Animations on iOS

Ralph DiMola rdimola at evergreeninfo.net
Mon Dec 14 14:48:33 EST 2015


I was just getting ready to do a simple animation on mobile. I was thinking
on testing an animated gif first. I was wondering if LC would animate a gif.
Well you answered that question. Now you're talking about slow load times.
How big is you gif(resolution, #of frames)? I want to have a spinning ball
to distract the user while the rest of my app loads and initializes. How
long is the load delay?

I'm using LC 6.7.6 Android Win XP, LC 6.7.7 iOS Xcode 6.2 OSX 10.9.5.

Ralph DiMola
IT Director
Evergreen Information Services
rdimola at evergreeninfo.net


-----Original Message-----
From: use-livecode [mailto:use-livecode-bounces at lists.runrev.com] On Behalf
Of Ben Rubinstein
Sent: Monday, December 14, 2015 2:23 PM
To: Use LiveCode
Subject: Animations on iOS

What are my options for displaying an animation in a portion of the
card/screen on iOS?

Currently I've tried:

1) making it into a video, in a very limited range of formats, and playing
it from an external file using a native control

Pros: works, choice of controller etc, plays from a separate file and starts
up fairly quickly

Cons: video formats not super-efficient for animation, and at least as I've
managed so far, limited to certain resolutions - I'm forced to crop or
squash my original animation.

2) making it into a GIF on the card, which works quite nicely except that
there's an enormous delay going to the card, presumably as the animation is
buffered.

Pros: can be exactly the size I want; plays quite smoothly

Cons: I've not managed to play this from an external file, and if it's
embedded on the card there's an unacceptable delay.


Is there a third way?  Should I be able to set the filename of an image
object 
to an external gif file?  Are there some video formats accepted on iOS which

are good for animation and which will allow arbitrary dimensions?

TIA,

Ben

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