I have a game written in Cocos2d. On top of it I present some UIKit objects.
Then I added a UIViewController to it handling a separate mini-game written using UIKit objects and UIView animations. The code that I use to add this to my Cocos2D scene is the following:
gameVC = [[[UGameViewController alloc]
initWithNibName:@"UGameViewController" bundle:nil]
retain];
[[[CCDirector sharedDirector] openGLView] addSubview:gameVC.view];
gameVC.parentClass = self;
[gameVC viewDidAppear:YES];
The initialization of the uikit-game takes place in the viewDidAppear:
method, that's why I call it from the controller.
When having the view added this way I noticed that the animations I use there (zoom + translation + view flipping) are very, very choppy. Running the app on my iPad and looking at CoreAnimation intruments shows me a dramatic FPS drop - from 40-60 fps in the cocos2d scenes to 4-8 fps on the UIKit part.
Is there anything I can do in order to fix it somehow?
Edit: my CCDirector initialization is like this:
- (void) applicationDidFinishLaunching:(UIApplication*)application
{
window = [[ShakeEnabledUIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Try to use CADisplayLink director
// if it fails (SDK < 3.1) use the default director
if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
[CCDirector setDirectorType:kCCDirectorTypeDefault];
CCDirector *director = [CCDirector sharedDirector];
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
//
// Create the EAGLView manually
// 1. Create a RGB565 format. Alternative: RGBA8
// 2. depth format of 0 bit. Use 16 or 24 bit for 3d effects, like CCPageTurnTransition
//
//
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGB565
depthFormat:0
preserveBackbuffer:NO];
[director setOpenGLView:glView];
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
[director setDeviceOrientation:kCCDeviceOrientationPortrait];
#else
[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
#endif
[director setAnimationInterval:1.0/60];
// make the OpenGLView a child of the view controller
[viewController setView:glView];
// make the View Controller a child of the main window
[window addSubview: viewController.view];
[window makeKeyAndVisible];
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// Run the intro Scene
[[CCDirector sharedDirector] runWithScene: [Main scene]];
}