project_files/HedgewarsMobile/Classes/UIImageExtra.m
author nemo
Mon, 11 May 2015 13:53:08 -0400
changeset 10942 5d7dd938dedc
parent 10108 c68cf030eded
child 12872 00215a7ec5f5
permissions -rw-r--r--
This probably fixes bug #839 - mine time was hardcoded to 3000 in Attack, instead of using the "0 as undefined" input that other places were using. When re653e96b0ec3 started paying attention to the input parameter, this previously ignored value became a problem.
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2012 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA.
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 */
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#import "UIImageExtra.h"
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@implementation UIImage (extra)
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-(UIImage *)scaleToSize:(CGSize) size {
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    // Create a bitmap graphics context; this will also set it as the current context
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    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
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    CGContextRef context = CGBitmapContextCreate(NULL, size.width, size.height, 8, 4 * size.width, colorSpace, kCGImageAlphaPremultipliedFirst);
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    // draw the image inside the context
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    CGFloat screenScale = [[UIScreen mainScreen] safeScale];
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    CGContextDrawImage(context, CGRectMake(0, 0, size.width*screenScale, size.height*screenScale), self.CGImage);
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    // Create bitmap image info from pixel data in current context
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    CGImageRef imageRef = CGBitmapContextCreateImage(context);
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    // Create a new UIImage object
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    UIImage *resultImage;
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    if ([UIImage respondsToSelector:@selector(imageWithCGImage:scale:orientation:)])
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        resultImage = [UIImage imageWithCGImage:imageRef scale:screenScale orientation:UIImageOrientationUp];
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    else
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        resultImage = [UIImage imageWithCGImage:imageRef];
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    // Release colorspace, context and bitmap information
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    CGColorSpaceRelease(colorSpace);
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    CGContextRelease(context);
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    CFRelease(imageRef);
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    return resultImage;
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}
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-(UIImage *)mergeWith:(UIImage *)secondImage atPoint:(CGPoint) secondImagePoint {
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    if (secondImage == nil) {
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        DLog(@"Warning, secondImage == nil");
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        return self;
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    }
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    CGFloat screenScale = [[UIScreen mainScreen] safeScale];
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    int w = self.size.width * screenScale;
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    int h = self.size.height * screenScale;
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    int yOffset = self.size.height - secondImage.size.height + secondImagePoint.y;
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    if (w == 0 || h == 0) {
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        DLog(@"Cannot have 0 dimesions");
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        return self;
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    }
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    // Create a bitmap graphics context; this will also set it as the current context
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    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
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    CGContextRef context = CGBitmapContextCreate(NULL, w, h+yOffset, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
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    // draw the two images in the current context
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    CGContextDrawImage(context, CGRectMake(0, 0, self.size.width*screenScale, self.size.height*screenScale), [self CGImage]);
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    CGContextDrawImage(context, CGRectMake(secondImagePoint.x*screenScale, secondImagePoint.y*screenScale, secondImage.size.width*screenScale, secondImage.size.height*screenScale), [secondImage CGImage]);
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    // Create bitmap image info from pixel data in current context
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    CGImageRef imageRef = CGBitmapContextCreateImage(context);
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    // Create a new UIImage object
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    UIImage *resultImage;
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    if ([UIImage respondsToSelector:@selector(imageWithCGImage:scale:orientation:)])
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        resultImage = [UIImage imageWithCGImage:imageRef scale:screenScale orientation:UIImageOrientationUp];
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    else
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        resultImage = [UIImage imageWithCGImage:imageRef];
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    // Release colorspace, context and bitmap information
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    CGColorSpaceRelease(colorSpace);
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    CGContextRelease(context);
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    CFRelease(imageRef);
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    return resultImage;
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}
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-(id) initWithContentsOfFile:(NSString *)path andCutAt:(CGRect) rect {
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    // load image from path
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    UIImage *image = [[UIImage alloc] initWithContentsOfFile: path];
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    if (nil != image) {
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        // get its CGImage representation with a give size
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        CGImageRef cgImage = CGImageCreateWithImageInRect([image CGImage], rect);
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        // clean memory
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        [image release];
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        // create a UIImage from the CGImage (memory must be allocated already)
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        UIImage *sprite = [self initWithCGImage:cgImage];
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        // clean memory
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        CGImageRelease(cgImage);
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        // return resulting image
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        return sprite;
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    } else {
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        DLog(@"error - image == nil");
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        return nil;
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    }
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}
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-(UIImage *)cutAt:(CGRect) rect {
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    CGImageRef cgImage = CGImageCreateWithImageInRect([self CGImage], rect);
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    UIImage *res = [UIImage imageWithCGImage:cgImage];
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    CGImageRelease(cgImage);
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    return res;
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}
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-(UIImage *)convertToGrayScale {
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    // Create image rectangle with current image width/height
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    CGRect imageRect = CGRectMake(0, 0, self.size.width, self.size.height);
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    // Grayscale color space
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    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
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    // Create bitmap content with current image size and grayscale colorspace
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    CGContextRef context = CGBitmapContextCreate(nil, self.size.width, self.size.height, 8, 0, colorSpace, kCGImageAlphaNone);
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    // Draw image into current context, with specified rectangle
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    // using previously defined context (with grayscale colorspace)
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    CGContextDrawImage(context, imageRect, [self CGImage]);
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    // Create bitmap image info from pixel data in current context
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    CGImageRef imageRef = CGBitmapContextCreateImage(context);
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    // Create a new UIImage object
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    UIImage *newImage = [UIImage imageWithCGImage:imageRef];
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    // Release colorspace, context and bitmap information
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    CFRelease(imageRef);
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    CGContextRelease(context);
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    CGColorSpaceRelease(colorSpace);
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    // Return the new grayscale image
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    return newImage;
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}
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// by http://iphonedevelopertips.com/cocoa/how-to-mask-an-image.html turned into a category by koda
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-(UIImage*) maskImageWith:(UIImage *)maskImage {
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    // prepare the reference image
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    CGImageRef maskRef = [maskImage CGImage];
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    // create the mask using parameters of the mask reference
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    CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef),
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                                        CGImageGetHeight(maskRef),
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                                        CGImageGetBitsPerComponent(maskRef),
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                                        CGImageGetBitsPerPixel(maskRef),
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                                        CGImageGetBytesPerRow(maskRef),
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                                        CGImageGetDataProvider(maskRef), NULL, false);
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    // create an image in the current context
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    CGImageRef masked = CGImageCreateWithMask([self CGImage], mask);
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    CGImageRelease(mask);
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    UIImage* retImage = [UIImage imageWithCGImage:masked];
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    CGImageRelease(masked);
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    return retImage;
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}
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// by http://blog.sallarp.com/iphone-uiimage-round-corners/ turned into a category by koda
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void addRoundedRectToPath(CGContextRef context, CGRect rect, CGFloat ovalWidth, CGFloat ovalHeight) {
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    CGFloat fw, fh;
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    if (ovalWidth == 0 || ovalHeight == 0) {
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        CGContextAddRect(context, rect);
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        return;
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    }
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    CGContextSaveGState(context);
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    CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
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    CGContextScaleCTM (context, ovalWidth, ovalHeight);
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    fw = CGRectGetWidth (rect) / ovalWidth;
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    fh = CGRectGetHeight (rect) / ovalHeight;
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    CGContextMoveToPoint(context, fw, fh/2);
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    CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
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    CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
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    CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
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    CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
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    CGContextClosePath(context);
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    CGContextRestoreGState(context);
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}
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-(UIImage *)makeRoundCornersOfSize:(CGSize) sizewh {
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    CGFloat cornerWidth = sizewh.width;
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    CGFloat cornerHeight = sizewh.height;
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    CGFloat screenScale = [[UIScreen mainScreen] safeScale];
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    CGFloat w = self.size.width * screenScale;
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    CGFloat h = self.size.height * screenScale;
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    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
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    CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
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    CGContextBeginPath(context);
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    CGRect rect = CGRectMake(0, 0, w, h);
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    addRoundedRectToPath(context, rect, cornerWidth, cornerHeight);
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    CGContextClosePath(context);
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    CGContextClip(context);
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    CGContextDrawImage(context, CGRectMake(0, 0, w, h), [self CGImage]);
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    CGImageRef imageMasked = CGBitmapContextCreateImage(context);
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    CGContextRelease(context);
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    CGColorSpaceRelease(colorSpace);
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    UIImage *resultImage;
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    if ([UIImage respondsToSelector:@selector(imageWithCGImage:scale:orientation:)])
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        resultImage = [UIImage imageWithCGImage:imageMasked scale:screenScale orientation:UIImageOrientationUp];
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    else
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        resultImage = [UIImage imageWithCGImage:imageMasked];
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    CGImageRelease(imageMasked);
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    return resultImage;
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}
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// by http://www.sixtemia.com/journal/2010/06/23/uiimage-negative-color-effect/
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-(UIImage *)convertToNegative {
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    UIGraphicsBeginImageContext(self.size);
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    CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeCopy);
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    [self drawInRect:CGRectMake(0, 0, self.size.width, self.size.height)];
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    CGContextSetBlendMode(UIGraphicsGetCurrentContext(), kCGBlendModeDifference);
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    CGContextSetFillColorWithColor(UIGraphicsGetCurrentContext(),[UIColor whiteColor].CGColor);
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    CGContextFillRect(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, self.size.width, self.size.height));
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    // create an image from the current contex (not thread safe)
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    UIImage *result = UIGraphicsGetImageFromCurrentImageContext();
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    UIGraphicsEndImageContext();
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    return result;
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}
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+(UIImage *)whiteImage:(CGSize) ofSize {
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    CGFloat w = ofSize.width;
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    CGFloat h = ofSize.height;
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    DLog(@"w: %f, h: %f", w, h);
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    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
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    CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
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    CGContextBeginPath(context);
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    CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0);
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    CGContextFillRect(context,CGRectMake(0,0,ofSize.width,ofSize.height));
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    CGImageRef image = CGBitmapContextCreateImage(context);
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    CGContextRelease(context);
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    CGColorSpaceRelease(colorSpace);
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    UIImage *bkgImg = [UIImage imageWithCGImage:image];
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    CGImageRelease(image);
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    return bkgImg;
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}
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+(UIImage *)drawHogsRepeated:(NSInteger) manyTimes {
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    NSString *imgString = [[NSString alloc] initWithFormat:@"%@/hedgehog.png",[[NSBundle mainBundle] resourcePath]];
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    UIImage *hogSprite = [[UIImage alloc] initWithContentsOfFile:imgString];
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    [imgString release];
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    CGFloat screenScale = [[UIScreen mainScreen] safeScale];
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    int w = hogSprite.size.width * screenScale;
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    int h = hogSprite.size.height * screenScale;
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    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
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    CGContextRef context = CGBitmapContextCreate(NULL, w * 3, h, 8, 4 * w * 3, colorSpace, kCGImageAlphaPremultipliedFirst);
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    // draw the two images in the current context
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    for (int i = 0; i < manyTimes; i++)
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        CGContextDrawImage(context, CGRectMake(i*8*screenScale, 0, w, h), [hogSprite CGImage]);
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    [hogSprite release];
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    // Create bitmap image info from pixel data in current context
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    CGImageRef imageRef = CGBitmapContextCreateImage(context);
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    // Create a new UIImage object
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    UIImage *resultImage;
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    if ([UIImage respondsToSelector:@selector(imageWithCGImage:scale:orientation:)])
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        resultImage = [UIImage imageWithCGImage:imageRef scale:screenScale orientation:UIImageOrientationUp];
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    else
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        resultImage = [UIImage imageWithCGImage:imageRef];
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    // Release colorspace, context and bitmap information
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    CGColorSpaceRelease(colorSpace);
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    CGContextRelease(context);
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    CFRelease(imageRef);
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    return resultImage;
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}
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// this routine checks for the PNG size without loading it in memory
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// https://github.com/steipete/PSFramework/blob/master/PSFramework%20Version%200.3/PhotoshopFramework/PSMetaDataFunctions.m
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+(CGSize) imageSizeFromMetadataOf:(NSString *)aFileName {
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    // File Name to C String.
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    const char *fileName = [aFileName UTF8String];
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    // source file
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    FILE *infile = fopen(fileName, "rb");
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    if (infile == NULL) {
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        DLog(@"Can't open the file: %@", aFileName);
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        return CGSizeZero;
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    }
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    // Bytes Buffer.
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    unsigned char buffer[30];
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    // Grab Only First Bytes.
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    fread(buffer, 1, 30, infile);
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    // Close File.
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    fclose(infile);
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    // PNG Signature.
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    unsigned char png_signature[8] = {137, 80, 78, 71, 13, 10, 26, 10};
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    // Compare File signature.
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    if ((int)(memcmp(&buffer[0], &png_signature[0], 8))) {
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        DLog(@"The file (%@) is not a PNG file", aFileName);
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        return CGSizeZero;
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    }
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    // Calc Sizes. Isolate only four bytes of each size (width, height).
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    int width[4];
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    int height[4];
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    for (int d = 16; d < (16 + 4); d++) {
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        width[d-16] = buffer[d];
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        height[d-16] = buffer[d+4];
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    }
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    // Convert bytes to Long (Integer)
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    long resultWidth = (width[0] << (int)24) | (width[1] << (int)16) | (width[2] << (int)8) | width[3];
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    long resultHeight = (height[0] << (int)24) | (height[1] << (int)16) | (height[2] << (int)8) | height[3];
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    // Return Size.
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    return CGSizeMake(resultWidth,resultHeight);
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}
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3547
02875b1145b7 i <3 mercurial
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@end