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Sprite kit and colorWithPatternImage

Do we have any way of repeating an image across an area, like a SKSpriteNode? SKColor colorWithPatternImage doesn't work unfortunately.

Edit:

I did the following categories, it seems to work so far. Using Mac, not tested on iOS. Likely needs some fixing for iOS.

// Add to SKSpriteNode category or something.
+(SKSpriteNode*)patternWithImage:(NSImage*)image size:(const CGSize)SIZE;

// Add to SKTexture category or something.
+(SKTexture*)patternWithSize:(const CGSize)SIZE image:(NSImage*)image;

And the implementations. Put in respective files.

+(SKSpriteNode*)patternWithImage:(NSImage*)imagePattern size:(const CGSize)SIZE {
    SKTexture* texturePattern = [SKTexture patternWithSize:SIZE image:imagePattern];
    SKSpriteNode* sprite = [SKSpriteNode spriteNodeWithTexture:texturePattern];
    return sprite;
}

+(SKTexture*)patternWithSize:(const CGSize)SIZE image:(NSImage*)image {
    // Hopefully this function would be platform independent one day.
    SKColor* colorPattern = [SKColor colorWithPatternImage:image];

    // Correct way to find scale?
    DLog(@"backingScaleFactor: %f", [[NSScreen mainScreen] backingScaleFactor]);
    const CGFloat SCALE = [[NSScreen mainScreen] backingScaleFactor];
    const size_t WIDTH_PIXELS = SIZE.width * SCALE;
    const size_t HEIGHT_PIXELS = SIZE.height * SCALE;
    CGContextRef cgcontextref = MyCreateBitmapContext(WIDTH_PIXELS, HEIGHT_PIXELS);
    NSAssert(cgcontextref != NULL, @"Failed creating context!");
    //  CGBitmapContextCreate(
    //                                                    NULL, // let the OS handle the memory
    //                                                    WIDTH_PIXELS,
    //                                                    HEIGHT_PIXELS,

    CALayer* layer = CALayer.layer;
    layer.frame = CGRectMake(0, 0, SIZE.width, SIZE.height);

    layer.backgroundColor = colorPattern.CGColor;

    [layer renderInContext:cgcontextref];

    CGImageRef imageref = CGBitmapContextCreateImage(cgcontextref);

    SKTexture* texture1 = [SKTexture textureWithCGImage:imageref];
    DLog(@"size of pattern texture: %@", NSStringFromSize(texture1.size));

    CGImageRelease(imageref);

    CGContextRelease(cgcontextref);

    return texture1;
}

Ok this is needed as well. This likely only works on Mac.

CGContextRef MyCreateBitmapContext(const size_t pixelsWide, const size_t pixelsHigh) {
    CGContextRef    context = NULL;
    CGColorSpaceRef colorSpace;
    void *          bitmapData;
    //int             bitmapByteCount;
    size_t             bitmapBytesPerRow;

    bitmapBytesPerRow   = (pixelsWide * 4);// 1
    //bitmapByteCount     = (bitmapBytesPerRow * pixelsHigh);

    colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);// 2
    bitmapData = NULL;

#define kBitmapInfo     kCGImageAlphaPremultipliedLast
//#define kBitmapInfo       kCGImageAlphaPremultipliedFirst
//#define kBitmapInfo       kCGImageAlphaNoneSkipFirst
    // According to http://stackoverflow.com/a/18921840/129202 it should be safe to just cast
    CGBitmapInfo bitmapinfo = (CGBitmapInfo)kBitmapInfo; //kCGImageAlphaNoneSkipFirst; //0; //kCGBitmapAlphaInfoMask; //kCGImageAlphaNone; //kCGImageAlphaNoneSkipFirst;
    context = CGBitmapContextCreate (bitmapData,// 4
                                     pixelsWide,
                                     pixelsHigh,
                                     8,      // bits per component
                                     bitmapBytesPerRow,
                                     colorSpace,
                                     bitmapinfo
                                     );
    if (context== NULL)
    {
        free (bitmapData);// 5
        fprintf (stderr, "Context not created!");
        return NULL;
    }
    CGColorSpaceRelease( colorSpace );// 6

    return context;// 7
}
See Question&Answers more detail:os

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iOS working code:

CGRect textureSize = CGRectMake(0, 0, 488, 650);
CGImageRef backgroundCGImage = [UIImage imageNamed:@"background.png"].CGImage;

UIGraphicsBeginImageContext(self.level.worldSize); // use WithOptions to set scale for retina display
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextDrawTiledImage(context, textureSize, backgroundCGImage);
UIImage *tiledBackground = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

SKTexture *backgroundTexture = [SKTexture textureWithCGImage:tiledBackground.CGImage];
SKSpriteNode *backgroundNode = [SKSpriteNode spriteNodeWithTexture:backgroundTexture];
[self addChild:backgroundNode];

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