#include "wx/filefn.h"
#include "wx/wfstream.h"
-
-#if wxUSE_XPM
- #include "wx/xpmdecod.h"
-#endif
+#include "wx/xpmdecod.h"
// For memcpy
#include <string.h>
#define HAS_FILE_STREAMS (wxUSE_STREAMS && (wxUSE_FILE || wxUSE_FFILE))
#if HAS_FILE_STREAMS
- #if wxUSE_FILE
- typedef wxFileInputStream wxImageFileInputStream;
- typedef wxFileOutputStream wxImageFileOutputStream;
- #elif wxUSE_FFILE
+ #if wxUSE_FFILE
typedef wxFFileInputStream wxImageFileInputStream;
typedef wxFFileOutputStream wxImageFileOutputStream;
+ #elif wxUSE_FILE
+ typedef wxFileInputStream wxImageFileInputStream;
+ typedef wxFileOutputStream wxImageFileOutputStream;
#endif // wxUSE_FILE/wxUSE_FFILE
#endif // HAS_FILE_STREAMS
+#if wxUSE_VARIANT
+IMPLEMENT_VARIANT_OBJECT_EXPORTED_SHALLOWCMP(wxImage,WXDLLEXPORT)
+#endif
+
//-----------------------------------------------------------------------------
// wxImage
//-----------------------------------------------------------------------------
}
#endif // wxUSE_STREAMS
-wxImage::wxImage( const char** xpmData )
+wxImage::wxImage(const char* const* xpmData)
{
Create(xpmData);
}
-wxImage::wxImage( char** xpmData )
-{
- Create((const char**) xpmData);
-}
-
-bool wxImage::Create( const char** xpmData )
+bool wxImage::Create(const char* const* xpmData)
{
#if wxUSE_XPM
UnRef();
return image;
}
-wxImage wxImage::Scale( int width, int height ) const
+wxImage wxImage::Scale( int width, int height, int quality ) const
{
wxImage image;
wxCHECK_MSG( (old_height > 0) && (old_width > 0), image,
wxT("invalid old image size") );
- if ( old_width % width == 0 && old_width >= width &&
- old_height % height == 0 && old_height >= height )
+ // If the image's new width and height are the same as the original, no
+ // need to waste time or CPU cycles
+ if ( old_width == width && old_height == height )
+ return *this;
+
+ // Scale the image (...or more appropriately, resample the image) using
+ // either the high-quality or normal method as specified
+ if ( quality == wxIMAGE_QUALITY_HIGH )
{
- return ShrinkBy( old_width / width , old_height / height ) ;
+ // We need to check whether we are downsampling or upsampling the image
+ if ( width < old_width && height < old_height )
+ {
+ // Downsample the image using the box averaging method for best results
+ image = ResampleBox(width, height);
+ }
+ else
+ {
+ // For upsampling or other random/wierd image dimensions we'll use
+ // a bicubic b-spline scaling method
+ image = ResampleBicubic(width, height);
+ }
}
- image.Create( width, height, false );
+ else // Default scaling method == simple pixel replication
+ {
+ if ( old_width % width == 0 && old_width >= width &&
+ old_height % height == 0 && old_height >= height )
+ {
+ return ShrinkBy( old_width / width , old_height / height ) ;
+ }
+ image.Create( width, height, false );
- unsigned char *data = image.GetData();
+ unsigned char *data = image.GetData();
- wxCHECK_MSG( data, image, wxT("unable to create image") );
+ wxCHECK_MSG( data, image, wxT("unable to create image") );
- unsigned char *source_data = M_IMGDATA->m_data;
- unsigned char *target_data = data;
- unsigned char *source_alpha = 0 ;
- unsigned char *target_alpha = 0 ;
+ unsigned char *source_data = M_IMGDATA->m_data;
+ unsigned char *target_data = data;
+ unsigned char *source_alpha = 0 ;
+ unsigned char *target_alpha = 0 ;
- if (M_IMGDATA->m_hasMask)
- {
- image.SetMaskColour( M_IMGDATA->m_maskRed,
- M_IMGDATA->m_maskGreen,
- M_IMGDATA->m_maskBlue );
- }
- else
- {
- source_alpha = M_IMGDATA->m_alpha ;
- if ( source_alpha )
+ if ( !M_IMGDATA->m_hasMask )
{
- image.SetAlpha() ;
- target_alpha = image.GetAlpha() ;
+ source_alpha = M_IMGDATA->m_alpha ;
+ if ( source_alpha )
+ {
+ image.SetAlpha() ;
+ target_alpha = image.GetAlpha() ;
+ }
}
- }
- long x_delta = (old_width<<16) / width;
- long y_delta = (old_height<<16) / height;
+ long x_delta = (old_width<<16) / width;
+ long y_delta = (old_height<<16) / height;
- unsigned char* dest_pixel = target_data;
+ unsigned char* dest_pixel = target_data;
- long y = 0;
- for ( long j = 0; j < height; j++ )
+ long y = 0;
+ for ( long j = 0; j < height; j++ )
{
- unsigned char* src_line = &source_data[(y>>16)*old_width*3];
- unsigned char* src_alpha_line = source_alpha ? &source_alpha[(y>>16)*old_width] : 0 ;
+ unsigned char* src_line = &source_data[(y>>16)*old_width*3];
+ unsigned char* src_alpha_line = source_alpha ? &source_alpha[(y>>16)*old_width] : 0 ;
- long x = 0;
- for ( long i = 0; i < width; i++ )
- {
- unsigned char* src_pixel = &src_line[(x>>16)*3];
- unsigned char* src_alpha_pixel = source_alpha ? &src_alpha_line[(x>>16)] : 0 ;
- dest_pixel[0] = src_pixel[0];
- dest_pixel[1] = src_pixel[1];
- dest_pixel[2] = src_pixel[2];
- dest_pixel += 3;
- if ( source_alpha )
- *(target_alpha++) = *src_alpha_pixel ;
- x += x_delta;
+ long x = 0;
+ for ( long i = 0; i < width; i++ )
+ {
+ unsigned char* src_pixel = &src_line[(x>>16)*3];
+ unsigned char* src_alpha_pixel = source_alpha ? &src_alpha_line[(x>>16)] : 0 ;
+ dest_pixel[0] = src_pixel[0];
+ dest_pixel[1] = src_pixel[1];
+ dest_pixel[2] = src_pixel[2];
+ dest_pixel += 3;
+ if ( source_alpha )
+ *(target_alpha++) = *src_alpha_pixel ;
+ x += x_delta;
+ }
+
+ y += y_delta;
}
+ }
- y += y_delta;
+ // If the original image has a mask, apply the mask to the new image
+ if (M_IMGDATA->m_hasMask)
+ {
+ image.SetMaskColour( M_IMGDATA->m_maskRed,
+ M_IMGDATA->m_maskGreen,
+ M_IMGDATA->m_maskBlue );
}
// In case this is a cursor, make sure the hotspot is scaled accordingly:
return image;
}
+wxImage wxImage::ResampleBox(int width, int height) const
+{
+ // This function implements a simple pre-blur/box averaging method for
+ // downsampling that gives reasonably smooth results To scale the image
+ // down we will need to gather a grid of pixels of the size of the scale
+ // factor in each direction and then do an averaging of the pixels.
+
+ wxImage ret_image(width, height, false);
+
+ const double scale_factor_x = double(M_IMGDATA->m_width) / width;
+ const double scale_factor_y = double(M_IMGDATA->m_height) / height;
+
+ const int scale_factor_x_2 = (int)(scale_factor_x / 2);
+ const int scale_factor_y_2 = (int)(scale_factor_y / 2);
+
+ unsigned char* src_data = M_IMGDATA->m_data;
+ unsigned char* src_alpha = M_IMGDATA->m_alpha;
+ unsigned char* dst_data = ret_image.GetData();
+ unsigned char* dst_alpha = NULL;
+
+ if ( src_alpha )
+ {
+ ret_image.SetAlpha();
+ dst_alpha = ret_image.GetAlpha();
+ }
+
+ int averaged_pixels, src_pixel_index;
+ double sum_r, sum_g, sum_b, sum_a;
+
+ for ( int y = 0; y < height; y++ ) // Destination image - Y direction
+ {
+ // Source pixel in the Y direction
+ int src_y = (int)(y * scale_factor_y);
+
+ for ( int x = 0; x < width; x++ ) // Destination image - X direction
+ {
+ // Source pixel in the X direction
+ int src_x = (int)(x * scale_factor_x);
+
+ // Box of pixels to average
+ averaged_pixels = 0;
+ sum_r = sum_g = sum_b = sum_a = 0.0;
+
+ for ( int j = int(src_y - scale_factor_y/2.0 + 1);
+ j <= int(src_y + scale_factor_y_2);
+ j++ )
+ {
+ // We don't care to average pixels that don't exist (edges)
+ if ( j < 0 || j > M_IMGDATA->m_height - 1 )
+ continue;
+
+ for ( int i = int(src_x - scale_factor_x/2.0 + 1);
+ i <= src_x + scale_factor_x_2;
+ i++ )
+ {
+ // Don't average edge pixels
+ if ( i < 0 || i > M_IMGDATA->m_width - 1 )
+ continue;
+
+ // Calculate the actual index in our source pixels
+ src_pixel_index = j * M_IMGDATA->m_width + i;
+
+ sum_r += src_data[src_pixel_index * 3 + 0];
+ sum_g += src_data[src_pixel_index * 3 + 1];
+ sum_b += src_data[src_pixel_index * 3 + 2];
+ if ( src_alpha )
+ sum_a += src_alpha[src_pixel_index];
+
+ averaged_pixels++;
+ }
+ }
+
+ // Calculate the average from the sum and number of averaged pixels
+ dst_data[0] = (unsigned char)(sum_r / averaged_pixels);
+ dst_data[1] = (unsigned char)(sum_g / averaged_pixels);
+ dst_data[2] = (unsigned char)(sum_b / averaged_pixels);
+ dst_data += 3;
+ if ( src_alpha )
+ *dst_alpha++ = (unsigned char)(sum_a / averaged_pixels);
+ }
+ }
+
+ return ret_image;
+}
+
+// The following two local functions are for the B-spline weighting of the
+// bicubic sampling algorithm
+static inline double spline_cube(double value)
+{
+ return value <= 0.0 ? 0.0 : value * value * value;
+}
+
+static inline double spline_weight(double value)
+{
+ return (spline_cube(value + 2) -
+ 4 * spline_cube(value + 1) +
+ 6 * spline_cube(value) -
+ 4 * spline_cube(value - 1)) / 6;
+}
+
+// This is the bicubic resampling algorithm
+wxImage wxImage::ResampleBicubic(int width, int height) const
+{
+ // This function implements a Bicubic B-Spline algorithm for resampling.
+ // This method is certainly a little slower than wxImage's default pixel
+ // replication method, however for most reasonably sized images not being
+ // upsampled too much on a fairly average CPU this difference is hardly
+ // noticeable and the results are far more pleasing to look at.
+ //
+ // This particular bicubic algorithm does pixel weighting according to a
+ // B-Spline that basically implements a Gaussian bell-like weighting
+ // kernel. Because of this method the results may appear a bit blurry when
+ // upsampling by large factors. This is basically because a slight
+ // gaussian blur is being performed to get the smooth look of the upsampled
+ // image.
+
+ // Edge pixels: 3-4 possible solutions
+ // - (Wrap/tile) Wrap the image, take the color value from the opposite
+ // side of the image.
+ // - (Mirror) Duplicate edge pixels, so that pixel at coordinate (2, n),
+ // where n is nonpositive, will have the value of (2, 1).
+ // - (Ignore) Simply ignore the edge pixels and apply the kernel only to
+ // pixels which do have all neighbours.
+ // - (Clamp) Choose the nearest pixel along the border. This takes the
+ // border pixels and extends them out to infinity.
+ //
+ // NOTE: below the y_offset and x_offset variables are being set for edge
+ // pixels using the "Mirror" method mentioned above
+
+ wxImage ret_image;
+
+ ret_image.Create(width, height, false);
+
+ unsigned char* src_data = M_IMGDATA->m_data;
+ unsigned char* src_alpha = M_IMGDATA->m_alpha;
+ unsigned char* dst_data = ret_image.GetData();
+ unsigned char* dst_alpha = NULL;
+
+ if ( src_alpha )
+ {
+ ret_image.SetAlpha();
+ dst_alpha = ret_image.GetAlpha();
+ }
+
+ for ( int dsty = 0; dsty < height; dsty++ )
+ {
+ // We need to calculate the source pixel to interpolate from - Y-axis
+ double srcpixy = double(dsty * M_IMGDATA->m_height) / height;
+ double dy = srcpixy - (int)srcpixy;
+
+ for ( int dstx = 0; dstx < width; dstx++ )
+ {
+ // X-axis of pixel to interpolate from
+ double srcpixx = double(dstx * M_IMGDATA->m_width) / width;
+ double dx = srcpixx - (int)srcpixx;
+
+ // Sums for each color channel
+ double sum_r = 0, sum_g = 0, sum_b = 0, sum_a = 0;
+
+ // Here we actually determine the RGBA values for the destination pixel
+ for ( int k = -1; k <= 2; k++ )
+ {
+ // Y offset
+ int y_offset = srcpixy + k < 0.0
+ ? 0
+ : srcpixy + k >= M_IMGDATA->m_height
+ ? M_IMGDATA->m_height - 1
+ : (int)(srcpixy + k);
+
+ // Loop across the X axis
+ for ( int i = -1; i <= 2; i++ )
+ {
+ // X offset
+ int x_offset = srcpixx + i < 0.0
+ ? 0
+ : srcpixx + i >= M_IMGDATA->m_width
+ ? M_IMGDATA->m_width - 1
+ : (int)(srcpixx + i);
+
+ // Calculate the exact position where the source data
+ // should be pulled from based on the x_offset and y_offset
+ int src_pixel_index = y_offset*M_IMGDATA->m_width + x_offset;
+
+ // Calculate the weight for the specified pixel according
+ // to the bicubic b-spline kernel we're using for
+ // interpolation
+ double
+ pixel_weight = spline_weight(i - dx)*spline_weight(k - dy);
+
+ // Create a sum of all velues for each color channel
+ // adjusted for the pixel's calculated weight
+ sum_r += src_data[src_pixel_index * 3 + 0] * pixel_weight;
+ sum_g += src_data[src_pixel_index * 3 + 1] * pixel_weight;
+ sum_b += src_data[src_pixel_index * 3 + 2] * pixel_weight;
+ if ( src_alpha )
+ sum_a += src_alpha[src_pixel_index] * pixel_weight;
+ }
+ }
+
+ // Put the data into the destination image. The summed values are
+ // of double data type and are rounded here for accuracy
+ dst_data[0] = (unsigned char)(sum_r + 0.5);
+ dst_data[1] = (unsigned char)(sum_g + 0.5);
+ dst_data[2] = (unsigned char)(sum_b + 0.5);
+ dst_data += 3;
+
+ if ( src_alpha )
+ *dst_alpha++ = (unsigned char)sum_a;
+ }
+ }
+
+ return ret_image;
+}
+
+// Blur in the horizontal direction
+wxImage wxImage::BlurHorizontal(int blurRadius) const
+{
+ wxImage ret_image;
+ ret_image.Create(M_IMGDATA->m_width, M_IMGDATA->m_height, false);
+
+ unsigned char* src_data = M_IMGDATA->m_data;
+ unsigned char* dst_data = ret_image.GetData();
+ unsigned char* src_alpha = M_IMGDATA->m_alpha;
+ unsigned char* dst_alpha = NULL;
+
+ // Check for a mask or alpha
+ if ( src_alpha )
+ {
+ ret_image.SetAlpha();
+ dst_alpha = ret_image.GetAlpha();
+ }
+ else if ( M_IMGDATA->m_hasMask )
+ {
+ ret_image.SetMaskColour(M_IMGDATA->m_maskRed,
+ M_IMGDATA->m_maskGreen,
+ M_IMGDATA->m_maskBlue);
+ }
+
+ // number of pixels we average over
+ const int blurArea = blurRadius*2 + 1;
+
+ // Horizontal blurring algorithm - average all pixels in the specified blur
+ // radius in the X or horizontal direction
+ for ( int y = 0; y < M_IMGDATA->m_height; y++ )
+ {
+ // Variables used in the blurring algorithm
+ long sum_r = 0,
+ sum_g = 0,
+ sum_b = 0,
+ sum_a = 0;
+
+ long pixel_idx;
+ const unsigned char *src;
+ unsigned char *dst;
+
+ // Calculate the average of all pixels in the blur radius for the first
+ // pixel of the row
+ for ( int kernel_x = -blurRadius; kernel_x <= blurRadius; kernel_x++ )
+ {
+ // To deal with the pixels at the start of a row so it's not
+ // grabbing GOK values from memory at negative indices of the
+ // image's data or grabbing from the previous row
+ if ( kernel_x < 0 )
+ pixel_idx = y * M_IMGDATA->m_width;
+ else
+ pixel_idx = kernel_x + y * M_IMGDATA->m_width;
+
+ src = src_data + pixel_idx*3;
+ sum_r += src[0];
+ sum_g += src[1];
+ sum_b += src[2];
+ if ( src_alpha )
+ sum_a += src_alpha[pixel_idx];
+ }
+
+ dst = dst_data + y * M_IMGDATA->m_width*3;
+ dst[0] = (unsigned char)(sum_r / blurArea);
+ dst[1] = (unsigned char)(sum_g / blurArea);
+ dst[2] = (unsigned char)(sum_b / blurArea);
+ if ( src_alpha )
+ dst_alpha[y * M_IMGDATA->m_width] = (unsigned char)(sum_a / blurArea);
+
+ // Now average the values of the rest of the pixels by just moving the
+ // blur radius box along the row
+ for ( int x = 1; x < M_IMGDATA->m_width; x++ )
+ {
+ // Take care of edge pixels on the left edge by essentially
+ // duplicating the edge pixel
+ if ( x - blurRadius - 1 < 0 )
+ pixel_idx = y * M_IMGDATA->m_width;
+ else
+ pixel_idx = (x - blurRadius - 1) + y * M_IMGDATA->m_width;
+
+ // Subtract the value of the pixel at the left side of the blur
+ // radius box
+ src = src_data + pixel_idx*3;
+ sum_r -= src[0];
+ sum_g -= src[1];
+ sum_b -= src[2];
+ if ( src_alpha )
+ sum_a -= src_alpha[pixel_idx];
+
+ // Take care of edge pixels on the right edge
+ if ( x + blurRadius > M_IMGDATA->m_width - 1 )
+ pixel_idx = M_IMGDATA->m_width - 1 + y * M_IMGDATA->m_width;
+ else
+ pixel_idx = x + blurRadius + y * M_IMGDATA->m_width;
+
+ // Add the value of the pixel being added to the end of our box
+ src = src_data + pixel_idx*3;
+ sum_r += src[0];
+ sum_g += src[1];
+ sum_b += src[2];
+ if ( src_alpha )
+ sum_a += src_alpha[pixel_idx];
+
+ // Save off the averaged data
+ dst = dst_data + x*3 + y*M_IMGDATA->m_width*3;
+ dst[0] = (unsigned char)(sum_r / blurArea);
+ dst[1] = (unsigned char)(sum_g / blurArea);
+ dst[2] = (unsigned char)(sum_b / blurArea);
+ if ( src_alpha )
+ dst_alpha[x + y * M_IMGDATA->m_width] = (unsigned char)(sum_a / blurArea);
+ }
+ }
+
+ return ret_image;
+}
+
+// Blur in the vertical direction
+wxImage wxImage::BlurVertical(int blurRadius) const
+{
+ wxImage ret_image;
+ ret_image.Create(M_IMGDATA->m_width, M_IMGDATA->m_height, false);
+
+ unsigned char* src_data = M_IMGDATA->m_data;
+ unsigned char* dst_data = ret_image.GetData();
+ unsigned char* src_alpha = M_IMGDATA->m_alpha;
+ unsigned char* dst_alpha = NULL;
+
+ // Check for a mask or alpha
+ if ( src_alpha )
+ {
+ ret_image.SetAlpha();
+ dst_alpha = ret_image.GetAlpha();
+ }
+ else if ( M_IMGDATA->m_hasMask )
+ {
+ ret_image.SetMaskColour(M_IMGDATA->m_maskRed,
+ M_IMGDATA->m_maskGreen,
+ M_IMGDATA->m_maskBlue);
+ }
+
+ // number of pixels we average over
+ const int blurArea = blurRadius*2 + 1;
+
+ // Vertical blurring algorithm - same as horizontal but switched the
+ // opposite direction
+ for ( int x = 0; x < M_IMGDATA->m_width; x++ )
+ {
+ // Variables used in the blurring algorithm
+ long sum_r = 0,
+ sum_g = 0,
+ sum_b = 0,
+ sum_a = 0;
+
+ long pixel_idx;
+ const unsigned char *src;
+ unsigned char *dst;
+
+ // Calculate the average of all pixels in our blur radius box for the
+ // first pixel of the column
+ for ( int kernel_y = -blurRadius; kernel_y <= blurRadius; kernel_y++ )
+ {
+ // To deal with the pixels at the start of a column so it's not
+ // grabbing GOK values from memory at negative indices of the
+ // image's data or grabbing from the previous column
+ if ( kernel_y < 0 )
+ pixel_idx = x;
+ else
+ pixel_idx = x + kernel_y * M_IMGDATA->m_width;
+
+ src = src_data + pixel_idx*3;
+ sum_r += src[0];
+ sum_g += src[1];
+ sum_b += src[2];
+ if ( src_alpha )
+ sum_a += src_alpha[pixel_idx];
+ }
+
+ dst = dst_data + x*3;
+ dst[0] = (unsigned char)(sum_r / blurArea);
+ dst[1] = (unsigned char)(sum_g / blurArea);
+ dst[2] = (unsigned char)(sum_b / blurArea);
+ if ( src_alpha )
+ dst_alpha[x] = (unsigned char)(sum_a / blurArea);
+
+ // Now average the values of the rest of the pixels by just moving the
+ // box along the column from top to bottom
+ for ( int y = 1; y < M_IMGDATA->m_height; y++ )
+ {
+ // Take care of pixels that would be beyond the top edge by
+ // duplicating the top edge pixel for the column
+ if ( y - blurRadius - 1 < 0 )
+ pixel_idx = x;
+ else
+ pixel_idx = x + (y - blurRadius - 1) * M_IMGDATA->m_width;
+
+ // Subtract the value of the pixel at the top of our blur radius box
+ src = src_data + pixel_idx*3;
+ sum_r -= src[0];
+ sum_g -= src[1];
+ sum_b -= src[2];
+ if ( src_alpha )
+ sum_a -= src_alpha[pixel_idx];
+
+ // Take care of the pixels that would be beyond the bottom edge of
+ // the image similar to the top edge
+ if ( y + blurRadius > M_IMGDATA->m_height - 1 )
+ pixel_idx = x + (M_IMGDATA->m_height - 1) * M_IMGDATA->m_width;
+ else
+ pixel_idx = x + (blurRadius + y) * M_IMGDATA->m_width;
+
+ // Add the value of the pixel being added to the end of our box
+ src = src_data + pixel_idx*3;
+ sum_r += src[0];
+ sum_g += src[1];
+ sum_b += src[2];
+ if ( src_alpha )
+ sum_a += src_alpha[pixel_idx];
+
+ // Save off the averaged data
+ dst = dst_data + (x + y * M_IMGDATA->m_width) * 3;
+ dst[0] = (unsigned char)(sum_r / blurArea);
+ dst[1] = (unsigned char)(sum_g / blurArea);
+ dst[2] = (unsigned char)(sum_b / blurArea);
+ if ( src_alpha )
+ dst_alpha[x + y * M_IMGDATA->m_width] = (unsigned char)(sum_a / blurArea);
+ }
+ }
+
+ return ret_image;
+}
+
+// The new blur function
+wxImage wxImage::Blur(int blurRadius) const
+{
+ wxImage ret_image;
+ ret_image.Create(M_IMGDATA->m_width, M_IMGDATA->m_height, false);
+
+ // Blur the image in each direction
+ ret_image = BlurHorizontal(blurRadius);
+ ret_image = ret_image.BlurVertical(blurRadius);
+
+ return ret_image;
+}
+
wxImage wxImage::Rotate90( bool clockwise ) const
{
wxImage image;
{
for (int i = 0; i < width; i+=3)
{
- if ((source_data[i] != r) &&
- (source_data[i+1] != g) &&
+ if ((source_data[i] != r) ||
+ (source_data[i+1] != g) ||
(source_data[i+2] != b))
{
memcpy( target_data+i, source_data+i, 3 );
return M_IMGDATA->m_data[pos+2];
}
-bool wxImage::Ok() const
+bool wxImage::IsOk() const
{
// image of 0 width or height can't be considered ok - at least because it
// causes crashes in ConvertToBitmap() if we don't catch it in time
alpha = (unsigned char *)malloc(M_IMGDATA->m_width*M_IMGDATA->m_height);
}
- free(M_IMGDATA->m_alpha);
+ if( !M_IMGDATA->m_staticAlpha )
+ free(M_IMGDATA->m_alpha);
+
M_IMGDATA->m_alpha = alpha;
M_IMGDATA->m_staticAlpha = static_data;
}
}
}
- free(M_IMGDATA->m_alpha);
+ if( !M_IMGDATA->m_staticAlpha )
+ free(M_IMGDATA->m_alpha);
+
M_IMGDATA->m_alpha = NULL;
+ M_IMGDATA->m_staticAlpha = false;
return true;
}
if (stream.IsSeekable() && !handler->CanRead(stream))
{
- wxLogError(_("Image file is not of type %s."), (const wxChar*) mimetype);
+ wxLogError(_("Image file is not of type %s."), mimetype);
return false;
}
else
node = node->GetNext();
}
- return 0;
+ return NULL;
}
wxImageHandler *wxImage::FindHandler( const wxString& extension, long bitmapType )
return handler;
node = node->GetNext();
}
- return 0;
+ return NULL;
}
wxImageHandler *wxImage::FindHandler( long bitmapType )
if (handler->GetType() == bitmapType) return handler;
node = node->GetNext();
}
- return 0;
+ return NULL;
}
wxImageHandler *wxImage::FindHandlerMime( const wxString& mimetype )
if (handler->GetMimeType().IsSameAs(mimetype, false)) return handler;
node = node->GetNext();
}
- return 0;
+ return NULL;
}
void wxImage::InitStandardHandlers()
#endif // wxUSE_STREAMS
+/* static */
+wxImageResolution
+wxImageHandler::GetResolutionFromOptions(const wxImage& image, int *x, int *y)
+{
+ wxCHECK_MSG( x && y, wxIMAGE_RESOLUTION_NONE, _T("NULL pointer") );
+
+ if ( image.HasOption(wxIMAGE_OPTION_RESOLUTIONX) &&
+ image.HasOption(wxIMAGE_OPTION_RESOLUTIONY) )
+ {
+ *x = image.GetOptionInt(wxIMAGE_OPTION_RESOLUTIONX);
+ *y = image.GetOptionInt(wxIMAGE_OPTION_RESOLUTIONY);
+ }
+ else if ( image.HasOption(wxIMAGE_OPTION_RESOLUTION) )
+ {
+ *x =
+ *y = image.GetOptionInt(wxIMAGE_OPTION_RESOLUTION);
+ }
+ else // no resolution options specified
+ {
+ *x =
+ *y = 0;
+
+ return wxIMAGE_RESOLUTION_NONE;
+ }
+
+ // get the resolution unit too
+ int resUnit = image.GetOptionInt(wxIMAGE_OPTION_RESOLUTIONUNIT);
+ if ( !resUnit )
+ {
+ // this is the default
+ resUnit = wxIMAGE_RESOLUTION_INCHES;
+ }
+
+ return (wxImageResolution)resUnit;
+}
+
// ----------------------------------------------------------------------------
// image histogram stuff
// ----------------------------------------------------------------------------
* Rotation code by Carlos Moreno
*/
-// GRG: I've removed wxRotationPoint - we already have wxRealPoint which
-// does exactly the same thing. And I also got rid of wxRotationPixel
-// bacause of potential problems in architectures where alignment
-// is an issue, so I had to rewrite parts of the code.
-
-static const double gs_Epsilon = 1e-10;
-
-static inline int wxCint (double x)
-{
- return (x > 0) ? (int) (x + 0.5) : (int) (x - 0.5);
-}
-
+static const double wxROTATE_EPSILON = 1e-10;
// Auxiliary function to rotate a point (x,y) with respect to point p0
// make it inline and use a straight return to facilitate optimization
// repeating the time-consuming calls to these functions -- sin/cos can
// be computed and stored in the calling function.
-inline wxRealPoint rotated_point (const wxRealPoint & p, double cos_angle, double sin_angle, const wxRealPoint & p0)
+static inline wxRealPoint
+wxRotatePoint(const wxRealPoint& p, double cos_angle, double sin_angle,
+ const wxRealPoint& p0)
{
- return wxRealPoint (p0.x + (p.x - p0.x) * cos_angle - (p.y - p0.y) * sin_angle,
- p0.y + (p.y - p0.y) * cos_angle + (p.x - p0.x) * sin_angle);
+ return wxRealPoint(p0.x + (p.x - p0.x) * cos_angle - (p.y - p0.y) * sin_angle,
+ p0.y + (p.y - p0.y) * cos_angle + (p.x - p0.x) * sin_angle);
}
-inline wxRealPoint rotated_point (double x, double y, double cos_angle, double sin_angle, const wxRealPoint & p0)
+static inline wxRealPoint
+wxRotatePoint(double x, double y, double cos_angle, double sin_angle,
+ const wxRealPoint & p0)
{
- return rotated_point (wxRealPoint(x,y), cos_angle, sin_angle, p0);
+ return wxRotatePoint (wxRealPoint(x,y), cos_angle, sin_angle, p0);
}
-wxImage wxImage::Rotate(double angle, const wxPoint & centre_of_rotation, bool interpolating, wxPoint * offset_after_rotation) const
+wxImage wxImage::Rotate(double angle,
+ const wxPoint& centre_of_rotation,
+ bool interpolating,
+ wxPoint *offset_after_rotation) const
{
- int i;
- angle = -angle; // screen coordinates are a mirror image of "real" coordinates
+ // screen coordinates are a mirror image of "real" coordinates
+ angle = -angle;
+
+ const bool has_alpha = HasAlpha();
+
+ const int w = GetWidth();
+ const int h = GetHeight();
- bool has_alpha = HasAlpha();
+ int i;
// Create pointer-based array to accelerate access to wxImage's data
- unsigned char ** data = new unsigned char * [GetHeight()];
+ unsigned char ** data = new unsigned char * [h];
data[0] = GetData();
- for (i = 1; i < GetHeight(); i++)
- data[i] = data[i - 1] + (3 * GetWidth());
+ for (i = 1; i < h; i++)
+ data[i] = data[i - 1] + (3 * w);
// Same for alpha channel
unsigned char ** alpha = NULL;
if (has_alpha)
{
- alpha = new unsigned char * [GetHeight()];
+ alpha = new unsigned char * [h];
alpha[0] = GetAlpha();
- for (i = 1; i < GetHeight(); i++)
- alpha[i] = alpha[i - 1] + GetWidth();
+ for (i = 1; i < h; i++)
+ alpha[i] = alpha[i - 1] + w;
}
// precompute coefficients for rotation formula
- // (sine and cosine of the angle)
const double cos_angle = cos(angle);
const double sin_angle = sin(angle);
const wxRealPoint p0(centre_of_rotation.x, centre_of_rotation.y);
- wxRealPoint p1 = rotated_point (0, 0, cos_angle, sin_angle, p0);
- wxRealPoint p2 = rotated_point (0, GetHeight(), cos_angle, sin_angle, p0);
- wxRealPoint p3 = rotated_point (GetWidth(), 0, cos_angle, sin_angle, p0);
- wxRealPoint p4 = rotated_point (GetWidth(), GetHeight(), cos_angle, sin_angle, p0);
+ wxRealPoint p1 = wxRotatePoint (0, 0, cos_angle, sin_angle, p0);
+ wxRealPoint p2 = wxRotatePoint (0, h, cos_angle, sin_angle, p0);
+ wxRealPoint p3 = wxRotatePoint (w, 0, cos_angle, sin_angle, p0);
+ wxRealPoint p4 = wxRotatePoint (w, h, cos_angle, sin_angle, p0);
int x1a = (int) floor (wxMin (wxMin(p1.x, p2.x), wxMin(p3.x, p4.x)));
int y1a = (int) floor (wxMin (wxMin(p1.y, p2.y), wxMin(p3.y, p4.y)));
*offset_after_rotation = wxPoint (x1a, y1a);
}
- // GRG: The rotated (destination) image is always accessed
- // sequentially, so there is no need for a pointer-based
- // array here (and in fact it would be slower).
- //
- unsigned char * dst = rotated.GetData();
+ // the rotated (destination) image is always accessed sequentially via this
+ // pointer, there is no need for pointer-based arrays here
+ unsigned char *dst = rotated.GetData();
- unsigned char * alpha_dst = NULL;
- if (has_alpha)
- alpha_dst = rotated.GetAlpha();
+ unsigned char *alpha_dst = has_alpha ? rotated.GetAlpha() : NULL;
- // GRG: if the original image has a mask, use its RGB values
- // as the blank pixel, else, fall back to default (black).
- //
+ // if the original image has a mask, use its RGB values as the blank pixel,
+ // else, fall back to default (black).
unsigned char blank_r = 0;
unsigned char blank_g = 0;
unsigned char blank_b = 0;
// performing an inverse rotation (a rotation of -angle) and getting the
// pixel at those coordinates
- // GRG: I've taken the (interpolating) test out of the loops, so that
- // it is done only once, instead of repeating it for each pixel.
+ const int rH = rotated.GetHeight();
+ const int rW = rotated.GetWidth();
- int x;
+ // do the (interpolating) test outside of the loops, so that it is done
+ // only once, instead of repeating it for each pixel.
if (interpolating)
{
- for (int y = 0; y < rotated.GetHeight(); y++)
+ for (int y = 0; y < rH; y++)
{
- for (x = 0; x < rotated.GetWidth(); x++)
+ for (int x = 0; x < rW; x++)
{
- wxRealPoint src = rotated_point (x + x1a, y + y1a, cos_angle, -sin_angle, p0);
+ wxRealPoint src = wxRotatePoint (x + x1a, y + y1a, cos_angle, -sin_angle, p0);
- if (-0.25 < src.x && src.x < GetWidth() - 0.75 &&
- -0.25 < src.y && src.y < GetHeight() - 0.75)
+ if (-0.25 < src.x && src.x < w - 0.75 &&
+ -0.25 < src.y && src.y < h - 0.75)
{
// interpolate using the 4 enclosing grid-points. Those
// points can be obtained using floor and ceiling of the
// exact coordinates of the point
int x1, y1, x2, y2;
- if (0 < src.x && src.x < GetWidth() - 1)
+ if (0 < src.x && src.x < w - 1)
{
- x1 = wxCint(floor(src.x));
- x2 = wxCint(ceil(src.x));
+ x1 = wxRound(floor(src.x));
+ x2 = wxRound(ceil(src.x));
}
else // else means that x is near one of the borders (0 or width-1)
{
- x1 = x2 = wxCint (src.x);
+ x1 = x2 = wxRound (src.x);
}
- if (0 < src.y && src.y < GetHeight() - 1)
+ if (0 < src.y && src.y < h - 1)
{
- y1 = wxCint(floor(src.y));
- y2 = wxCint(ceil(src.y));
+ y1 = wxRound(floor(src.y));
+ y2 = wxRound(ceil(src.y));
}
else
{
- y1 = y2 = wxCint (src.y);
+ y1 = y2 = wxRound (src.y);
}
// get four points and the distances (square of the distance,
// GRG: Do not calculate the points until they are
// really needed -- this way we can calculate
// just one, instead of four, if d1, d2, d3
- // or d4 are < gs_Epsilon
+ // or d4 are < wxROTATE_EPSILON
const double d1 = (src.x - x1) * (src.x - x1) + (src.y - y1) * (src.y - y1);
const double d2 = (src.x - x2) * (src.x - x2) + (src.y - y1) * (src.y - y1);
// If the point is exactly at one point of the grid of the source
// image, then don't interpolate -- just assign the pixel
- if (d1 < gs_Epsilon) // d1,d2,d3,d4 are positive -- no need for abs()
+ // d1,d2,d3,d4 are positive -- no need for abs()
+ if (d1 < wxROTATE_EPSILON)
{
unsigned char *p = data[y1] + (3 * x1);
*(dst++) = *(p++);
if (has_alpha)
*(alpha_dst++) = *(alpha[y1] + x1);
}
- else if (d2 < gs_Epsilon)
+ else if (d2 < wxROTATE_EPSILON)
{
unsigned char *p = data[y1] + (3 * x2);
*(dst++) = *(p++);
if (has_alpha)
*(alpha_dst++) = *(alpha[y1] + x2);
}
- else if (d3 < gs_Epsilon)
+ else if (d3 < wxROTATE_EPSILON)
{
unsigned char *p = data[y2] + (3 * x2);
*(dst++) = *(p++);
if (has_alpha)
*(alpha_dst++) = *(alpha[y2] + x2);
}
- else if (d4 < gs_Epsilon)
+ else if (d4 < wxROTATE_EPSILON)
{
unsigned char *p = data[y2] + (3 * x1);
*(dst++) = *(p++);
}
}
}
- else // not interpolating
+ else // not interpolating
{
- for (int y = 0; y < rotated.GetHeight(); y++)
+ for (int y = 0; y < rH; y++)
{
- for (x = 0; x < rotated.GetWidth(); x++)
+ for (int x = 0; x < rW; x++)
{
- wxRealPoint src = rotated_point (x + x1a, y + y1a, cos_angle, -sin_angle, p0);
+ wxRealPoint src = wxRotatePoint (x + x1a, y + y1a, cos_angle, -sin_angle, p0);
- const int xs = wxCint (src.x); // wxCint rounds to the
- const int ys = wxCint (src.y); // closest integer
+ const int xs = wxRound (src.x); // wxRound rounds to the
+ const int ys = wxRound (src.y); // closest integer
- if (0 <= xs && xs < GetWidth() &&
- 0 <= ys && ys < GetHeight())
+ if (0 <= xs && xs < w && 0 <= ys && ys < h)
{
unsigned char *p = data[ys] + (3 * xs);
*(dst++) = *(p++);
}
delete [] data;
-
- if (has_alpha)
- delete [] alpha;
+ delete [] alpha;
return rotated;
}
DECLARE_DYNAMIC_CLASS(wxImageModule)
public:
wxImageModule() {}
- bool OnInit() { wxImage::InitStandardHandlers(); return true; };
- void OnExit() { wxImage::CleanUpHandlers(); };
+ bool OnInit() { wxImage::InitStandardHandlers(); return true; }
+ void OnExit() { wxImage::CleanUpHandlers(); }
};
IMPLEMENT_DYNAMIC_CLASS(wxImageModule, wxModule)