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Fix for CoreGraphics image loading on iOS. Auto-linked library fix for win32.
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parent
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commit
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6 changed files with 1691 additions and 1601 deletions
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@ -777,6 +777,15 @@ const Image juce_loadWithCoreImage (InputStream& input)
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MemoryBlock data;
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input.readIntoMemoryBlock (data, -1);
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#if JUCE_IOS
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JUCE_AUTORELEASEPOOL
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UIImage* image = [UIImage imageWithData: [NSData dataWithBytesNoCopy: data.getData() length: data.getSize()]];
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if (image != nil)
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{
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CGImageRef loadedImage = image.CGImage;
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#else
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CGDataProviderRef provider = CGDataProviderCreateWithData (0, data.getData(), data.getSize(), 0);
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CGImageSourceRef imageSource = CGImageSourceCreateWithDataProvider (provider, 0);
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CGDataProviderRelease (provider);
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@ -785,6 +794,7 @@ const Image juce_loadWithCoreImage (InputStream& input)
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{
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CGImageRef loadedImage = CGImageSourceCreateImageAtIndex (imageSource, 0, 0);
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CFRelease (imageSource);
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#endif
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if (loadedImage != 0)
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{
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@ -798,7 +808,10 @@ const Image juce_loadWithCoreImage (InputStream& input)
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CGContextDrawImage (cgImage->context, CGRectMake (0, 0, image.getWidth(), image.getHeight()), loadedImage);
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CGContextFlush (cgImage->context);
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#if ! JUCE_IOS
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CFRelease (loadedImage);
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#endif
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return image;
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}
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