project_files/HedgewarsMobile/Classes/UIImageExtra.m
author Wuzzy <Wuzzy2@mail.ru>
Sun, 02 Jun 2019 18:22:06 +0200
changeset 15102 260e96addf92
parent 12877 00215a7ec5f5
permissions -rw-r--r--
Allow vgtBigExplosion in low quality mode Rationale: We already allow vgtExplosion, which is a smaller version. Without vgtBigExplosion, there is not *any* explosion effect.
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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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        // 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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    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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    // 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