Animations on iOS
paul at livecode.org
Mon Dec 14 16:15:21 EST 2015
I think it was Scott Rossi that figured out a way to play an animation by storing images as text in custom properties, then load each image in turn into an image object.
I would imagine this may be limited to smaller less complex animations, but up until now I hadn’t tried it myself, so I had a go…
Haven’t tested on mobile though, my LC & Xcode versions are out of sync again.
> On Dec 14, 2015, at 11:23 AM, Ben Rubinstein <benr_mc at cogapp.com> wrote:
> 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?
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