I am using processing-3.2.2 for audio visualization. I have the code to play the visualiser but I don't know how to save it as a video(.mp4) file.
Here's what I wrote:
import ddf.minim.*;
import ddf.minim.analysis.*;
Minim minim;
AudioPlayer player;
AudioMetaData meta;
BeatDetect beat;
int r = 200;
float rad = 70;
void setup()
{
size(500, 500);
//size(600, 400);
minim = new Minim(this);
player = minim.loadFile("son_final.mp3");
meta = player.getMetaData();
beat = new BeatDetect();
player.play();
//player.play();
background(-1);
noCursor();
}
void draw()
{
float t = map(mouseX, 0, width, 0, 1);
beat.detect(player.mix);
fill(#1A1F18,50);
noStroke();
rect(0, 0, width, height);
translate(width/2, height/2);
noFill();
fill(-2, 10);
if (beat.isOnset()) rad = rad*0.9;
else rad = 70;
ellipse(0, 0, 2*rad, 2*rad);
stroke(-1, 50);
int bsize = player.bufferSize();
for (int i = 0; i < bsize - 1; i+=5)
{
float x = (r)*cos(i*2*PI/bsize);
float y = (r)*sin(i*2*PI/bsize);
float x2 = (r + player.left.get(i)*100)*cos(i*2*PI/bsize);
float y2 = (r + player.left.get(i)*100)*sin(i*2*PI/bsize);
line(x, y, x2, y2);
}
beginShape();
noFill();
stroke(-1, 50);
for (int i = 0; i < bsize; i+=30)
{
float x2 = (r + player.left.get(i)*100)*cos(i*2*PI/bsize);
float y2 = (r + player.left.get(i)*100)*sin(i*2*PI/bsize);
vertex(x2, y2);
pushStyle();
stroke(-5);
strokeWeight(2);
point(x2, y2);
popStyle();
}
endShape();
if (flag) showMeta();
}
void showMeta() {
int time = meta.length();
textSize(50);
textAlign(CENTER);
text( (int)(time/1000-millis()/1000)/60 + ":"+ (time/1000-millis()/1000)%60, -7, 21);
}
boolean flag =false;
void mousePressed() {
if (dist(mouseX, mouseY, width/2, height/2)<150) flag =!flag;
}
void keyPressed() {
if(key=='e')exit();
}
I know I can import MovieMaker library but I don't know how to use it in this code. Please suggest some changes.
Thank you.
You can use the Video Export library for that. More info here: http://funprogramming.org/VideoExport-for-Processing/
Then all you'd do is create an instance of VideoExport and then call videoExport.saveFrame() at the end of your draw() function.
import com.hamoid.*;
VideoExport videoExport;
void setup() {
size(600, 600);
videoExport = new VideoExport(this, "basic.mp4");
}
void draw() {
background(#224488);
rect(frameCount * frameCount % width, 0, 40, height);
videoExport.saveFrame();
}
There are a ton of resources online. I recommend googling "Processing video export" for a ton of results. Then try something out and post an MCVE (not your entire project) showing exactly where you're stuck.
Related
so I'm creating an interactive story, and I want to switch between scenes by clicking buttons (like a standard old pokemon game except there isn't movement, just clicking).
I should probably use a switch statement right? But I don't know how to implement the changing of scenes and loading scenes into the cases. I also don't know if I would need to use 'if' statements within the cases.
This might be confusing, because it is very confusing to me. I'd appreciate any help you guys offer! I am desperate ;)
Code so far is below:
//PImages
PImage startScreen;
PImage[] waves = new PImage[3];
PImage[] scenes = new PImage[1];
int switchVariable;
//Objects
Button play;
void setup() {
size(750, 600);
background(#A3E9EA);
//Initialising Objects
play = new Button(50, 480, 330);
//loading wave images
waves[0] = loadImage("wave1.png");
waves[1] = loadImage("wave2.png");
waves[2] = loadImage("wave3.png");
//loading start image
startScreen = loadImage("start-screen.png");
//loading scenes
scenes[0] = loadImage("scene-one.png");
//setting frame rate
frameRate(6);
}
void draw() {
background(#A3E9EA);
frameCount++;
println (frameCount);
//drawing wave animation
if (frameCount < 5) {
image(waves[0], 0, 0);
}
else {
image(waves[1], 0, 0);
}
if (frameCount < 15 & frameCount > 10) {
background(#A3E9EA);
image(waves[2], 0, 0);
frameCount = 0;
}
//drawing start screen
image(startScreen, 0, 0);
//displaying play button
if (play.visible) play.buttonDisplay();
}
void mousePressed() {
if (play.visible) {
float d = dist(play.x+110, play.y+22, mouseX, mouseY);
if (d <= play.radius){
background(#A3E9EA);
image(scenes[0], 0, 0);
}
}
}
Button Class:
class Button {
float radius;
float x;
float y;
PImage[] buttonImage = new PImage[2];
boolean visible;
Button(float _radius, float _x, float _y) {
radius = _radius;
visible = true;
x = _x;
y = _y;
buttonImage[0] = loadImage("play-game-button.png");
}
void buttonDisplay() {
image(buttonImage[0], x, y);
}
}
The source code below shows one possible approach to your question. It does not rely on ‘switch’ but instead uses a custom control with up and down buttons similar to a Java stepper. The stepper control value corresponds with images in the scenes array and the background() is set accordingly. A separate button class is required and code for this follows the demo.
color BLUE = color(64, 124, 188);
color LTGRAY = color(185, 180, 180);
color YELLOW = color(245, 250, 13);
color RED = color(255, 0, 0);
color BLACK = color(0, 0, 0);
color WHITE = color(255, 255, 255);
color GREEN = color(0, 255, 0);
color ORANGE = color(247, 168, 7);
PFont font;
PImage[] scenes = new PImage[6];
// **** Up/Down Buttons init, min, max values **** //
final int _initValue = 2;
final int _maxValue = 5;
final int _minValue = 0;
int stepperValue = 0;
Button _up;
Button _dwn;
Button _quit;
final int _displayX = 160;
final int _displayY = 30;
final int _displayW = 100;
final int _displayH = 24;
final int _txtSize = 18;
void stepperValueDisplay(int value) {
fill(WHITE); // background color
noStroke();
rect(_displayX, _displayY, _displayW, _displayH, 0);
fill(BLACK); // text color
textSize(_txtSize);
textAlign(CENTER);
String str = String.format("Scene %d", value);
text(str, _displayX, _displayY, _displayW, _displayH);
}
void scene_0(){
background(RED);
save("scene0.png");
}
void scene_1(){
background(GREEN);
save("scene1.png");
}
void scene_2(){
background(BLACK);
save("scene2.png");
}
void scene_3(){
background(YELLOW);
save("scene3.png");
}
void scene_4(){
background(LTGRAY);
save("scene4.png");
}
void scene_5(){
background(ORANGE);
save("scene5.png");
}
void setup() {
size(600, 600);
background(BLUE);
font = createFont("Menlo-Bold", 20);
_dwn = new Button( _displayX - 40, _displayY, 40, 24, "--", LTGRAY, BLACK);
_up = new Button( _displayX + _displayW, _displayY, 40, 24, "++", LTGRAY, BLACK);
stepperValue = _initValue;
_quit = new Button(width - 60, 20, 30, 24, "Q", LTGRAY, BLACK);
scene_0();
scene_1();
scene_2();
scene_3();
scene_4();
scene_5();
scenes[0] = loadImage("scene0.png");
scenes[1] = loadImage("scene1.png");
scenes[2] = loadImage("scene2.png");
scenes[3] = loadImage("scene3.png");
scenes[4] = loadImage("scene4.png");
scenes[5] = loadImage("scene5.png");
}
void draw() {
background(scenes[stepperValue]);
_up.display();
_dwn.display();
_quit.display();
stepperValueDisplay(stepperValue);
}
void mousePressed() {
if (mouseX > _quit.x && mouseX < _quit.x + _quit.w && mouseY > _quit.y && mouseY < _quit.y + _quit.h) {
exit();
}
if (mouseX > _up.x && mouseX < _up.x + _up.w && mouseY > _up.y && mouseY < _up.y + _up.h) {
stepperValue++;
if (stepperValue > _maxValue) {
stepperValue = _maxValue;
}
stepperValueDisplay(stepperValue);
}
if (mouseX > _dwn.x && mouseX < _dwn.x + _dwn.w && mouseY > _dwn.y && mouseY < _dwn.y + _dwn.h) {
stepperValue--;
if (stepperValue < _minValue) {
stepperValue = _minValue;
}
stepperValueDisplay(stepperValue);
}
}
Button Class:
int _btnTxtSize = 18;
class Button {
float x, y, w, h;
String title;
color bkgrndColor;
color txtColor;
// Constructor
Button(int xpos, int ypos, float wt, float ht, String titleStr, color background, color textColor) {
x = xpos;
y = ypos;
w = wt;
h = ht;
title = titleStr;
bkgrndColor = background;
txtColor = textColor;
}
void display(){
fill(bkgrndColor);
noStroke();
rect( x, y, w, h, 0);
fill(txtColor);
textSize(_btnTxtSize);
textAlign(CENTER);
text(title, x, y, w, h);
}
}
I have a PyTorch model and try run it on iOS. I have the next code:
at::Tensor tensor2 = torch::from_blob(imageBuffer2, {1, 1, 256, 256}, at::kFloat);
c10::InferenceMode guard;
auto output = _impl.forward({tensor1, tensor2});
torch::Tensor tensor_img = output.toTuple()->elements()[0].toTensor();
My question is "How I can convert tensor_img to UIImage?"
I found that functions in PyTorch documentation:
- (UIImage*)convertRGBBufferToUIImage:(unsigned char*)buffer
withWidth:(int)width
withHeight:(int)height {
char* rgba = (char*)malloc(width * height * 4);
for (int i = 0; i < width * height; ++i) {
rgba[4 * i] = buffer[3 * i];
rgba[4 * i + 1] = buffer[3 * i + 1];
rgba[4 * i + 2] = buffer[3 * i + 2];
rgba[4 * i + 3] = 255;
}
size_t bufferLength = width * height * 4;
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, rgba, bufferLength, NULL);
size_t bitsPerComponent = 8;
size_t bitsPerPixel = 32;
size_t bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
if (colorSpaceRef == NULL) {
NSLog(#"Error allocating color space");
CGDataProviderRelease(provider);
return nil;
}
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | kCGImageAlphaPremultipliedLast;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef iref = CGImageCreate(width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorSpaceRef,
bitmapInfo,
provider,
NULL,
YES,
renderingIntent);
uint32_t* pixels = (uint32_t*)malloc(bufferLength);
if (pixels == NULL) {
NSLog(#"Error: Memory not allocated for bitmap");
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
CGImageRelease(iref);
return nil;
}
CGContextRef context = CGBitmapContextCreate(pixels,
width,
height,
bitsPerComponent,
bytesPerRow,
colorSpaceRef,
bitmapInfo);
if (context == NULL) {
NSLog(#"Error context not created");
free(pixels);
}
UIImage* image = nil;
if (context) {
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, width, height), iref);
CGImageRef imageRef = CGBitmapContextCreateImage(context);
if ([UIImage respondsToSelector:#selector(imageWithCGImage:scale:orientation:)]) {
float scale = [[UIScreen mainScreen] scale];
image = [UIImage imageWithCGImage:imageRef scale:scale orientation:UIImageOrientationUp];
} else {
image = [UIImage imageWithCGImage:imageRef];
}
CGImageRelease(imageRef);
CGContextRelease(context);
}
CGColorSpaceRelease(colorSpaceRef);
CGImageRelease(iref);
CGDataProviderRelease(provider);
if (pixels) {
free(pixels);
}
return image;
}
#end
If I correctly understand, that function can convert unsigned char * to UIImage. I think that I need convert my tensor_img to unsigned char*, but I don't understand how I can do it.
The 1st code its a torch bridge and 2nd code is UIImage helper which I run from Swift. Anyway, I resolve that issue, we can close it. Code example:
for (int i = 0; i < 3 * width * height; i++) {
[results addObject:#(floatBuffer[i])];
}
NSMutableData* data = [NSMutableData dataWithLength:sizeof(float) * 3 * width * height];
float* buffer = (float*)[data mutableBytes];
for (int j = 0; j < 3 * width * height; j++) {
buffer[j] = [results[j] floatValue];
}
return buffer;
I have the following code:
import processing.video.*;
import oscP5.*;
import netP5.*;
//sending the data to wekinator
int numPixelsOrig, numPixels, boxWidth = 64, boxHeight = 48, numHoriz = 640/boxWidth, numVert = 480/boxHeight;
color[] downPix = new color[numHoriz * numVert];
PGraphics buffer;
Capture video;
OscP5 oscSend;
//recieving data from the wekinatorino
ArrayList<Blob> blobs = new ArrayList<Blob>();
int amt = 5;
int cons1 = 200, cons2 = 150;
float xspeed, yspeed, radius;
float p1, p2, p3, p4, p5, p6;
OscP5 oscRecieve;
NetAddress dest;
void setup() {
colorMode(RGB, 100);
size(600, 600, P2D);
buffer = createGraphics(600, 600, P3D);
buffer.beginDraw();
buffer.colorMode(HSB, 100);
buffer.endDraw();
String[] cameras = Capture.list();
if (cameras == null) {
video = new Capture(this, 640, 480);
}
if (cameras.length == 0) {
exit();
} else {
video = new Capture(this, 640, 480);
video.start();
numPixelsOrig = video.width * video.height;
}
oscSend = new OscP5(this, 9000);
oscRecieve = new OscP5(this, 12000);
dest = new NetAddress("127.0.0.1", 6448);
}
void draw() {
//println(blobs.size());
if (video.available() == true) {
video.read();
video.loadPixels();
int boxNum = 0;
int tot = boxWidth*boxHeight;
for (int x = 0; x < 640; x += boxWidth) {
for (int y = 0; y < 480; y += boxHeight) {
float red = 0, green = 0, blue = 0;
for (int i = 0; i < boxWidth; i++) {
for (int j = 0; j < boxHeight; j++) {
int index = (x + i) + (y + j) * 640;
red += red(video.pixels[index]);
green += green(video.pixels[index]);
blue += blue(video.pixels[index]);
}
}
downPix[boxNum] = color(red/tot, green/tot, blue/tot);
fill(downPix[boxNum]);
int index = x + 640*y;
red += red(video.pixels[index]);
green += green(video.pixels[index]);
blue += blue(video.pixels[index]);
noStroke();
rect(x, y, boxWidth, boxHeight);
boxNum++;
}
}
if (frameCount % 2 == 0)
sendOsc(downPix);
}
if (blobs.size() < amt) {
blobs.add(new Blob(new PVector(random(100 + (width - 200)), random(100 + (height- 200))), new PVector(-3, 3), random(100, 300)));
}
for (int i = blobs.size() - 1; i >= 0; i--) {
if (blobs.size() > amt) {
blobs.remove(i);
}
}
buffer.beginDraw();
buffer.loadPixels();
for (int x = 0; x < buffer.width; x++) {
for (int y = 0; y < buffer.height; y++) {
int index = x + y * buffer.width;
float sum = 0;
for (Blob b : blobs) {
float d = dist(x, y, b.pos.x, b.pos.y);
sum += 10 * b.r / d;
}
buffer.pixels[index] = color(sum, 255, 255); //constrain(sum, cons1, cons2)
}
}
buffer.updatePixels();
buffer.endDraw();
for (Blob b : blobs) {
b.update();
}
//if () {
//xspeed = map(p1, 0, 1, -5, 5);
//yspeed = map(p2, 0, 1, -5, 5);
//radius = map(p3, 0, 1, 100, 300);
//cons1 = int(map(p4, 0, 1, 0, 255));
//cons2 = int(map(p5, 0, 1, 0, 255));
//amt = int(map(p6, 0, 1, 1, 6));
//for (Blob b : blobs) {
// b.updateAlgorithm(xspeed, yspeed, radius);
//}
//}
image(buffer, 0, 0);
}
void sendOsc(int[] px) {
//println(px);
OscMessage msg = new OscMessage("/wek/inputs");
for (int i = 0; i < px.length; i++) {
msg.add(float(px[i]));
}
oscSend.send(msg, dest);
}
void oscEvent(OscMessage theOscMessage) {
if (theOscMessage.checkAddrPattern("/wek/outputs")==true) {
if (theOscMessage.checkTypetag("fff")) {
p1 = theOscMessage.get(0).floatValue();
p2 = theOscMessage.get(1).floatValue();
p3 = theOscMessage.get(2).floatValue();
p4 = theOscMessage.get(2).floatValue();
p5 = theOscMessage.get(2).floatValue();
p6 = theOscMessage.get(2).floatValue();
} else {
}
}
}
void mousePressed() {
xspeed = random(-5, 5);
yspeed = random(-5, 5);
radius = random(100, 300);
cons1 = int(random(255));
cons2 = int(random(255));
amt = int(random(6));
for (Blob b : blobs) {
b.updateAlgorithm(xspeed, yspeed, radius);
}
}
class Blob {
PVector pos;
PVector vel;
float r;
Blob(PVector pos, PVector vel, float r) {
this.pos = pos.copy();
this.vel = vel.copy();
this.r = r;
}
void update(){
pos.add(vel);
if (pos.x > width || pos.x < 0) {
vel.x *= -1;
}
if (pos.y > height || pos.y < 0) {
vel.y *= -1;
}
}
void updateAlgorithm(float vx, float vy, float nr){
vel.x = vx;
vel.y = vy;
r = nr;
}
}
Then I create some graphics in the buffer element. but the graphics aren't using my HSB color mode with the result i only see blue and white...
so how do i correct my code, or change the colorMode for a PGraphics element to HSB?
According to the PGraphics reference:
The beginDraw() and endDraw() methods (see above example) are
necessary to set up the buffer and to finalize it
therefore you should try this:
buffer = createGraphics(600, 600, P3D);
buffer.beginDraw();
buffer.colorMode(HSB, 100);
buffer.endDraw();
Here's a full test sketch to run and compare:
PGraphics buffer;
void setup(){
colorMode(RGB, 100);
size(600, 600, P2D);
//draw test gradient in RGB buffer
noStroke();
for(int i = 0 ; i < 10; i++){
fill(i * 10,100,100);
rect(0,i * 60,width,60);
}
buffer = createGraphics(600, 600, P3D);
buffer.beginDraw();
buffer.colorMode(HSB, 100);
buffer.endDraw();
//draw test gradient in HSB buffer
buffer.beginDraw();
buffer.noStroke();
for(int i = 0 ; i < 10; i++){
buffer.fill(i * 10,100,100);
buffer.rect(0,i * 60,width,60);
}
buffer.endDraw();
//finally render the buffer on screen, offset to the right for comparison
image(buffer,300,0);
}
How can I set my menu Sprites in the center of the screen with the usual look for menu
CCSize size = CCDirector::sharedDirector()->getWinSize();
sprite ->setPosition(ccp(size.width, size.height));
Please help me with the (ccp(?,?))
Sprites: Start, Options, Quit for game menu
#include "MenuScene.h"
#include "cocos2d.h"
USING_NS_CC;
using namespace cocos2d;
CCSprite *car;
CCScene* MenuScene::scene()
{
CCScene *scene = CCScene::create();
MenuScene *layer = MenuScene::create();
scene->addChild(layer);
return scene;
}
// on "init" you need to initialize your instance
bool MenuScene::init()
{
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
this->setTouchEnabled(true);
//this->schedule( schedule_selector(MenuScene::update) );
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
// add a "close" icon to exit the progress. it's an autorelease object
// CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
// "CloseNormal.png",
// "CloseSelected.png",
// this,
// menu_selector(MenuScene::menuCloseCallback));
//
// pCloseItem->setPosition(ccp(origin.x + visibleSize.width -
pCloseItem->getContentSize().width ,
// origin.y +
pCloseItem->getContentSize().height));
// create menu, it's an autorelease object
// CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
// pMenu->setPosition(CCPointZero);
// this->addChild(pMenu, 1);
// 3. add sprite below...
CCSprite *menuLayout = CCSprite::create("sky.png");
menuLayout->setPosition(ccp(size.width/2, size.height/2));
this->addChild(menuLayout, -1);
float aX = size.width / menuLayout->getContentSize().width;
float aY = size.height / menuLayout->getContentSize().height;
menuLayout->setScaleX(aX);
menuLayout->setScaleY(aY);
return true;
}
//callfuncN_selector(MainScene::spriteMoveFinished)
//backcalls the function spriteMoveFinished()
void MenuScene::spriteMoveFinished(CCNode* pSender)
{
CCSprite *sprite = (CCSprite *)pSender;
this->removeChild(sprite, true);
}
void MenuScene::Menus()
{
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCMenuItemImage *startItem = CCMenuItemImage::create("sprite.png",
"sprite.png",this,menu_selector(MenuScene::menuCloseCallback));
startItem->setPosition(ccp(590, 450));
float aX = size.width / startItem->getContentSize().width;
float aY = size.height / startItem->getContentSize().height;
// startItem->setScaleX(aX);
// startItem->setScaleY(aY);
CCMenuItemImage *extraItem = CCMenuItemImage::create("sprite2.png",
"sprite2.png",this,menu_selector(MenuScene::menuCloseCallback));
extraItem->setPosition(ccp(590,350));
//float bX = size.width / extraItem->getContentSize().width;
//float bY = size.height / extraItem->getContentSize().height;
//extraItem->setScaleX(bX);
//extraItem->setScaleY(bY);
CCMenuItemImage *optionsItem = CCMenuItemImage::create("options.png",
"options.png",this,menu_selector(MenuScene::menuCloseCallback));
optionsItem->setPosition(ccp(590, 250));
//float cX = size.width / optionsItem->getContentSize().width;
//float cY = size.height / optionsItem->getContentSize().height;
//optionsItem->setScaleX(cX);
//optionsItem->setScaleY(cY);\
CCMenuItemImage *quitItem = CCMenuItemImage::create("quit.png",
"quit.png",this,menu_selector(MenuScene::menuCloseCallback));
quitItem->setPosition(ccp(590, 150));
// float dX = size.width / quitItem->getContentSize().width;
// float dY = size.height / quitItem->getContentSize().height;
// quitItem->setScaleX(dX);
// quitItem->setScaleY(dY);
CCMenu* pMenu = CCMenu::create(startItem, extraItem, optionsItem, quitItem,
NULL);
pMenu->setPosition(0,0);
this->addChild(pMenu, 0);
}
void MenuScene::ccTouchesBegan(cocos2d::CCSet* touches, cocos2d::CCEvent* event){
Menus();
}
void MenuScene::ccTouchesMoved(cocos2d::CCSet* touches, cocos2d::CCEvent* event){
Menus();
}
void MenuScene::ccTouchesEnded(cocos2d::CCSet* touches, cocos2d::CCEvent* event){
}
void MenuScene::ccTouchesCancelled(cocos2d::CCSet* touches, cocos2d::CCEvent*
event){
}
void MenuScene::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
/* namespace cocos2d */
If you wish to position the menu at the center of the screen you must provide the center co-ordinates in ccl
sprite ->setPosition(ccp(size.width/2, size.height/2));
First you get window size...
CGSize Window_size=[[CCDirector sharedDirector]winSize];
Now set CCMenuItem in CCMenu With position...
CCMenuItem *Minus_Menu_item = [CCMenuItemImage itemWithNormalImage:#"ButtonMinus.png" selectedImage:#"ButtonMinus.png" disabledImage:#"ButtonNum1.png" target:self selector:#selector(Minus_Button:)];
Minus_Menu_item.position=ccp(180, 200);
Menu_Minus=[CCMenu menuWithItems:Minus_Menu_item, nil];
Menu_Minus.position = CGPointZero;
[self addChild:Menu_Minus];
public static class ImageHelper
{
public static UIImage Scale (UIImage source, SizeF newSize)
{
UIGraphics.BeginImageContext (newSize);
var context = UIGraphics.GetCurrentContext ();
context.InterpolationQuality=CGInterpolationQuality.High;
context.TranslateCTM (0, newSize.Height);
context.ScaleCTM (1f, -1f);
context.DrawImage (new RectangleF (0, 0, newSize.Width, newSize.Height), source.CGImage);
var scaledImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return scaledImage;
}
public static UIImage Rotate (UIImage image)
{
UIImage res;
using (CGImage imageRef = image.CGImage) {
CGImageAlphaInfo alphaInfo = imageRef.AlphaInfo;
CGColorSpace colorSpaceInfo = CGColorSpace.CreateDeviceRGB ();
if (alphaInfo == CGImageAlphaInfo.None) {
alphaInfo = CGImageAlphaInfo.NoneSkipLast;
}
int width, height;
width = imageRef.Width;
height = imageRef.Height;
int maxSize = Math.Max (width, height);
if (height >= width) {
width = (int)Math.Floor ((double)width * ((double)maxSize / (double)height));
height = maxSize;
} else {
height = (int)Math.Floor ((double)height * ((double)maxSize / (double)width));
width = maxSize;
}
CGBitmapContext bitmap;
if (image.Orientation == UIImageOrientation.Up || image.Orientation == UIImageOrientation.Down) {
bitmap = new CGBitmapContext (IntPtr.Zero, width, height, imageRef.BitsPerComponent, imageRef.BytesPerRow, colorSpaceInfo, alphaInfo);
} else {
bitmap = new CGBitmapContext (IntPtr.Zero, height, width, imageRef.BitsPerComponent, imageRef.BytesPerRow, colorSpaceInfo, alphaInfo);
}
switch (image.Orientation) {
case UIImageOrientation.Left:
bitmap.RotateCTM ((float)Math.PI / 2);
bitmap.TranslateCTM (0, -height);
break;
case UIImageOrientation.Right:
bitmap.RotateCTM (-((float)Math.PI / 2));
bitmap.TranslateCTM (-width, 0);
break;
case UIImageOrientation.Up:
break;
case UIImageOrientation.Down:
bitmap.TranslateCTM (width, height);
bitmap.RotateCTM (-(float)Math.PI);
break;
}
bitmap.DrawImage (new Rectangle (0, 0, width, height), imageRef);
res = UIImage.FromImage (bitmap.ToImage ());
bitmap = null;
}
return res;
}
}
Calling method=> UIImage ScaledImage =ImageHelper.Scale (ImageHelper.Rotate (downloadedImage), new SizeF (270, 260));
Please provide any solution to maintain quality as well as it will scale to required size.
Xamarin's UIImage implementation contains two different Scale() methods
Scale(System.Drawing.SizeF) : UIImage
Scale(System.Drawing.SizeF, float) : UIImage