#import <AppKit/NSBitmapImageRep.h>
#import <AppKit/NSGraphics.h>
#import <AppKit/NSImage.h>
+#import <AppKit/NSColor.h>
// ========================================================================
// wxBitmapRefData
M_BITMAPDATA->m_cocoaNSBitmapImageRep = newBitmapRep;
M_BITMAPDATA->m_width = [newBitmapRep pixelsWide];
M_BITMAPDATA->m_height = [newBitmapRep pixelsHigh];
- M_BITMAPDATA->m_depth = [newBitmapRep bitsPerSample];
+ M_BITMAPDATA->m_depth = [newBitmapRep bitsPerSample]*[newBitmapRep samplesPerPixel];
M_BITMAPDATA->m_ok = true;
M_BITMAPDATA->m_numColors = 0;
M_BITMAPDATA->m_quality = 0;
wxImage wxBitmap::ConvertToImage() const
{
+ wxAutoNSAutoreleasePool pool;
if(!Ok())
return /*wxImage(5,5)*/wxNullImage;
- return wxImage(M_BITMAPDATA->m_width,M_BITMAPDATA->m_height);
+ NSImage *nsimage = GetNSImage(false /* don't use mask */);
+ wxImage newImage(M_BITMAPDATA->m_width,M_BITMAPDATA->m_height);
+ [nsimage lockFocus];
+ for(int i=0; i < M_BITMAPDATA->m_width; i++)
+ {
+ // Don't let the pool get too big as you'll notice we're creating
+ // two autoreleased NSColor objects with every iteration.
+ wxAutoNSAutoreleasePool loopPool;
+ for(int j=0; j < M_BITMAPDATA->m_height; j++)
+ {
+ NSColor *pixelColor = NSReadPixel(NSMakePoint(i,M_BITMAPDATA->m_height - j - 1));
+ NSColor *color = [pixelColor colorUsingColorSpaceName:NSCalibratedRGBColorSpace];
+ newImage.SetRGB(i,j,int([color redComponent]*255.0), int([color greenComponent]*255.0), int([color blueComponent]*255.0));
+ }
+ }
+ [nsimage unlockFocus];
+ return newImage;
}
bool wxBitmap::CreateFromXpm(const char **xpm)