我需要一些使用CGContextDrawImage的帮助。我有以下代码,它将创建一个Bitmap上下文并将像素数据转换为CGImageRef。现在我需要使用CGContextDrawImage显示该图像。我不太清楚我应该如何使用它。以下是我的代码:
- (void)drawBufferWidth:(int)width height:(int)height pixels:(unsigned char*)pixels
{
const int area = width *height;
const int componentsPerPixel = 4;
unsigned char pixelData[area * componentsPerPixel];
for(int i = 0; i<area; i++)
{
const int offset = i * componentsPerPixel;
pixelData[offset] = pixels[0];
pixelData[offset+1] = pixels[1];
pixelData[offset+2] = pixels[2];
pixelData[offset+3] = pixels[3];
}
const size_t BitsPerComponent = 8;
const size_t BytesPerRow=((BitsPerComponent * width) / 8) * componentsPerPixel;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef gtx = CGBitmapContextCreate(pixelData, width, height, BitsPerComponent, BytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
CGImageRef myimage = CGBitmapContextCreateImage(gtx);
//What code should go here to display the image?
CGContextRelease(gtx);
CGImageRelease(myimage);
}
任何帮助或示例代码都会很棒。提前谢谢!
答案 0 :(得分:1)
创建一个名为:MyDrawingView.h的文件
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
@interface MyDrawingView : UIView
{
}
@end
现在创建一个名为:MyDrawingView.m
的文件#import "MyChartView.h"
@implementation MyDrawingView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
// Write your initialization code if any.
}
return self;
}
// Only override drawRect: if you perform custom drawing.
- (void)drawRect:(CGRect)rect
{
// Drawing code
// Create Current Context To Draw
CGContextRef context = UIGraphicsGetCurrentContext();
UIImage *image = [UIImage imageNamed:@"image.jpg"];
// Draws your image at given poing
[image drawAtPoint:CGPointMake(10, 10)];
}
//现在在你的视图中使用它
#import "MyChartView.h"
MyDrawingView *drawView = [[MyDrawingView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
[self.view addSubview:drawView];
// whenever you want to update that view call
[drawView setNeedsDisplay];
//它是处理(绘制)图像的方法
- (void)drawBufferWidth:(int)width height:(int)height pixels:(unsigned char*)pixels
{
const int area = width *height;
const int componentsPerPixel = 4;
unsigned char pixelData[area * componentsPerPixel];
for(int i = 0; i<area; i++)
{
const int offset = i * componentsPerPixel;
pixelData[offset] = pixels[0];
pixelData[offset+1] = pixels[1];
pixelData[offset+2] = pixels[2];
pixelData[offset+3] = pixels[3];
}
const size_t BitsPerComponent = 8;
const size_t BytesPerRow=((BitsPerComponent * width) / 8) * componentsPerPixel;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef gtx = CGBitmapContextCreate(pixelData, width, height, BitsPerComponent, BytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast);
CGImageRef myimage = CGBitmapContextCreateImage(gtx);
// Convert to UIImage
UIImage *image = [UIImage imageWithCGImage:myimage];
// Create a rect to display
CGRect imageRect = CGRectMake(0, 0, image.size.width, image.size.height);
// Here is the Two Snnipets to draw image
CGContextRef context = UIGraphicsGetCurrentContext();
// Transform image
CGContextTranslateCTM(context, 0, image.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
// Finaly Draw your image
CGContextDrawImage(context, imageRect, image.CGImage);
// You can also use following to draw your image in 'drawRect' method
// [[UIImage imageWithCGImage:myimage] drawInRect:CGRectMake(0, 0, 145, 15)];
CGContextRelease(gtx);
CGImageRelease(myimage);
}
答案 1 :(得分:1)
如果有其他人正在处理此问题,请尝试将以下代码插入Ereka的代码中。迪彭的解决方案似乎有点太过分了。在评论之后&#34; //应该在这里显示什么代码来显示图像,&#34;输入以下代码:
CGRect myContextRect = CGRectMake (0, 0, width, height);
CGContextDrawImage (gtx, myContextRect, myimage);
CGImageRef imageRef = CGBitmapContextCreateImage(gtx);
UIImage *finalImage = [UIImage imageWithCGImage:imageRef];
UIImageView *imgView = [[UIImageView alloc] initWithImage:finalImage];
[self.view addSubview:imgView];