For example, the png file is 1200 (h) x 50 (w) pixels, how can I cut the png and loads in 6 UIImage
s, each 200 (h) x 50 (w). Thanks!
EDIT - thanks
Look at CGImageCreateWithImageInRect function. It works with CGImage, but it's easy to convert between that one and UIImage.
Here's an example (typed from memory, might not compile):
CGImageRef imageToSplit = [UIImage imageNamed:@"huge.png"].CGImage;
CGImageRef partOfImageAsCG = CGImageCreateWithImageInRect(imageToSplit, CGRectMake(0, 0, 200, 50));
CGRelease(imageToSplit);
UIImage *partOfImage = [UIImage imageWithCGImage:partOfImageAsCG];
CGImageRelease(partOfImageAsCG);
A reusable method:
-(UIImage*)ExtractImageOn:(CGPoint)pointExtractedImg ofSize:(CGSize)sizeExtractedImg FromSpriteSheet:(UIImage*)imgSpriteSheet
{
UIImage *ExtractedImage;
CGRect rectExtractedImage;
rectExtractedImage=CGRectMake(pointExtractedImg.x,pointExtractedImg.y,sizeExtractedImg.width,sizeExtractedImg.height);
CGImageRef imgRefSpriteSheet=imgSpriteSheet.CGImage;
CGImageRef imgRefExtracted=CGImageCreateWithImageInRect(imgRefSpriteSheet,rectExtractedImage);
ExtractedImage=[UIImage imageWithCGImage:imgRefExtracted];
CGImageRelease(imgRefExtracted);
//CGImageRelease(imgRefSpriteSheet); I have commented it because
// we should not release the object that we don't own.
// So why do we release imgRefExtracted alone? because it has
// name create in its method so the ownership comes to us so we
// have to release it.
return ExtractedImage;
}
FYI:
Even though it has been answered clearly I thought giving it as simple reusable 'Copy-Paste' code snippet would be a lots of help to programmers and I attribute the answer to michal