2007年5月5日 @ 11:24
AS3的png图片编码器
From: http://www.jamesward.com/wordpress/2006/08/16/flex-paint-flex-display-object-to-png/
关于AS3的png图片编码器:
代码如下:
- /*
- Adobe Systems Incorporated(r) Source Code License Agreement
- Copyright(c) 2005 Adobe Systems Incorporated. All rights reserved.
- Please read this Source Code License Agreement carefully before using
- the source code.
- Adobe Systems Incorporated grants to you a perpetual, worldwide, non-exclusive,
- no-charge, royalty-free, irrevocable copyright license, to reproduce,
- prepare derivative works of, publicly display, publicly perform, and
- distribute this source code and such derivative works in source or
- object code form without any attribution requirements.
- The name "Adobe Systems Incorporated" must not be used to endorse or promote products
- derived from the source code without prior written permission.
- You agree to indemnify, hold harmless and defend Adobe Systems Incorporated from and
- against any loss, damage, claims or lawsuits, including attorney's
- fees that arise or result from your use or distribution of the source
- code.
- THIS SOURCE CODE IS PROVIDED "AS IS" AND "WITH ALL FAULTS", WITHOUT
- ANY TECHNICAL SUPPORT or ANY EXPRESSED or IMPLIED WARRANTIES, INCLUDING,
- BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
- FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ALSO, THERE IS NO WARRANTY OF
- NON-INFRINGEMENT, TITLE or QUIET ENJOYMENT. IN NO EVENT SHALL MACROMEDIA
- OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- EXEMPLARY, or CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- PROCUREMENT OF SUBSTITUTE GOODS or SERVICES; LOSS OF USE, DATA, or PROFITS;
- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
- WHETHER IN CONTRACT, STRICT LIABILITY, or TORT (INCLUDING NEGLIGENCE or
- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOURCE CODE, EVEN IF
- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- package com.adobe.images
- {
- import flash.geom.*;
- import flash.display.Bitmap;
- import flash.display.BitmapData;
- import flash.utils.ByteArray;
-
- public class PNGEncoder
- {
- public static function encode(img:BitmapData):ByteArray {
- // Create output byte array
- var png:ByteArray = new ByteArray();
- // Write PNG signature
- png.writeUnsignedInt(0x89504e47);
- png.writeUnsignedInt(0x0D0A1A0A);
- // Build IHDR chunk
- var IHDR:ByteArray = new ByteArray();
- IHDR.writeInt(img.width);
- IHDR.writeInt(img.height);
- IHDR.writeUnsignedInt(0x08060000); // 32bit RGBA
- IHDR.writeByte(0);
- writeChunk(png,0x49484452,IHDR);
- // Build IDAT chunk
- var IDAT:ByteArray= new ByteArray();
- for(var i:int=0;i < img.height;i++) {
- // no filter
- IDAT.writeByte(0);
- var p:uint;
- var j:int;
- if ( !img.transparent ) {
- for(j=0;j < img.width;j++) {
- p = img.getPixel(j,i);
- IDAT.writeUnsignedInt(
- uint(((p&0xFFFFFF) << 8)|0xFF));
- }
- } else {
- for(j=0;j < img.width;j++) {
- p = img.getPixel32(j,i);
- IDAT.writeUnsignedInt(
- uint(((p&0xFFFFFF) << 8)|
- (p>>>24)));
- }
- }
- }
- IDAT.compress();
- writeChunk(png,0x49444154,IDAT);
- // Build IEND chunk
- writeChunk(png,0x49454E44,null);
- // return PNG
- return png;
- }
- private static var crcTable:Array;
- private static var crcTableComputed:Boolean = false;
- private static function writeChunk(png:ByteArray,
- type:uint, data:ByteArray):void {
- if (!crcTableComputed) {
- crcTableComputed = true;
- crcTable = [];
- var c:uint;
- for (var n:uint = 0; n < 256; n++) {
- c = n;
- for (var k:uint = 0; k < 8; k++) {
- if (c & 1) {
- c = uint(uint(0xedb88320) ^
- uint(c >>> 1));
- } else {
- c = uint(c >>> 1);
- }
- }
- crcTable[n] = c;
- }
- }
- var len:uint = 0;
- if (data != null) {
- len = data.length;
- }
- png.writeUnsignedInt(len);
- var p:uint = png.position;
- png.writeUnsignedInt(type);
- if ( data != null ) {
- png.writeBytes(data);
- }
- var e:uint = png.position;
- png.position = p;
- c = 0xffffffff;
- for (var i:int = 0; i < (e-p); i++) {
- c = uint(crcTable[
- (c ^ png.readUnsignedByte()) &
- uint(0xff)] ^ uint(c >>> 8));
- }
- c = uint(c^uint(0xffffffff));
- png.position = e;
- png.writeUnsignedInt(c);
- }
- }
- }
如何使用:
Flex Paint (需要Flash 9)
1、如图设置界面;
2、定义一个BitmapData 对象
var bd:BitmapData = new BitmapData(canvas.width,canvas.height);
3、将canvas中的像素拷贝到这个对象里
bd.draw(canvas);
4、然后将BitmapData 转换成png格式的ByteArray 对象
5、将最后的png二进制传到服务器端保存.
Filed under: 资料 · Tags: flex
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