Re: NSDrawNinePartImage draws slowly in CALayer
Thank you Jean-Daniel for your thoughts on this! Shark revealed that the most time was spend inside NSDrawNinePartImage, so I replaced that function by a self-made lightweight version. Here I discovered that most time was spend on drawing the center image, which is scaled along both the X and Y axis. Luckily I didn't need that for my bezel. It didn't seem to be a specific problem of CA though. I tried the same with a traditional non-layer-backed NSView subclass and redrawing performance was even worse than with the CALayer. I still wonder how resizable 9-parts are supposed to be implemented. The documentation of NSDrawNinePartImage state that you should prefer the use of this function over your own custom code for handling multi-part images whose size can change. (I don't want to rant and rave, I'm just curious...) Sebastian Am 06.03.2009 um 20:59 schrieb Jean-Daniel Dupas: Le 6 mars 09 à 20:42, Jean-Daniel Dupas a écrit : 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 If you want to know why your code is slow, use the Xcode Debug Menu Launch Using Performance Tool Shark. To be exact, this is the Menu Run Start With 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). ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/sebastianmorsch%40mac.com This email sent to sebastianmor...@mac.com ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: NSDrawNinePartImage draws slowly in CALayer
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). ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com
Re: NSDrawNinePartImage draws slowly in CALayer
Le 6 mars 09 à 20:42, Jean-Daniel Dupas a écrit : 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 If you want to know why your code is slow, use the Xcode Debug Menu Launch Using Performance Tool Shark. To be exact, this is the Menu Run Start With 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). ___ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com