageView alloc]initWithFrame:rect]; window.contentView = blueImageView; // also tried [window.contentView addSubview: blueImageView]; } BlueImageView.h: @interface BlueImageView : NSImageView { } @end BlueImageView.m: @implementation BlueImageView - (id)initWithFrame:(NSRect)frame { self = [super initWithFrame:frame]; if (self) { [self setImage: [NSImage imageNamed:@"imagefile.png"]]; NSAssert(self.image, @""); NSLog (@"Initialized"); } return self; } - (void)drawRect:(NSRect)dirtyRect { } @end The file imagefile.png exists. The NSAssert is not causing an exception. The NSLog is firing. But no image shows up in the window.

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  • Rotate a drawed rectangle in flex

    - by Arif
    i wrote the following code for draw a rotate rectangle var s:UIComponent = new UIComponent(); s.graphics.lineStyle(1, 0x0000FF); s.graphics.drawRect(50, 50, 200, 200); s.rotation = 30; template.addChild(s); where template is a canvas. Its rotate nicely but the problem is the position is not in right place. i.e. it is not in (50,50) after rotate. How can i solve this problem? Thanks in advance.

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  • Save UIView's representation to file.

    - by fish potato
    What is the easiest way to save UIView's representation to file? My solution is, UIGraphicsBeginImageContext(someView.frame.size); [someView drawRect:someView.frame]; UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); NSString* pathToCreate = @"sample.png"; NSData *imageData = [NSData dataWithData:UIImagePNGRepresentation(image)]; [imageData writeToFile:pathToCreate atomically:YES]; but it seems tricky, and I think there must be more efficient way to do this.

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  • resetting the image in an NSView

    - by Josan
    I think this is a very simple question, but I’m new to programming so I may be going about it in a wrong-headed way. I have a basic understanding of Objective-C writing terminal applications and am teaching myself how to use the Cocoa GUI. I understand how to use IBOutlet and IBAction to connect a simple button to a method that will repeatedly send random numbers to a textfield . I understand how to add a NSView file, connect it to a custom view in interface builder and draw a path through random points in the view when the application launches. (I’ve been putting this code inside the - (void)drawRect:(NSRect)dirtyRect method that is declared when the file is created). What I can’t seem to figure out is how to connect a button to an action that will then ‘refresh’ the view – in this case repopulate it with another set of random points connected with a path. Looking at the documentation, I think I should somehow be using – (void) setNeedsDisplay(BOOL)flag but nothing I have tried so far had worked. Please tell me, what am I missing here?

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  • Enabling depth testing when using CAOpenGLLayer

    - by Andrew
    If one is using a subclass of NSOpenGLView then one enables depth testing by selecting a 16/24/32 bit buffer from the attributes menu in Xcode, and then adding glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); to the drawRect method. However, in the application I'm creating I'm rendering OpenGL content via the drawInCGLContext method of a CAOpenGLLayer which is contained within a subclass of NSView. This means that it is no longer possible to create a depth buffer via the inspector. Does anyone know how I can achieve this in such a situation?

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  • TextField breaking MOUSE_OVER in as3: only after moving it!

    - by Franz
    I'm having a really weird problem with the MOUSE_OVER event. I'm building dynamic tabs representing mp3 songs containing textfields with info and a dynamic image for the cover art. I am trying to get a simple MOUSE_OVER working over the whole tab, such that you can select the next song to play. I am using a Sprite with alpha 0 that overlays my whole tab (incl. the textFields) as a Listener for MOUSE_OVER and _OUT... I've checked by setting the alpha to something visible and it indeed covers my tab and follows it around as I move it (just making sure I'm not moving the tab without moving the hotspot). Also, I only create it once my cover art is loaded, ensuring that it will cover that too. Now, when the tab is in the top position, everything is dandy. As soon as I move the tab to make space for the next tab, the textFields break my roll behaviour... just like that noob mistake of overlaying a sprite over the one that you're listening for MouseEvents on. But... the roll area is still on top of the field, I've set selectable and mouseEnabled to false on the textFields... nothing. It is as if the mere fact of moving the whole tab now puts the textField on top of everything in my tab (whereas visually, it's still in its expected layer). I'm using pixel fonts but tried it with system fonts, same thing... at my wits end here. public function Tab(tune:Tune) { _tune = tune; mainSprite = new Sprite(); addChild(mainSprite); drawBorder(); createFormat(); placeArtist(); placeTitle(); placeAlbum(); coverArt(); } private function placeButton():void { _button = new Sprite(); _button.graphics.beginFill(0xFF000,0); _button.graphics.drawRect(0,0,229,40); _button.graphics.endFill(); _button.addEventListener(MouseEvent.MOUSE_OVER, mouseListener); _button.addEventListener(MouseEvent.MOUSE_OUT, mouseListener); _button.buttonMode = true; mainSprite.addChild(_button); } private function mouseListener(event:MouseEvent):void { switch(event.type){ case MouseEvent.MOUSE_OVER : hilite(true); break; case MouseEvent.MOUSE_OUT : hilite(false); break; } } private function createFormat():void { _format = new TextFormat(); _format.font = "FFF Neostandard"; _format.size = 8; _format.color = 0xFFFFFF; } private function placeArtist():void { var artist : TextField = new TextField(); artist.selectable = false; artist.defaultTextFormat = _format; artist.x = 41; artist.y = 3; artist.width = 135; artist.text = _tune.artist; artist.mouseEnabled = false; mainSprite.addChild(artist); } private function placeTitle():void { var title : TextField = new TextField(); title.selectable = false; title.defaultTextFormat = _format; title.x = 41; title.y = 14; title.width = 135; title.text = _tune.title; title.mouseEnabled = false; mainSprite.addChild(title); } private function placeAlbum():void { var album : TextField = new TextField(); album.selectable = false; album.defaultTextFormat = _format; album.x = 41; album.y = 25; album.width = 135; album.text = _tune.album; album.mouseEnabled = false; mainSprite.addChild(album); } private function drawBorder():void { _border = new Sprite(); _border.graphics.lineStyle(1, 0x545454); _border.graphics.drawRect (0,0,229,40); mainSprite.addChild(_border); } private function coverArt():void { _image = new Sprite(); var imageLoader : Loader = new Loader(); _loaderInfo = imageLoader.contentLoaderInfo; _loaderInfo.addEventListener(Event.COMPLETE, coverLoaded) var image:URLRequest = new URLRequest(_tune.coverArt); imageLoader.load(image); _image.x = 1.5; _image.y = 2; _image.addChild(imageLoader); } private function coverLoaded(event:Event):void { _loaderInfo.removeEventListener(Event.COMPLETE, coverLoaded); var scaling : Number = IMAGE_SIZE / _image.width; _image.scaleX = scaling; _image.scaleY = scaling; mainSprite.addChild (_image); placeButton(); } public function hilite(state:Boolean):void{ var col : ColorTransform = new ColorTransform(); if(state){ col.color = 0xFFFFFF; } else { col.color = 0x545454; } _border.transform.colorTransform = col; }

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  • ActionScript Accessing Functions/Vars From Outside Of Class

    - by TheDarkIn1978
    how can i call public functions or vars of a sprite class from another class (or frame script)? i keep getting 1061: Call to a possibly undefined method (function i'm trying to call) through a reference with static type flash.display:Sprite. //Framescript var a:Sprite = new customRect(); addChild(a); a.getSide(); //.as file package { import flash.display.Sprite; public class customRect extends Sprite { public var side:Number; private function customRect() { var box:Sprite = new Sprite(); box.graphics.beginFill(); box.graphics.drawRect(0, 0, 200, 200); box.graphics.endFill(); side = box.width; } public function getSide():void { trace(side); } } }

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  • Will it use more and more memory if I keep drawing on the UIView?

    - by Tattat
    This is my drawRect: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextMoveToPoint(context, x1, y1); CGContextAddLineToPoint(context, x2, y2); CGContextStrokePath(context); If I run this code thousand times or more. My UIView will have many lines on that. Will it use more memory than only just one line on it? Er... ...I mean, will the program remember the line I draw or after it draw the lines, it won't have any information in the memory. thz .

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  • Does Quartz2D test intersection of rect by line before drawing it.

    - by ddnv
    I'm drawing a big scheme that consist of a lot of lines. I do it in the drawRect: method of UIView. The scheme is larger than the layer of view and I check each line and draw it only if it intersects the visible rect. But at one moment I thought, should I do this? Maybe Quartz is already doing this test? So the question is: When I use function CGContextAddLineToPoint() does the Core Graphics tests this line for intersection with layer rect or it just draw it anyway?

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