/* * Changes to support optional metadata * Nick Galbreath, 19-Aug-2007 * Changes placed in public domain, but credit is welcome. * http://modp-nickg.blogspot.com/2007/08/adding-metadata-to-actionscript-3-png.html */ /* 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; /** * Class that converts BitmapData into a valid PNG */ public class PNGEncoder { /** * Created a PNG image from the specified BitmapData * * @param image The BitmapData that will be converted into the PNG format. * @param meta Optional metadata to placed inside PNG data. * @return a ByteArray representing the PNG encoded image data. * @langversion ActionScript 3.0 * @playerversion Flash 9.0 * @tiptext */ public function encode(img:BitmapData, meta:Object = null):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); // should be before IDAT so ImageMagic can read it for (var k:String in meta) { writeChunk_tEXt(png, k, meta[k]); } // 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; /** * write out metadata using Latin1, uncompressed * * @param png The output bytearray * @param key the metadata key. Must be in latin1, between 1-79 characters * @param value the metadata value. Must be in latin1. * * the key or value is null or violates some contraints, the metadata * is silently not added */ private static function writeChunk_tEXt(png:ByteArray, key:String, value:String):void { if (key == null || key.length == 0 || key.length > 79) { return; } if (value == null) { value = ""; } // the spec says this should be latin1, // but UTF8 is probably ok, but be care of overflows var tEXt:ByteArray = new ByteArray(); tEXt.writeMultiByte(key, "iso-8859-1"); tEXt.writeByte(0x0); tEXt.writeMultiByte(value, "iso-8859-1"); writeChunk(png, 0x74455874, tEXt); } private static function writeChunk(png:ByteArray, type:uint, data:ByteArray):void { // initialize static data once 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; } } // write length var len:uint = 0; if (data != null) { len = data.length; } png.writeUnsignedInt(len); // write type var p:uint = png.position; png.writeUnsignedInt(type); // write data if ( data != null ) { png.writeBytes(data); } // write checksum 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); } } }