has anyone an idea how to convert a UIImage to cocos2d-x CCSprite.
My latest attempt was was:
1. Store the UIImage as png on the phone
2. Load the png as a CCSprite
[UIImagePNGRepresentation(photo) writeToFile:imagePath atomically:true];
CCSprite *sprite = CCSprite::spriteWithFile(imagePath);
But this crashed in CCObject retain function
void CCObject::retain(void)
{
CCAssert(m_uReference > 0, "reference count should greater than 0");
++m_uReference;
}
And I do not understand how Walzer Wangs suggestion works
http://cocos2d-x.org/boards/6/topics/3922
CCImage::initWithImageData(void* pData, int nDataLen, ...)
CCTexture2D::initWithImage(CCImage* uiImage);
CCSprite::initWithTexture(CCTexture2D* pTexture);
CCSprite* getCCSpriteFromUIImage(UIImage *photo) {
CCImage *imf =new CCImage();
NSData *imgData = UIImagePNGRepresentation(photo);
NSUInteger len = [imgData length];
Byte *byteData = (Byte*)malloc(len);
memcpy(byteData, [imgData bytes], len);
imf->initWithImageData(byteData,imgData.length);
imf->autorelease();
CCTexture2D* pTexture = new CCTexture2D();
pTexture->initWithImage(imf);
pTexture->autorelease();
CCSprite *sprit = new CCSprite();
sprit->createWithTexture(pTexture);
sprit->autorelease();
DebugLog("size :%f :%f ",sprit->getContentSize().width , sprit->getContentSize().height);
return sprit;
}
I got the solution for my own Problem. You can't create a CCSprite before the CCDirector is initialized. There are missing some config settings and cocos releases the image right after it is instantiated.
Save uiimage to documents directory first
now get it using getWritablePath
Texture2D* newTexture2D = new Texture2D();
Image* JpgImage = new Image();
JpgImage->initWithImageFile("your image path.jpg");
newTexture2D->initWithData(JpgImage->getData(),JpgImage->getDataLen(),Texture2D::PixelFormat::RGB888,JpgImage->getWidth(),JpgImage->getHeight(),Size(JpgImage->getWidth(),JpgImage->getHeight()));