Core Graphics

RSS for tag

Harness the power of Quartz technology to perform lightweight 2D rendering with high-fidelity output using Core Graphics.

Posts under Core Graphics tag

31 Posts

Post

Replies

Boosts

Views

Activity

Programmatic motion on the mouse cursor triggers "shake to locate"
I use the following code to keep the mouse cursor within the bounds of my application window. This causes the mouse cursor to become magnified while hugging the window's edges. Is there a way to prevent this? My clients are building a game, board style with a large map viewed from a top camera. They want the map to pan automatically when the mouse reaches the edge of the window. And they want the mouse cursor to stay confined to the game window. Thank you. CGDisplayMoveCursorToPoint(CGMainDisplayID(), location); // Removes a delay introduced by CGWarpMouseCursorPosition to keep mouse cursor motion fluid while hugging the screen edges CGEventSourceRef eventSourceRef = CGEventSourceCreate(kCGEventSourceStateCombinedSessionState); CGEventSourceSetLocalEventsSuppressionInterval(eventSourceRef, 0);
0
0
104
Jul ’25
WWDC25 combining metal and ML
WWDC25: Combine Metal 4 machine learning and graphics Demonstrated a way to combine neural network in the graphics pipeline directly through the shaders, using an example of Texture Compression. However there is no mention of using which ML technique texture is compressed. Can anyone point me to some well known model/s for this particular use case shown in WWDC25.
2
0
488
Jul ’25
EXC_BREAKPOINT, QuartzCore , Crash CA::Render::Image::new_image
We are seeing crashes in Xcode organizer. So far we are not able to reproduce them locally. They affect multiple app releases (some older, built with Xcode 15.x and newer built with Xcode 16.0). They only affect iOS 18.5. Is there anything that changed in latest iOS? It's hard to tell what exactly is causing this crash because setting symbolic breakpoint on CA::Render::Image::new_image(unsigned int, unsigned int, unsigned int, unsigned int, CGColorSpace*, void const*, unsigned long const*, void (*)(void const*, void*), void*) triggers this breakpoint all the time, but not necessarily with exactly the previous stack frames matching the crash report. Is it a known issue? crash.crash Thank you.
0
5
482
Jul ’25
`UIGraphicsImageRenderer` + `drawHierarchy` gives very flat colors
My setup: a UILabel with text in it and then let aBugRenderer = UIGraphicsImageRenderer(size: aBugLabel.bounds.size) let aBugImage = aBugRenderer.image { context in aBugLabel.drawHierarchy(in: aBugLabel.bounds, afterScreenUpdates: true) } The layout and everything is correct, the image is correct, but I used my colors in the displayP3 color space to configure the source UILabel.textColor And unfortunately, the resulted image ends up being sRGB IEC61966-2.1 color space and the color appears way bleaker than when it's drawn natively. Question: how can I set up the renderer so that it draws the same color.
0
0
180
Jun ’25
` UIBezierPath(roundedRect:cornerRadius:)` renders Inconsistently at Specific Size-to-Radius Ratios
Hello everyone, I've encountered a fascinating and perplexing rendering anomaly when using UIBezierPath(roundedRect:cornerRadius:) to create a CGPath. Summary of the Issue: When the shortest side of the rectangle (min(width, height)) is just under a certain multiple of the cornerRadius (empirically, around 3x), the algorithm for generating the path seems to change entirely. This results in a path with visually different (and larger) corners than when the side is slightly longer, even with the same cornerRadius parameter. How to Reproduce: The issue is most clearly observed with a fixed cornerRadius while slightly adjusting the rectangle's height or width across a specific threshold. Create a UIView (contentView) and another UIView (shadowView) behind it. Set the shadowView.layer.shadowPath using UIBezierPath(roundedRect: contentView.bounds, cornerRadius: 16).cgPath. Adjust the height of the contentView. Observe the shadowPath at height 48 vs. height 49 Minimal Reproducible Example: Here is a simple UIViewController to demonstrate the issue. You can drop this into a project. Tapping the "Toggle Height" button will switch between the two states and print the resulting CGPath to the console. import UIKit class PathTestViewController: UIViewController { private let contentView = UIView() private let shadowView = UIView() private var heightConstraint: NSLayoutConstraint! private let cornerRadius: CGFloat = 16.0 private let normalHeight: CGFloat = 49 private let anomalyHeight: CGFloat = 48 override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .systemGray5 setupViews() setupButton() } override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() updateShadowPath() } private func updateShadowPath() { let newPath = UIBezierPath(roundedRect: contentView.bounds, cornerRadius: cornerRadius).cgPath shadowView.layer.shadowPath = newPath } private func setupViews() { // ContentView (the visible rect) contentView.backgroundColor = .systemBlue contentView.translatesAutoresizingMaskIntoConstraints = false contentView.isHidden = true // ShadowView (to render the path) shadowView.layer.shadowColor = UIColor.black.cgColor shadowView.layer.shadowOpacity = 1 shadowView.layer.shadowRadius = 2 shadowView.layer.shadowOffset = .zero shadowView.translatesAutoresizingMaskIntoConstraints = false view.addSubview(shadowView) view.addSubview(contentView) heightConstraint = contentView.heightAnchor.constraint(equalToConstant: normalHeight) NSLayoutConstraint.activate([ contentView.centerXAnchor.constraint(equalTo: view.centerXAnchor), contentView.centerYAnchor.constraint(equalTo: view.centerYAnchor), contentView.widthAnchor.constraint(equalToConstant: 300), heightConstraint, shadowView.topAnchor.constraint(equalTo: contentView.topAnchor), shadowView.bottomAnchor.constraint(equalTo: contentView.bottomAnchor), shadowView.leadingAnchor.constraint(equalTo: contentView.leadingAnchor), shadowView.trailingAnchor.constraint(equalTo: contentView.trailingAnchor), ]) } private func setupButton() { let button = UIButton(type: .system, primaryAction: UIAction(title: "Toggle Height", handler: { [unowned self] _ in let newHeight = self.heightConstraint.constant == self.normalHeight ? self.anomalyHeight : self.normalHeight self.heightConstraint.constant = newHeight UIView.animate(withDuration: 0.3) { self.view.layoutIfNeeded() } })) button.translatesAutoresizingMaskIntoConstraints = false view.addSubview(button) NSLayoutConstraint.activate([ button.centerXAnchor.constraint(equalTo: view.centerXAnchor), button.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor, constant: -20) ]) } } Evidence: CGPath Analysis Note: The CGPath data below is from my initial observation. At that time, height 48.7 produced a path with straight edges. Now, this "correct" path is only produced at height 49.0 or greater. The inconsistency now occurs at 48.7.* The key difference lies in the raw CGPath data. Path for Height = 48.7 (Expected Behavior) The path is constructed with lineto commands for the straight edges between the curved corners. // Path for Height 48.7 Path 0x60000300a0a0: moveto (24.4586, 0) lineto (24.5414, 0) // <-- Straight line on top edge curveto (31.5841, 0) (35.1055, 0) (38.8961, 1.19858) ... Path for Height = 48.6 (Anomalous Behavior) The lineto commands for the short edges disappear. The path is composed of continuous curveto commands, as if the two corners have merged into a single, larger curve. This creates the visual discrepancy. // Path for Height 48.6 Path 0x600003028630: moveto (24.1667, 0) lineto (24.1667, 0) // <-- Zero-length line curveto (24.1667, 0) (24.1667, 0) (24.1667, 0) lineto (25.375, 1.44329e-15) curveto (34.8362, -2.77556e-16) (43.2871, 5.9174) (46.523, 14.808) // <-- First curve curveto (48.3333, 20.5334) (48.3333, 25.8521) (48.3333, 36.4896) // <-- Second curve, no straight line in between ... min.length == 48 min.length == 49 My Questions: Is this change in the path-generation algorithm at this specific size/radius threshold an intended behavior, or is it a bug? Is this behavior documented anywhere? The threshold doesn't seem to be a clean side/radius == 2.0, so it's hard to predict. Is there a recommended workaround to ensure consistent corner rendering across these small size thresholds? Any insight would be greatly appreciated. Thank you! Environment: Xcode: 16.4 iOS: 16.5.1(iPad), 18.4(iphone simulator)
2
0
282
Jun ’25
CGContext PDF/A intents
let dic : [AnyHashable:Any] = [ kCGPDFXRegistryName: "http://www.color.org" as CFString, kCGPDFXOutputConditionIdentifier: "FOGRA43" as CFString, kCGPDFContextOutputIntent: "GTS_PDFX" as CFString, kCGPDFXOutputIntentSubtype: "GTS_PDFX" as CFString, kCGPDFContextCreateLinearizedPDF: "" as CFString, kCGPDFContextCreatePDFA: "" as CFString, kCGPDFContextAuthor: "Placeholder" as CFString, kCGPDFContextCreator: "Placeholder" as CFString ] Hello, Now I would like to export my PDF's as PDF/A. In my opinion, there is also the right option for this under Core Graphics. Unfortunately, the documentation does not show what is 'kCGPDFContextCreatePDFA' or 'kCGPDFContextLinearizedPDF' for a stringvalue is required. What I have already tried: GTS_PDFA1 , PDF/A-1, true as CFString. (Above my CFDictionary. ...Author e.g are working perfectly.) In the Finder you can see these two options, which I would also like to implement in my app. Thank you in advance!
1
0
199
Jun ’25
CATiledLayer flashes and re-draws entirely when re-drawing a single tile
I have filed a bug report for this (FB17734946), but I'm posting it here verbatim in case others have the same issue and in hopes of getting attention from an Apple engineer sooner. When calling setNeedsDisplayInRect on a CATiledLayer - or a UIView whose backing layer is CATiledLayer - one would expect to re-draw only a region identified by the rect passed to the method. This is even written in the documentation for the class: "Regions of the layer may be invalidated using the setNeedsDisplayInRect: method however the update will be asynchronous. While the next display update will most likely not contain the updated content, a future update will." However, upon calling this method, CATiledLayer redraws whole contents instead of just the tile at the specified rect, and it flashes when doing so. It behaves exactly the same as if one had called setNeedsDisplay without passing any rect; all contents are cleared and re-drawn again. I'm 100% sure I've passed in the correct rect of the exact tile that I need to redraw. I have even tried passing much smaller rects, but still the same. (And yes, the rect I've passed accounts for the current level of detail.) I have found this GitHub repo https://github.com/frankus/NetPhotoScroller, which based on discussion from here https://forums.macrumors.com/threads/catiledlayer-blanks-out-tiles-when-redrawing.1333948/ aims at solving these issues by using two private methods on CATiledLayer class: (void)setNeedsDisplayInRect:(CGRect)r levelOfDetail:(int)level; (BOOL)canDrawRect:(CGRect)rect levelOfDetail:(int)level; I have explored the repo in detail, however I wasn't able to test exactly this code from the GitHub repo. I have tried using those two private methods myself (through an Objective-C class that defines the methods in the header file and then a swift class which inherits it), but I couldn't solve the issue; the flashing and the full re-draw is still there. After doing a lot of research, the conclusion seems to be that one cannot use CATiledLayer with contents that are downloaded remotely, on demand, as tiles are being requested. I have, however, found one interesting thing which seems to work so far: before calling setNeedsDisplayInRect (or just setNeedsDisplay, as they behave the same for CATiledLayer in my testing), cache the current layer's contents, and after calling setNeedsDisplay (or setNeedsDisplayInRect), restore the contents back to the layer. This prevents flashing and preserves any tiles that were drawn at the time of the re-draw. let c = tiledLayer.contents tiledLayer.setNeedsDisplay(tileRect) tiledLayer.contents = c However! Docs clearly state the warning: Do not attempt to directly modify the contents property of a CATiledLayer object. Doing so disables the ability of a tiled layer to asynchronously provide tiled content, effectively turning the layer into a regular CALayer object. I believe this message implies modifying the contents property with some raw content, like image data, and that it may be safe to re-apply the existing contents (which are in my testing of type CAImageProvider) -- but I can't rely on an implementation detail in my production app. I have tested this and confirmed that the bug appears on: iPhone 14 Pro, iOS 18.5 iPhone 13 Pro, iOS 17.5.1 iPhone 5s, iOS 15.8.3 iPad Pro 1st gen, iPadOS 18.4.1 a couple simulator versions I can also confirm that the fix (to re-apply contents property) is also working properly on all these versions. Is this expected behavior, that tiled layer redraws itself entirely instead of redrawing specific tiles? Is it safe to modify contents of a CATiledLayer by re-applying the existing contents? If not, is there an alternative to avoid flashing?
3
0
199
May ’25
MacOS Catalina 10.15.7 CoreGraphic.framework not find symbol
I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
1
0
161
May ’25
Fullscreen detection using Core Graphic
Hi, I am trying to detect if all the screen are in fullscreen mode. The current approach is to get all windows' information from CGWindowListCopyWindowInfo and then compare the frame and coordinate with the frame of NSScreen.screens. However, there is a problem, the y position of the window seems to be relative to the screen. As it is not absolute position, I cannot compare it with the coordinate of the screen. Does anyone know if there are other information that I can use? Or is there a way to retrieve the absolute position or screen ID from the GCWIndow object?
2
0
221
Apr ’25
Programmatic motion on the mouse cursor triggers "shake to locate"
I use the following code to keep the mouse cursor within the bounds of my application window. This causes the mouse cursor to become magnified while hugging the window's edges. Is there a way to prevent this? My clients are building a game, board style with a large map viewed from a top camera. They want the map to pan automatically when the mouse reaches the edge of the window. And they want the mouse cursor to stay confined to the game window. Thank you. CGDisplayMoveCursorToPoint(CGMainDisplayID(), location); // Removes a delay introduced by CGWarpMouseCursorPosition to keep mouse cursor motion fluid while hugging the screen edges CGEventSourceRef eventSourceRef = CGEventSourceCreate(kCGEventSourceStateCombinedSessionState); CGEventSourceSetLocalEventsSuppressionInterval(eventSourceRef, 0);
Replies
0
Boosts
0
Views
104
Activity
Jul ’25
WWDC25 combining metal and ML
WWDC25: Combine Metal 4 machine learning and graphics Demonstrated a way to combine neural network in the graphics pipeline directly through the shaders, using an example of Texture Compression. However there is no mention of using which ML technique texture is compressed. Can anyone point me to some well known model/s for this particular use case shown in WWDC25.
Replies
2
Boosts
0
Views
488
Activity
Jul ’25
EXC_BREAKPOINT, QuartzCore , Crash CA::Render::Image::new_image
We are seeing crashes in Xcode organizer. So far we are not able to reproduce them locally. They affect multiple app releases (some older, built with Xcode 15.x and newer built with Xcode 16.0). They only affect iOS 18.5. Is there anything that changed in latest iOS? It's hard to tell what exactly is causing this crash because setting symbolic breakpoint on CA::Render::Image::new_image(unsigned int, unsigned int, unsigned int, unsigned int, CGColorSpace*, void const*, unsigned long const*, void (*)(void const*, void*), void*) triggers this breakpoint all the time, but not necessarily with exactly the previous stack frames matching the crash report. Is it a known issue? crash.crash Thank you.
Replies
0
Boosts
5
Views
482
Activity
Jul ’25
`UIGraphicsImageRenderer` + `drawHierarchy` gives very flat colors
My setup: a UILabel with text in it and then let aBugRenderer = UIGraphicsImageRenderer(size: aBugLabel.bounds.size) let aBugImage = aBugRenderer.image { context in aBugLabel.drawHierarchy(in: aBugLabel.bounds, afterScreenUpdates: true) } The layout and everything is correct, the image is correct, but I used my colors in the displayP3 color space to configure the source UILabel.textColor And unfortunately, the resulted image ends up being sRGB IEC61966-2.1 color space and the color appears way bleaker than when it's drawn natively. Question: how can I set up the renderer so that it draws the same color.
Replies
0
Boosts
0
Views
180
Activity
Jun ’25
` UIBezierPath(roundedRect:cornerRadius:)` renders Inconsistently at Specific Size-to-Radius Ratios
Hello everyone, I've encountered a fascinating and perplexing rendering anomaly when using UIBezierPath(roundedRect:cornerRadius:) to create a CGPath. Summary of the Issue: When the shortest side of the rectangle (min(width, height)) is just under a certain multiple of the cornerRadius (empirically, around 3x), the algorithm for generating the path seems to change entirely. This results in a path with visually different (and larger) corners than when the side is slightly longer, even with the same cornerRadius parameter. How to Reproduce: The issue is most clearly observed with a fixed cornerRadius while slightly adjusting the rectangle's height or width across a specific threshold. Create a UIView (contentView) and another UIView (shadowView) behind it. Set the shadowView.layer.shadowPath using UIBezierPath(roundedRect: contentView.bounds, cornerRadius: 16).cgPath. Adjust the height of the contentView. Observe the shadowPath at height 48 vs. height 49 Minimal Reproducible Example: Here is a simple UIViewController to demonstrate the issue. You can drop this into a project. Tapping the "Toggle Height" button will switch between the two states and print the resulting CGPath to the console. import UIKit class PathTestViewController: UIViewController { private let contentView = UIView() private let shadowView = UIView() private var heightConstraint: NSLayoutConstraint! private let cornerRadius: CGFloat = 16.0 private let normalHeight: CGFloat = 49 private let anomalyHeight: CGFloat = 48 override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .systemGray5 setupViews() setupButton() } override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() updateShadowPath() } private func updateShadowPath() { let newPath = UIBezierPath(roundedRect: contentView.bounds, cornerRadius: cornerRadius).cgPath shadowView.layer.shadowPath = newPath } private func setupViews() { // ContentView (the visible rect) contentView.backgroundColor = .systemBlue contentView.translatesAutoresizingMaskIntoConstraints = false contentView.isHidden = true // ShadowView (to render the path) shadowView.layer.shadowColor = UIColor.black.cgColor shadowView.layer.shadowOpacity = 1 shadowView.layer.shadowRadius = 2 shadowView.layer.shadowOffset = .zero shadowView.translatesAutoresizingMaskIntoConstraints = false view.addSubview(shadowView) view.addSubview(contentView) heightConstraint = contentView.heightAnchor.constraint(equalToConstant: normalHeight) NSLayoutConstraint.activate([ contentView.centerXAnchor.constraint(equalTo: view.centerXAnchor), contentView.centerYAnchor.constraint(equalTo: view.centerYAnchor), contentView.widthAnchor.constraint(equalToConstant: 300), heightConstraint, shadowView.topAnchor.constraint(equalTo: contentView.topAnchor), shadowView.bottomAnchor.constraint(equalTo: contentView.bottomAnchor), shadowView.leadingAnchor.constraint(equalTo: contentView.leadingAnchor), shadowView.trailingAnchor.constraint(equalTo: contentView.trailingAnchor), ]) } private func setupButton() { let button = UIButton(type: .system, primaryAction: UIAction(title: "Toggle Height", handler: { [unowned self] _ in let newHeight = self.heightConstraint.constant == self.normalHeight ? self.anomalyHeight : self.normalHeight self.heightConstraint.constant = newHeight UIView.animate(withDuration: 0.3) { self.view.layoutIfNeeded() } })) button.translatesAutoresizingMaskIntoConstraints = false view.addSubview(button) NSLayoutConstraint.activate([ button.centerXAnchor.constraint(equalTo: view.centerXAnchor), button.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor, constant: -20) ]) } } Evidence: CGPath Analysis Note: The CGPath data below is from my initial observation. At that time, height 48.7 produced a path with straight edges. Now, this "correct" path is only produced at height 49.0 or greater. The inconsistency now occurs at 48.7.* The key difference lies in the raw CGPath data. Path for Height = 48.7 (Expected Behavior) The path is constructed with lineto commands for the straight edges between the curved corners. // Path for Height 48.7 Path 0x60000300a0a0: moveto (24.4586, 0) lineto (24.5414, 0) // <-- Straight line on top edge curveto (31.5841, 0) (35.1055, 0) (38.8961, 1.19858) ... Path for Height = 48.6 (Anomalous Behavior) The lineto commands for the short edges disappear. The path is composed of continuous curveto commands, as if the two corners have merged into a single, larger curve. This creates the visual discrepancy. // Path for Height 48.6 Path 0x600003028630: moveto (24.1667, 0) lineto (24.1667, 0) // <-- Zero-length line curveto (24.1667, 0) (24.1667, 0) (24.1667, 0) lineto (25.375, 1.44329e-15) curveto (34.8362, -2.77556e-16) (43.2871, 5.9174) (46.523, 14.808) // <-- First curve curveto (48.3333, 20.5334) (48.3333, 25.8521) (48.3333, 36.4896) // <-- Second curve, no straight line in between ... min.length == 48 min.length == 49 My Questions: Is this change in the path-generation algorithm at this specific size/radius threshold an intended behavior, or is it a bug? Is this behavior documented anywhere? The threshold doesn't seem to be a clean side/radius == 2.0, so it's hard to predict. Is there a recommended workaround to ensure consistent corner rendering across these small size thresholds? Any insight would be greatly appreciated. Thank you! Environment: Xcode: 16.4 iOS: 16.5.1(iPad), 18.4(iphone simulator)
Replies
2
Boosts
0
Views
282
Activity
Jun ’25
CGContext PDF/A intents
let dic : [AnyHashable:Any] = [ kCGPDFXRegistryName: "http://www.color.org" as CFString, kCGPDFXOutputConditionIdentifier: "FOGRA43" as CFString, kCGPDFContextOutputIntent: "GTS_PDFX" as CFString, kCGPDFXOutputIntentSubtype: "GTS_PDFX" as CFString, kCGPDFContextCreateLinearizedPDF: "" as CFString, kCGPDFContextCreatePDFA: "" as CFString, kCGPDFContextAuthor: "Placeholder" as CFString, kCGPDFContextCreator: "Placeholder" as CFString ] Hello, Now I would like to export my PDF's as PDF/A. In my opinion, there is also the right option for this under Core Graphics. Unfortunately, the documentation does not show what is 'kCGPDFContextCreatePDFA' or 'kCGPDFContextLinearizedPDF' for a stringvalue is required. What I have already tried: GTS_PDFA1 , PDF/A-1, true as CFString. (Above my CFDictionary. ...Author e.g are working perfectly.) In the Finder you can see these two options, which I would also like to implement in my app. Thank you in advance!
Replies
1
Boosts
0
Views
199
Activity
Jun ’25
CATiledLayer flashes and re-draws entirely when re-drawing a single tile
I have filed a bug report for this (FB17734946), but I'm posting it here verbatim in case others have the same issue and in hopes of getting attention from an Apple engineer sooner. When calling setNeedsDisplayInRect on a CATiledLayer - or a UIView whose backing layer is CATiledLayer - one would expect to re-draw only a region identified by the rect passed to the method. This is even written in the documentation for the class: "Regions of the layer may be invalidated using the setNeedsDisplayInRect: method however the update will be asynchronous. While the next display update will most likely not contain the updated content, a future update will." However, upon calling this method, CATiledLayer redraws whole contents instead of just the tile at the specified rect, and it flashes when doing so. It behaves exactly the same as if one had called setNeedsDisplay without passing any rect; all contents are cleared and re-drawn again. I'm 100% sure I've passed in the correct rect of the exact tile that I need to redraw. I have even tried passing much smaller rects, but still the same. (And yes, the rect I've passed accounts for the current level of detail.) I have found this GitHub repo https://github.com/frankus/NetPhotoScroller, which based on discussion from here https://forums.macrumors.com/threads/catiledlayer-blanks-out-tiles-when-redrawing.1333948/ aims at solving these issues by using two private methods on CATiledLayer class: (void)setNeedsDisplayInRect:(CGRect)r levelOfDetail:(int)level; (BOOL)canDrawRect:(CGRect)rect levelOfDetail:(int)level; I have explored the repo in detail, however I wasn't able to test exactly this code from the GitHub repo. I have tried using those two private methods myself (through an Objective-C class that defines the methods in the header file and then a swift class which inherits it), but I couldn't solve the issue; the flashing and the full re-draw is still there. After doing a lot of research, the conclusion seems to be that one cannot use CATiledLayer with contents that are downloaded remotely, on demand, as tiles are being requested. I have, however, found one interesting thing which seems to work so far: before calling setNeedsDisplayInRect (or just setNeedsDisplay, as they behave the same for CATiledLayer in my testing), cache the current layer's contents, and after calling setNeedsDisplay (or setNeedsDisplayInRect), restore the contents back to the layer. This prevents flashing and preserves any tiles that were drawn at the time of the re-draw. let c = tiledLayer.contents tiledLayer.setNeedsDisplay(tileRect) tiledLayer.contents = c However! Docs clearly state the warning: Do not attempt to directly modify the contents property of a CATiledLayer object. Doing so disables the ability of a tiled layer to asynchronously provide tiled content, effectively turning the layer into a regular CALayer object. I believe this message implies modifying the contents property with some raw content, like image data, and that it may be safe to re-apply the existing contents (which are in my testing of type CAImageProvider) -- but I can't rely on an implementation detail in my production app. I have tested this and confirmed that the bug appears on: iPhone 14 Pro, iOS 18.5 iPhone 13 Pro, iOS 17.5.1 iPhone 5s, iOS 15.8.3 iPad Pro 1st gen, iPadOS 18.4.1 a couple simulator versions I can also confirm that the fix (to re-apply contents property) is also working properly on all these versions. Is this expected behavior, that tiled layer redraws itself entirely instead of redrawing specific tiles? Is it safe to modify contents of a CATiledLayer by re-applying the existing contents? If not, is there an alternative to avoid flashing?
Replies
3
Boosts
0
Views
199
Activity
May ’25
Is there an entitlement for screen capture on macOS?
I have a macOS app that captures screen images. The first time I run this application, a dialog is shown directing the user to give my app Screen Recording permission. Is there a way I can trigger this dialog earlier and detect whether the permission was granted?
Replies
6
Boosts
1
Views
4.0k
Activity
May ’25
MacOS Catalina 10.15.7 CoreGraphic.framework not find symbol
I recently needed to develop an application to obtain the window list, which requires Screen Recording permissions. Apple's official documentation mentions using the two functions CGPreflightScreenCaptureAccess and CGRequestScreenCaptureAccess to request permissions. These functions are stated to be available since version 10.15. However, when I used these two functions on a device running macOS 10.15.7, I encountered the errors shown in the attached screenshot. I used the nm tool to inspect the symbols in the CoreGraphics.framework and found that these two functions were not present. Could you help me understand why this is happening?
Replies
1
Boosts
0
Views
161
Activity
May ’25
get display name and vendor info by IOKit framework
Hello, What is the best and Apple recommended way to get display name and its vendor information? The CoreGraphics framework provides ModelNumber and VendorNumber only. Looks like IOKit does not provide any documented way at all. Are there any daemon safe way to get such information? Thank you in advance, Pavel
Replies
4
Boosts
0
Views
198
Activity
Apr ’25
Fullscreen detection using Core Graphic
Hi, I am trying to detect if all the screen are in fullscreen mode. The current approach is to get all windows' information from CGWindowListCopyWindowInfo and then compare the frame and coordinate with the frame of NSScreen.screens. However, there is a problem, the y position of the window seems to be relative to the screen. As it is not absolute position, I cannot compare it with the coordinate of the screen. Does anyone know if there are other information that I can use? Or is there a way to retrieve the absolute position or screen ID from the GCWIndow object?
Replies
2
Boosts
0
Views
221
Activity
Apr ’25