add some memory aware code
revert sdl calls to past implementation (the one that did not crash)
add some debug methods found online
//
// 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 {
// 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 {
UIGraphicsBeginImageContext(resultingSize);
// drav the background image
[self drawAtPoint:CGPointMake(0,0)];
// draw the image on top of the first image
[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 cgImgage = CGImageCreateWithImageInRect([image CGImage], rect);
// clean memory
[image release];
// create a UIImage from the CGImage (memory must be allocated already)
UIImage *sprite = [self initWithCGImage:cgImgage];
// clean memory
CGImageRelease(cgImgage);
// return resulting image
return sprite;
} else {
NSLog(@"initWithContentsOfFile: andCutAt: FAILED");
return nil;
}
}
-(UIImage *)convertImageToGrayScale:(UIImage *)image {
// Create image rectangle with current image width/height
CGRect imageRect = CGRectMake(0, 0, image.size.width, image.size.height);
// Grayscale color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
// Create bitmap content with current image size and grayscale colorspace
CGContextRef context = CGBitmapContextCreate(nil, image.size.width, image.size.height, 8, 0, colorSpace, kCGImageAlphaNone);
// Draw image into current context, with specified rectangle
// using previously defined context (with grayscale colorspace)
CGContextDrawImage(context, imageRect, [image 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;
}
@end