(ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* File created on 08/04/2010.
*/
#import "UIImageExtra.h"
@implementation UIImage (extra)
CGFloat getScreenScale(void) {
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
return [UIScreen mainScreen].scale;
else
return 1.0f;
}
-(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
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
UIGraphicsBeginImageContextWithOptions(size, NO, getScreenScale());
else
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 {
if (secondImage == nil) {
DLog(@"Warning, secondImage == nil");
return self;
}
CGFloat screenScale = getScreenScale();
int w = self.size.width * screenScale;
int h = self.size.height * screenScale;
if (w == 0 || h == 0) {
DLog(@"Can have 0 dimesions");
return self;
}
// Create a bitmap graphics context; this will also set it as the current context
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
// draw the two images in the current context
CGContextDrawImage(context, CGRectMake(0, 0, self.size.width*screenScale, self.size.height*screenScale), [self CGImage]);
CGContextDrawImage(context, CGRectMake(secondImagePoint.x*screenScale, secondImagePoint.y*screenScale, secondImage.size.width*screenScale, secondImage.size.height*screenScale), [secondImage CGImage]);
// Create bitmap image info from pixel data in current context
CGImageRef imageRef = CGBitmapContextCreateImage(context);
// Create a new UIImage object
UIImage *resultImage;
if ([self respondsToSelector:@selector(imageWithCGImage:scale:orientation:)])
resultImage = [UIImage imageWithCGImage:imageRef scale:screenScale orientation:UIImageOrientationUp];
else
resultImage = [UIImage imageWithCGImage:imageRef];
// Release colorspace, context and bitmap information
CGColorSpaceRelease(colorSpace);
CGContextRelease(context);
CFRelease(imageRef);
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
CFRelease(imageRef);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// 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 screenScale = getScreenScale();
CGFloat w = self.size.width * screenScale;
CGFloat h = self.size.height * screenScale;
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;
if ([self respondsToSelector:@selector(imageWithCGImage:scale:orientation:)])
newImage = [UIImage imageWithCGImage:imageMasked scale:screenScale orientation:UIImageOrientationUp];
else
newImage = [UIImage imageWithCGImage:imageMasked];
CGImageRelease(imageMasked);
return newImage;
}
// by http://www.sixtemia.com/journal/2010/06/23/uiimage-negative-color-effect/
-(UIImage *)convertToNegative {
UIGraphicsBeginImageContext(self.size);
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeCopy);
[self drawInRect:CGRectMake(0, 0, self.size.width, self.size.height)];
CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeDifference);
CGContextSetFillColorWithColor(UIGraphicsGetCurrentContext(),[UIColor whiteColor].CGColor);
CGContextFillRect(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, self.size.width, self.size.height));
// create an image from the current contex (not thread safe)
UIImage *result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return result;
}
+(UIImage *)whiteImage:(CGSize) ofSize {
CGFloat w = ofSize.width;
CGFloat h = ofSize.height;
DLog(@"w: %f, h: %f", w, h);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextBeginPath(context);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0);
CGContextFillRect(context,CGRectMake(0,0,ofSize.width,ofSize.height));
CGImageRef image = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
UIImage *bkgImg = [UIImage imageWithCGImage:image];
CGImageRelease(image);
return bkgImg;
}
@end