Ken,

Did you try setting acceleratedRendering to true and then setting the layerMode 
property of the image to "dynamic"? Might make a difference. Kind of guessing, 
though.

Chris


On Jan 23, 2012, at 4:02 PM, Ken Corey wrote:

> Hiya Thomas,
> 
> I've been meaning to take a stab at this, and your post got me off my duff.
> 
> I've seen a few apps that do multitouch pinch to zoom *really* well.  by that 
> I mean that the pinch can accomplish 3 things at the same time:
> scale something
> rotate something
> move something
> 
> The last one makes it feel really slick.  Of course, if you only wanted to do 
> one of those, no problem.
> 
> I wanted to build and API with 3 main calls:
> pinchStart
> pinchMove dDistance, dAngle, dX, dY
> pinchEnd
> 
> Start and End are for setup/cleanup, and pinchMove is where the work is done.
> 
> I've created a sample script to demonstrate the concept:
> 
> http://its.ec/static/multitouchtest.livecode.zip
> (I packaged it up this way because there is a image involved.)
> 
> This "works" on my iPad. Jerky, but it works.
> 
> On my Nexus One, the app is less impressive.  Things can move, but when you 
> try to rotate, the rotation is not uniform.  Sometimes it rotates, sometimes 
> it doesn't, sometimes it goes backwards.  *shrug*
> 
> It is possible to build a test harness for a desktop in just a few lines of 
> code, but in this case I pulled them out for brevity.  That means that if 
> you've got an iPad it will work fairly well. My PC nor my Mac have 
> multi-touch built in, so I don't know how they'd do.
> 
> As always, there're flies in this particular ointment:
> 
> 1) Images can't scale and rotate at the same time. In my demo, the image will 
> rotate and move, but only when the angle of the image is zero will it 
> scale...this will appear as "pop" of a larger image.
> 
> A horrible work-around could be to use your main image as a template. Clone 
> it, scale that, take a snapshot of it at the zoomed size and /then/ rotate 
> that.  Ugh.  Any better way to skin this one?
> 
> 2) Graphics can't be rotated natively. I found that only some graphics even 
> report their points (rectangles, rounded rects, ovals, etc don't...so you 
> can't rotate them).
> 
> The horrible hacky way around that might be to try to implement the regular 
> polygons using a Polygon, or even a "Freehand Polygon".  Maybe.
> 
> Then, you could implement a rotation routine for such a Frankenstein poly. 
> Blech.
> 
> 3) It's jumpy, big time.  Worse come to worse, you could try to build-in an 
> averaging function, but I was quite surprised how jumpy it all is.
> 
> 4) Not sure about the Android support.
> 
> 5) Not even sure where'd you'd use this kind of thing because of uneven 
> support. Can't use scaling with images.  Can't use rotation with graphics.  
> Both are painfully jerky.
> 
> I'm quite a LiveCode newbie, so if anyone has constructive feedback on my 
> code, or knows a more-runrev kinda way to do things I'd appreciate if you'd 
> let me (or the list) know.
> 
> Thanks,
> 
> -Ken
> 
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