[Drawkit] Is it "Touch" time?
Dick Applebaum
dicklacara at mac.com
Mon Jul 27 17:40:12 PDT 2009
Thanks Brad,
I'll have a look at core plot.
Dick
All the Woulda-Coulda-Shouldas
Layin' in the sun,
Talkin' 'bout the things
They woulda coulda shoulda done...
But those Woulda-Coulda-Shouldas
All ran away and hid
From one little Did.
-Shel Silverstein-
On Jul 27, 2009, at 4:35 PM, Brad Larson <larson at sonoplot.com> wrote:
> What Graham was referring to is the fact that DrawKit is built on
> AppKit, with the base drawing elements and the like being
> descendants of NSView. NSView and UIView (the iPhone UIKit's base
> UI element) are completely different in terms of design, so porting
> the framework across to the iPhone would require almost a complete
> rewrite. It would also effectively split the framework into two
> incompatible versions, one AppKit-based, and one UIKit-based.
>
> A first step towards a cross-platform framework might be to
> restructure it in terms of Core Animation layers. CALayer and
> supporting Core Animation classes are pretty much identical between
> Leopard and iPhone, so it gives an ideal opportunity for cross-
> platform UI code. The layers also are very lightweight, and things
> that currently bog down DrawKit (selection and editing of hundreds
> of items) would no longer be a problem.
>
> This is the approach we've taken with the Core Plot framework, an
> open source data plotting / charting library:
>
> http://code.google.com/p/core-plot/
>
> We've abstracted away any platform-dependent drawing code so that
> Mac and iPhone developers can use the exact same API for placing
> charts, feeding them data, interacting with them, and customizing
> their layout. These same abstractions could be applied here (even
> by copying the BSD-licensed code we've created to do this).
>
> Again, reshaping DrawKit in this form would be a massive
> undertaking. It might be worth it, though, in terms of improved
> drawing performance and the ability to work on iPhone OS devices.
> You also would gain the ability to do slick animations for drawing,
> selection, or editing.
>
> Of course, it would also require abandoning Tiger as a compatibility
> target, but I don't think that will be that big of a problem going
> forward.
>
> On Jul 27, 2009, at 5:47 PM, Dick Applebaum wrote:
>
>> Hi,
>>
>> I joined this list a while back, experimented with the package and
>> really liked it. In fact, I used it to prototype several screens
>> for an iPhone app I was thinking about writing.
>>
>> At that time, I posted a question asking, how difficult it would to
>> port DrawKit to the iPhone.
>>
>> I was most interested in using the iPhone for manipulating
>> drawings created elsewhere (on a Mac). On the iPhone I wanted to
>> do things such as show/hide layers, zoom/scroll/pan, identify
>> points, and calculate lengths between points.
>>
>> AIR, the response I got from Graham was that the iPhone OS did not
>> contain the necessary APIs/Frameworks to facilitate porting--
>> making the port effort a major rewrite (and distraction).
>>
>> In the interim several things have happened:
>>
>> -- The iPhone Hardware has been improved, specifically CPU, GPU,
>> Compass and Camera
>> -- The iPhone OS has been enriched, incorporating more APIs from
>> Mac OSX and new iPhone APIs and OpenGL ES 2.0
>> -- Apple claims that much of SnowLeopard has been re-implemented in
>> Cocoa
>> -- Evidence is that Snow Leopard is incorporating some APIs and
>> frameworks from the iPhone (they share some amount of a common code
>> base)
>>
>>
>> Now, there are lots of rumors that Apple will soon announce a
>> MultiTouch 10" Tablet device for delivery this year (lots of
>> supplier rumors support this).
>>
>> So, given this:
>>
>> Is it practical, and is it time to port DrawKit to the Touch
>> interface?
>>
>> TIA
>>
>> Dick
>>
>
> ______________________
> Brad Larson, Ph.D.
> SonoPlot, Inc.
> 3030 Laura Lane, Suite 120
> Middleton, WI 53562
>
>
>
>
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