Hi,
(I know this is not 100% Cocoa, but it isn't 100% CoreGraphics either...)
I'm drawing to an NSWindow with CoreGraphics, and each time there is a leaked CGContext, CGContextDelegate, CGColorTransform,
NSBitmapGraphicsContext, and NSFocusStack (one of each).
Here is how I do it :
CGDataProviderDirectCallbacks callbacks = {
0,
&MyProviderGetBytePointer,
&MyProviderReleaseBytePointer,
&MyProviderGetBytesAtPosition,
&MyProviderReleaseInfo
};
MyProviderStruct mps = { mBlock, mDirtyRect.X(), mDirtyRect.Y() };
CGDataProviderRef provider = CGDataProviderCreateDirect( &mps, sizeof(mps),
&callbacks );
NSWindow* window = (NSWindow*)Window();
CGImageRef image = CGImageCreate( size_t(mDirtyRect.W()),
size_t(mDirtyRect.H()), 8, 32, size_t(mBlock->Width()*4),
[[window colorSpace] CGColorSpace],
kCGBitmapByteOrder32Big | kCGImageAlphaNoneSkipFirst,
provider, NULL, false,
kCGRenderingIntentRelativeColorimetric );
CGContextRef myContext = (CGContextRef)[[NSGraphicsContext currentContext]
graphicsPort];
CGContextDrawImage( myContext, CGRectMake( mDirtyRect.X(), geom.H() -
mDirtyRect.Y() - mDirtyRect.H(),
mDirtyRect.W(), mDirtyRect.H()
), image );
CGContextFlush( myContext );
CGImageRelease( image );
CGDataProviderRelease( provider );
I don't release the CGContextRef because I don't 'create' it.
If I release it, the app doesn't crash but doesn't draw anything anymore after
the first one.
My data provider just copy bytes from a legacy data structure.
What am I doing wrong ?
Or maybe there is a better way of doing this ?
Thanks for any help !
--
Keep intel OUTSIDE my Mac !
Hiii !!! I can see Intel chips creeping around my G5 !
Eric M.
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