Irregular Shaped Buttons And Alpha Masks
Jeff LaMarche wrote a nice iPhone devel posting about detecting hits in irregularly shaped buttons. It reminded me a bit how we solved hit testing in games, way back in the days.
I checked Jeff's code, which works pretty fine. The only thing that crossed my mind was that Jeff's hit testing allocates ARGB date for every hit test. There are a couple of simplifications possible, as I wrote here. First of all we only need the transparency information, and maybe it's better to store or cache the alpha mask. The reason: less data is being allocated. (Which may be moot, if your irregularly shaped images are small; and you have plenty of memory to burn on that iPad).
UPDATE: Jeff posted an update to his code, which you can find here.
Anyway, in 2D graphics 101, if you just need the transparency mask, you blit the color image to a monochrome graphics context, and you have the mask. Here are my suggested changes:
CGContextRef CreateARGBBitmapContext (CGImageRef inImage)
{
CGContextRef context = NULL;
CGColorSpaceRef colorSpace = NULL; // tell we want kCGImageAlphaOnly
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
size_t pixelsWide = CGImageGetWidth(inImage);
size_t pixelsHigh = CGImageGetHeight(inImage);
bitmapBytesPerRow = (pixelsWide * 1); // 8bpp
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
bitmapData = calloc(1, bitmapByteCount );
if (bitmapData == NULL)
{
CGColorSpaceRelease( colorSpace );
return nil;
}
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8,
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaOnly);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
CGColorSpaceRelease( colorSpace );
return context;
}
- (NSData *) ARGBData {
CGContextRef cgctx = CreateARGBBitmapContext(self.CGImage);
if (cgctx == NULL)
return nil;
size_t w = CGImageGetWidth(self.CGImage);
size_t h = CGImageGetHeight(self.CGImage);
CGRect rect = {{0,0},{w,h}};
CGContextDrawImage(cgctx, rect, self.CGImage);
unsigned char *data = CGBitmapContextGetData (cgctx);
CGContextRelease(cgctx);
if (!data)
return nil;
size_t dataSize = 1 * w * h; // 8 bits
return [NSData dataWithBytes:data length:dataSize];
}
- (BOOL) isPointTransparent: (CGPoint) point {
NSData *rawData = [self ARGBData]; // Or cache this
if (rawData == nil)
return NO;
// just 8 bits per alpha component
size_t bpp = 1;
size_t bpr = self.size.width * 1;
NSUInteger index = (point.x * bpp) + (point.y * bpr);
unsigned char *rawDataBytes = (unsigned char *)[rawData bytes];
return rawDataBytes[index] == 0;
}