project_files/HedgewarsMobile/Classes/UIImageExtra.m
author koda
Fri, 13 Aug 2010 02:13:18 +0200
changeset 3737 2ba6ac8a114b
parent 3697 d5b30d6373fc
child 3778 2e61bb50cc57
permissions -rw-r--r--
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch adjusted default zoom value polished lobby interface updated ammosets to new weapons

//
//  UIImageExtra.m
//  HedgewarsMobile
//
//  Created by Vittorio on 08/04/10.
//  Copyright 2010 __MyCompanyName__. All rights reserved.
//

#import "UIImageExtra.h"


@implementation UIImage (extra)

-(UIImage *)scaleToSize:(CGSize) size {
    DLog(@"warning - this is a very expensive operation, you should avoid using it");

    // Create a bitmap graphics context; this will also set it as the current context
    UIGraphicsBeginImageContext(size);

    // Draw the scaled image in the current context
    [self drawInRect:CGRectMake(0, 0, size.width, size.height)];

    // Create a new image from current context
    UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();

    // Pop the current context from the stack
    UIGraphicsEndImageContext();

    // Return our new scaled image (autoreleased)
    return scaledImage;
}

-(UIImage *)mergeWith:(UIImage *)secondImage atPoint:(CGPoint) secondImagePoint {
    // create a contex of size of the background image
    return [self mergeWith:secondImage atPoint:secondImagePoint atSize:self.size];
}

-(UIImage *)mergeWith:(UIImage *)secondImage atPoint:(CGPoint) secondImagePoint atSize:(CGSize) resultingSize {
    // Create a bitmap graphics context; this will also set it as the current context
    UIGraphicsBeginImageContext(resultingSize);

    // draw the background image in the current context
    [self drawAtPoint:CGPointMake(0,0)];

    // draw the image on top of the first image (because the context is the same)
    [secondImage drawAtPoint:secondImagePoint];

    // create an image from the current contex (not thread safe)
    UIImage *resultImage = UIGraphicsGetImageFromCurrentImageContext();

    // free drawing contex
    UIGraphicsEndImageContext();

    // return the resulting autoreleased image
    return resultImage;
}

-(id) initWithContentsOfFile:(NSString *)path andCutAt:(CGRect) rect {
    // load image from path
    UIImage *image = [[UIImage alloc] initWithContentsOfFile: path];

    if (nil != image) {
        // get its CGImage representation with a give size
        CGImageRef cgImage = CGImageCreateWithImageInRect([image CGImage], rect);

        // clean memory
        [image release];

        // create a UIImage from the CGImage (memory must be allocated already)
        UIImage *sprite = [self initWithCGImage:cgImage];

        // clean memory
        CGImageRelease(cgImage);

        // return resulting image
        return sprite;
    } else {
        DLog(@"error - image == nil");
        return nil;
    }
}

-(UIImage *)cutAt:(CGRect) rect {
    CGImageRef cgImage = CGImageCreateWithImageInRect([self CGImage], rect);

    UIImage *res = [UIImage imageWithCGImage:cgImage];
    CGImageRelease(cgImage);

    return res;
}

-(UIImage *)convertToGrayScale {
    // Create image rectangle with current image width/height
    CGRect imageRect = CGRectMake(0, 0, self.size.width, self.size.height);

    // Grayscale color space
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();

    // Create bitmap content with current image size and grayscale colorspace
    CGContextRef context = CGBitmapContextCreate(nil, self.size.width, self.size.height, 8, 0, colorSpace, kCGImageAlphaNone);

    // Draw image into current context, with specified rectangle
    // using previously defined context (with grayscale colorspace)
    CGContextDrawImage(context, imageRect, [self CGImage]);

    // Create bitmap image info from pixel data in current context
    CGImageRef imageRef = CGBitmapContextCreateImage(context);

    // Create a new UIImage object
    UIImage *newImage = [UIImage imageWithCGImage:imageRef];

    // Release colorspace, context and bitmap information
    CGColorSpaceRelease(colorSpace);
    CGContextRelease(context);
    CFRelease(imageRef);

    // Return the new grayscale image
    return newImage;
}

// by http://iphonedevelopertips.com/cocoa/how-to-mask-an-image.html turned into a category by koda
-(UIImage*) maskImageWith:(UIImage *)maskImage {
    // prepare the reference image
    CGImageRef maskRef = [maskImage CGImage];

    // create the mask using parameters of the mask reference
    CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef),
                                        CGImageGetHeight(maskRef),
                                        CGImageGetBitsPerComponent(maskRef),
                                        CGImageGetBitsPerPixel(maskRef),
                                        CGImageGetBytesPerRow(maskRef),
                                        CGImageGetDataProvider(maskRef), NULL, false);

    // create an image in the current context
    CGImageRef masked = CGImageCreateWithMask([self CGImage], mask);
    CGImageRelease(mask);

    UIImage* retImage = [UIImage imageWithCGImage:masked];
    CGImageRelease(masked);

    return retImage;
}

// by http://blog.sallarp.com/iphone-uiimage-round-corners/ turned into a category by koda
void addRoundedRectToPath(CGContextRef context, CGRect rect, CGFloat ovalWidth, CGFloat ovalHeight) {
    CGFloat fw, fh;
    if (ovalWidth == 0 || ovalHeight == 0) {
        CGContextAddRect(context, rect);
        return;
    }
    CGContextSaveGState(context);
    CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
    CGContextScaleCTM (context, ovalWidth, ovalHeight);
    fw = CGRectGetWidth (rect) / ovalWidth;
    fh = CGRectGetHeight (rect) / ovalHeight;
    CGContextMoveToPoint(context, fw, fh/2);
    CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
    CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
    CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
    CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
    CGContextClosePath(context);
    CGContextRestoreGState(context);
}

-(UIImage *)makeRoundCornersOfSize:(CGSize) sizewh {
    CGFloat cornerWidth = sizewh.width;
    CGFloat cornerHeight = sizewh.height;
    CGFloat w = self.size.width;
    CGFloat h = self.size.height;

    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);

    CGContextBeginPath(context);
    CGRect rect = CGRectMake(0, 0, w, h);
    addRoundedRectToPath(context, rect, cornerWidth, cornerHeight);
    CGContextClosePath(context);
    CGContextClip(context);

    CGContextDrawImage(context, CGRectMake(0, 0, w, h), [self CGImage]);

    CGImageRef imageMasked = CGBitmapContextCreateImage(context);
    CGContextRelease(context);
    CGColorSpaceRelease(colorSpace);

    UIImage *newImage = [UIImage imageWithCGImage:imageMasked];
    CGImageRelease(imageMasked);

    return newImage;
}

@end