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manual_v1:dynamic_textures [2013/03/05 10:19] (current) – created - external edit 127.0.0.1
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 +====== Dynamic Textures ======
  
 +Sparrow lets you create custom textures directly at run-time. However, we didn’t reinvent the wheel for that feature --- credit goes to the iPhone SDK, which already contains a powerful API called "Core Graphics".
 +
 +You access the drawing API with a special init-method of SPTexture, which takes a "block"-parameter you can fill with your drawing code. If you haven't heard of blocks before, that's because they are a relatively new feature on iOS. They are, however, very simple to use. Just think of a block as a function you can define inline --- ActionScript developers are using them all the time.
 +
 +Here's a sample of how to create a custom texture with Core Graphics in Sparrow:
 +
 +<code objc>
 +SPTexture *customTexture = [[SPTexture alloc] initWithWidth:200 height:100
 +    draw:^(CGContextRef context)
 +    {
 +        // draw a string
 +        CGContextSetGrayFillColor(context, 1.0f, 1.0f);
 +        NSString *string = @"Hello Core Graphics";
 +        [string drawAtPoint:CGPointMake(20.0f, 20.0f)
 +                 withFont:[UIFont fontWithName:@"Arial" size:25]];
 +    }];
 +</code>
 +
 +The thing starting with the caret (^) is the block. Place your drawing code in the block and it will appear on your texture later. 
 +
 +If you haven’t worked with Core Graphics before, there are numerous resources on the web that describe how to use them. [[http://maniacdev.com/2009/09/6-resources-for-learning-core-graphics/|Here]] is a good starting point to find out more about them.
 +
 +-----
 +
 +//Next section: [[Compiled Sprites]]//
  manual_v1/dynamic_textures.txt · Last modified: 2013/03/05 10:19 by 127.0.0.1
 
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