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Fix for CoreGraphics image loading on iOS. Auto-linked library fix for win32.

This commit is contained in:
Julian Storer 2010-09-01 14:29:16 +01:00
parent 5a89fc6ad8
commit f953c19efb
6 changed files with 1691 additions and 1601 deletions

View file

@ -777,6 +777,15 @@ const Image juce_loadWithCoreImage (InputStream& input)
MemoryBlock data;
input.readIntoMemoryBlock (data, -1);
#if JUCE_IOS
JUCE_AUTORELEASEPOOL
UIImage* image = [UIImage imageWithData: [NSData dataWithBytesNoCopy: data.getData() length: data.getSize()]];
if (image != nil)
{
CGImageRef loadedImage = image.CGImage;
#else
CGDataProviderRef provider = CGDataProviderCreateWithData (0, data.getData(), data.getSize(), 0);
CGImageSourceRef imageSource = CGImageSourceCreateWithDataProvider (provider, 0);
CGDataProviderRelease (provider);
@ -785,6 +794,7 @@ const Image juce_loadWithCoreImage (InputStream& input)
{
CGImageRef loadedImage = CGImageSourceCreateImageAtIndex (imageSource, 0, 0);
CFRelease (imageSource);
#endif
if (loadedImage != 0)
{
@ -798,7 +808,10 @@ const Image juce_loadWithCoreImage (InputStream& input)
CGContextDrawImage (cgImage->context, CGRectMake (0, 0, image.getWidth(), image.getHeight()), loadedImage);
CGContextFlush (cgImage->context);
#if ! JUCE_IOS
CFRelease (loadedImage);
#endif
return image;
}