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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2023 Marco Antognini (antognini.marco@gmail.com),
// Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#import <SFML/Window/OSX/NSImage+raw.h>
@implementation NSImage (raw)
+(NSImage*)imageWithRawData:(const sf::Uint8*)pixels andSize:(NSSize)size
{
// Create an empty image representation.
NSBitmapImageRep* bitmap =
[[NSBitmapImageRep alloc] initWithBitmapDataPlanes:0 // if 0: only allocate memory
pixelsWide:(static_cast<NSInteger>(size.width))
pixelsHigh:(static_cast<NSInteger>(size.height))
bitsPerSample:8 // The number of bits used to specify
// one pixel in a single component of the data.
samplesPerPixel:4 // 3 if no alpha, 4 with it
hasAlpha:YES
isPlanar:NO // I don't know what it is but it works
colorSpaceName:NSCalibratedRGBColorSpace
bytesPerRow:0 // 0 == determine automatically
bitsPerPixel:0]; // 0 == determine automatically
// Load data pixels.
for (unsigned int y = 0; y < size.height; ++y)
{
for (unsigned int x = 0; x < size.width; ++x, pixels += 4)
{
NSUInteger pixel[4] = { pixels[0], pixels[1], pixels[2], pixels[3] };
[bitmap setPixel:pixel atX:x y:y];
}
}
// Create an image from the representation.
NSImage* image = [[NSImage alloc] initWithSize:size];
[image addRepresentation:bitmap];
[bitmap release];
return image;
}
@end
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