Abbiamo un modo di ripetere un'immagine su un'area, come un SKSpriteNode? SKColor colorWithPatternImage
purtroppo non funziona.Kit sprite e colorWithPatternImage
Edit:
ho fatto le seguenti categorie, sembra funzionare finora. Utilizzo di Mac, non testato su iOS. Probabilmente ha bisogno di qualche correzione per iOS.
// Add to SKSpriteNode category or something.
+(SKSpriteNode*)patternWithImage:(NSImage*)image size:(const CGSize)SIZE;
// Add to SKTexture category or something.
+(SKTexture*)patternWithSize:(const CGSize)SIZE image:(NSImage*)image;
E le implementazioni. Inserisci i rispettivi file.
+(SKSpriteNode*)patternWithImage:(NSImage*)imagePattern size:(const CGSize)SIZE {
SKTexture* texturePattern = [SKTexture patternWithSize:SIZE image:imagePattern];
SKSpriteNode* sprite = [SKSpriteNode spriteNodeWithTexture:texturePattern];
return sprite;
}
+(SKTexture*)patternWithSize:(const CGSize)SIZE image:(NSImage*)image {
// Hopefully this function would be platform independent one day.
SKColor* colorPattern = [SKColor colorWithPatternImage:image];
// Correct way to find scale?
DLog(@"backingScaleFactor: %f", [[NSScreen mainScreen] backingScaleFactor]);
const CGFloat SCALE = [[NSScreen mainScreen] backingScaleFactor];
const size_t WIDTH_PIXELS = SIZE.width * SCALE;
const size_t HEIGHT_PIXELS = SIZE.height * SCALE;
CGContextRef cgcontextref = MyCreateBitmapContext(WIDTH_PIXELS, HEIGHT_PIXELS);
NSAssert(cgcontextref != NULL, @"Failed creating context!");
// CGBitmapContextCreate(
// NULL, // let the OS handle the memory
// WIDTH_PIXELS,
// HEIGHT_PIXELS,
CALayer* layer = CALayer.layer;
layer.frame = CGRectMake(0, 0, SIZE.width, SIZE.height);
layer.backgroundColor = colorPattern.CGColor;
[layer renderInContext:cgcontextref];
CGImageRef imageref = CGBitmapContextCreateImage(cgcontextref);
SKTexture* texture1 = [SKTexture textureWithCGImage:imageref];
DLog(@"size of pattern texture: %@", NSStringFromSize(texture1.size));
CGImageRelease(imageref);
CGContextRelease(cgcontextref);
return texture1;
}
Ok anche questo è necessario. Questo probabilmente funziona solo su Mac.
CGContextRef MyCreateBitmapContext(const size_t pixelsWide, const size_t pixelsHigh) {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
//int bitmapByteCount;
size_t bitmapBytesPerRow;
bitmapBytesPerRow = (pixelsWide * 4);// 1
//bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);// 2
bitmapData = NULL;
#define kBitmapInfo kCGImageAlphaPremultipliedLast
//#define kBitmapInfo kCGImageAlphaPremultipliedFirst
//#define kBitmapInfo kCGImageAlphaNoneSkipFirst
// According to http://stackoverflow.com/a/18921840/129202 it should be safe to just cast
CGBitmapInfo bitmapinfo = (CGBitmapInfo)kBitmapInfo; //kCGImageAlphaNoneSkipFirst; //0; //kCGBitmapAlphaInfoMask; //kCGImageAlphaNone; //kCGImageAlphaNoneSkipFirst;
context = CGBitmapContextCreate (bitmapData,// 4
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
bitmapinfo
);
if (context== NULL)
{
free (bitmapData);// 5
fprintf (stderr, "Context not created!");
return NULL;
}
CGColorSpaceRelease(colorSpace);// 6
return context;// 7
}
ho provato a farlo funzionare .. deve essere un bug con colorWithPatternImage e initWithPatternImage, senza fortuna. – DogCoffee
Scritto per Mac, non testato su iOS. Ho appena detto – Jonny
che ho provato per iOS e non ho avuto fortuna a trovare qualcosa su cui lavorare con questi metodi. – DogCoffee