Reputation: 3750
I have a UIView subclass that moved around 'event's when the user touches them, using the following overridden method:
// In a custom UIView...
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint point = [[touches anyObject] locationInView:self];
UIView *eventView = [self.ringOfEvents hitTest:point withEvent:event];
for (EventView *e in self.events) {
if (e == eventView) {
event.position = point;
}
}
}
Why is it that when I make EventView
a CALayer instead of UIView, the movement slows down to a creep? I can post that code too, but it is so similar that I don't think it is necessary.
I would think that abstracting to a lower level would speed up event handling, but I must be missing something.
By the way, either if *eventView
is a subclass of UIView
or CALayer
, the position
property is as follows:
- (void)setPosition:(CGPoint)pos {
self.layer.position = pos;
}
- (CGPoint)position {
return self.layer.position;
}
Not sure why I get a huge decrease in latency when using UIView as apposed to CALayer..
Upvotes: 3
Views: 1949
Reputation: 22992
This is due to implicit animations.
I've implemented a category method which removes implicit animation for givven keys and can be used like this
[view.layer setNullAsActionForKeys:@[@"bounds", @"position"]];
Implementation
@implementation CALayer (Extensions)
- (void)setNullAsActionForKeys:(NSArray *)keys
{
NSMutableDictionary *dict = [self.actions mutableCopy];
if(dict == nil)
{
dict = [NSMutableDictionary dictionaryWithCapacity:[keys count]];
}
for(NSString *key in keys)
{
[dict setObject:[NSNull null] forKey:key];
}
self.actions = dict;
}
@end
Upvotes: 2