I am trying to use a separate delegate class (as many examples do) to perform the drawing of a large image in a CATiledlayer. The tiled layer has been added as a sub layer in a separate view. I first start out with a view controller.
// ImageInTiledLayerViewController.h
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#import "MyView.h"
#import "MyDelegate.h"
@interface ImageInTiledLayerViewController : UIViewController {
MyView *myView;
MyDelegate *myDelegate;
CATiledLayer *tiledLayer;
}
@property (nonatomic, retain) MyView *myView;
@property (nonatomic, retain) MyDelegate *myDelegate;
@property (nonatomic, retain) CATiledLayer *tiledLayer;
@end
// ImageInTiledLayerViewController.m
#import "ImageInTiledLayerViewController.h"
@implementation ImageInTiledLayerViewController
@synthesize myView;
@synthesize myDelegate;
@synthesize tiledLayer;
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
// create the view
myView = [[MyView alloc] initWithFrame:CGRectMake(0.0, 0.0, 1200.0, 800.0)];
myView.backgroundColor = [UIColor whiteColor];
// delegate for the titled layer
myDelegate = [[MyDelegate alloc] init];
// create the tiled layer
tiledLayer = [CATiledLayer layer];
tiledLayer.frame = CGRectMake(0.0, 0.0, 1200.0, 800.0);
// set the tiled layers delegate for drawing
tiledLayer.delegate = myDelegate;
// add the tiled layer to the view
[myView.layer addSublayer:tiledLayer];
// add the view to this controllers view
[self.view addSubview:myView];
// tile layer needs layout
[tiledLayer setNeedsLayout];
}
- (void)dealloc {
[super dealloc];
}
@end
My view is just a basic view at the moment. I want this in a view because i will add it to scroll view later and it will respond to touch events.
// MyView.h
#import <UIKit/UIKit.h>
@interface MyView : UIView {
}
@end
// MyView.m
#import "MyView.h"
@implementation MyView
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Initialization code
}
return self;
}
- (void)drawRect:(CGRect)rect {
// Drawing code
}
- (void)dealloc {
[super dealloc];
}
@end
Here's where it all goes wrong...
// MyDelegate.h
#import <Foundation/Foundation.h>
@interface MyDelegate : NSObject {
CGImageRef myImageRef;
}
@property (nonatomic) CGImageRef myImageRef;
@end
// MyDelegate.m
#import "MyDelegate.h"
@implementation MyDelegate
@synthesize myImageRef;
- (id)init {
// assign the image reference
myImageRef = [UIImage imageNamed:@"Waterfall.png"].CGImage;
return self;
}
// THIS NEVER GETS CALLED
-(void)drawLayer:(CALayer*)layer inContext:(CGContextRef)context {
// re-orientate the context
CGContextTranslateCTM(context, 0.0, CGImageGetHeight(myImageRef));
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(0.0, 0.0, CGImageGetWidth(myImageRef), CGImageGetHeight(myImageRef)), myImageRef);
}
@end
Despite my call to setNeedsLayout for the tile layer the drawLayer method is never called and hence the image is never drawn.