project_files/HedgewarsMobile/Classes/UIImageExtra.m
author nemo
Sun, 10 Oct 2010 20:16:17 -0400
changeset 3951 c9a63db3e603
parent 3948 24daa33a3114
child 3978 9660600e43cb
permissions -rw-r--r--
Correct another bug in slot switching, adjust width of theme list, really truly fix reset of weps (I hope) should also fix infinite teleport bug in place hogs mode. Slow update of health to 5s for inf attack mode.
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2010 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 08/04/2010.
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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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    DLog(@"warning - this is a very expensive operation, you should avoid using it");
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    // Create a bitmap graphics context; this will also set it as the current context
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    UIGraphicsBeginImageContext(size);
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    // Draw the scaled image in the current context
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    [self drawInRect:CGRectMake(0, 0, size.width, size.height)];
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    // Create a new image from current context
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    UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();
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    // Pop the current context from the stack
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    UIGraphicsEndImageContext();
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    // Return our new scaled image (autoreleased)
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    return scaledImage;
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}
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-(UIImage *)mergeWith:(UIImage *)secondImage atPoint:(CGPoint) secondImagePoint {
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    // create a contex of size of the background image
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    return [self mergeWith:secondImage atPoint:secondImagePoint ofSize:self.size];
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}
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-(UIImage *)mergeWith:(UIImage *)secondImage atPoint:(CGPoint) secondImagePoint ofSize:(CGSize) resultingSize {
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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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    int w = resultingSize.width;
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    int h = resultingSize.height;
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    if (w == 0 || h == 0) {
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        DLog(@"Can 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, 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, self.size.height), [self CGImage]);
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    CGContextDrawImage(context, CGRectMake(secondImagePoint.x, secondImagePoint.y, secondImage.size.width, secondImage.size.height), [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 = [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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    CGColorSpaceRelease(colorSpace);
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    CGContextRelease(context);
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    CFRelease(imageRef);
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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 w = self.size.width;
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    CGFloat h = self.size.height;
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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 *newImage = [UIImage imageWithCGImage:imageMasked];
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    CGImageRelease(imageMasked);
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    return newImage;
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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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    UIGraphicsBeginImageContext(ofSize);
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    CGContextRef context = UIGraphicsGetCurrentContext();
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    UIGraphicsPushContext(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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    UIGraphicsPopContext();
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    UIImage *bkgImg = UIGraphicsGetImageFromCurrentImageContext();
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    UIGraphicsEndImageContext();
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    return bkgImg;
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}
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@end