cocoaTouch/otherSrc/UIImageExtra.m
author koda
Wed, 21 Apr 2010 01:57:23 +0000
changeset 3361 cfc6cd502f85
parent 3352 ac5d14a35482
child 3463 23c50be687a9
permissions -rw-r--r--
buttons for number of hogs in game config buttons for color of team in game config update and code cleanup fixed crashes at uitextfield
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//
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//  UIImageExtra.m
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//  HedgewarsMobile
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//
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//  Created by Vittorio on 08/04/10.
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//  Copyright 2010 __MyCompanyName__. All rights reserved.
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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
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  // 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 atSize:self.size];
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}
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-(UIImage *)mergeWith:(UIImage *)secondImage atPoint:(CGPoint) secondImagePoint atSize:(CGSize) resultingSize {
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    UIGraphicsBeginImageContext(resultingSize);
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    // drav the background image
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    [self drawAtPoint:CGPointMake(0,0)];
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    // draw the image on top of the first image
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    [secondImage drawAtPoint:secondImagePoint];
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    // create an image from the current contex (not thread safe)
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    UIImage *resultImage = UIGraphicsGetImageFromCurrentImageContext();
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    // free drawing contex
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    UIGraphicsEndImageContext();
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    // return the resulting autoreleased image
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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 cgImgage = 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:cgImgage];
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        // clean memory
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        CGImageRelease(cgImgage);
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        // return resulting image
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        return sprite;
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    } else {
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        NSLog(@"initWithContentsOfFile: andCutAt: FAILED");
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        return nil;
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    }
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}
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@end