Repositioning UIPopoverController on device rotation - cocoa-touch

I'm trying to re-position a popover view when the device is rotated. I use this code to create the popover:
settingsViewCtrl = storyboard.instantiateViewControllerWithIdentifier("settingsViewCtrl") as SettingsViewCtrl;
settingsPopoverCtrl = UIPopoverController(contentViewController: settingsViewCtrl);
settingsPopoverCtrl.delegate = self;
let m:CGFloat = min(view.frame.width, view.frame.height);
let s:CGSize = CGSizeMake(m - 100, m - 100);
let r:CGRect = CGRectMake(view.frame.width * 0.5, view.frame.height * 0.5, 1, 1);
settingsPopoverCtrl.setPopoverContentSize(s, animated: true);
settingsPopoverCtrl.presentPopoverFromRect(r, inView: view, permittedArrowDirections: nil, animated: true);
And I use willRepositionPopoverToRect in my delegate ...
func popoverController(popoverController:UIPopoverController!, willRepositionPopoverToRect rect:UnsafeMutablePointer<CGRect>, inView view:AutoreleasingUnsafeMutablePointer<UIView?>)
{
if (settingsPopoverCtrl != nil && settingsViewCtrl != nil)
{
let r:CGRect = CGRectMake(self.view.frame.width * 0.5, self.view.frame.height * 0.5, 1, 1);
settingsPopoverCtrl.presentPopoverFromRect(r, inView: self.view, permittedArrowDirections: nil, animated: true);
}
}
But that can't be it since when I rotate the device I'm getting the warning:
Application tried to represent an active popover presentation:
and the popover also isn't repositioned.
How do I get to apply and update positioning CGRect in willRepositionPopoverToRect so that the popover view updates? Would it be possible to modify the provided rect:UnsafeMutablePointer<CGRect> and give it back to the popover?
UPDATE:
According to the docs (https://developer.apple.com/library/ios/documentation/uikit/reference/UIPopoverControllerDelegate_protocol/Reference/Reference.html#//apple_ref/occ/intfm/UIPopoverControllerDelegate/popoverController%3awillRepositionPopoverToRect%3ainView%3a):
If you want to propose a different rectangle for the popover, put the
new value in this parameter.
So the question is: How do I put the new value into this rect?

Let me answer this:
let r:CGRect = CGRectMake(self.view.frame.width * 0.5, self.view.frame.height * 0.5, 1, 1);
rect.initialize(r);
... will obviously init the given rect with new dimensions and it works flawless when changing device rotation, unlike the misleading code on Apple's docs where they tell to use presentPopoverFromRect once again, which totally doesn't work.

Related

Why setTitleEdgeInsets not working iOS 13? Objective - C

I have custom profile UIButton that have image and user profile name title. I'm setting image and title of button and also setting title and image edge inset. Before iOS 13 my code was working perfect but at iOS 13 devices setTitleEdgeInsets not working. When I did debug, title inset value is true but button not setting the value that I give. You can find the code and the screen shot below.
#implementation NYTProfileButton
- (void)layoutSubviews
{
[super layoutSubviews];
self.imageView.frame = CGRectMake(0, 0, self.frame.size.height, self.frame.size.height);
self.imageView.layer.masksToBounds = YES;
self.imageView.layer.cornerRadius = self.frame.size.height / 2;
UIEdgeInsets imageInsets = UIEdgeInsetsMake(0.0, 0.0, 0.0, self.frame.size.width - self.frame.size.height);
self.imageEdgeInsets = imageInsets;
UIEdgeInsets titleInsets = UIEdgeInsetsMake(0, self.frame.size.height-self.imageView.image.size.height+5.0, 0, 0);
self.titleEdgeInsets = titleInsets;
[self setTitleEdgeInsets:titleInsets];
}
- (void)awakeFromNib
{
self.imageView.contentMode = UIViewContentModeScaleAspectFill;
}
#end
I had the same issue. The image insets were not working for me for iOS 13.
Though I did not fix the issue but found a work around which might be useful.
For me the image was not visible hence I added a UIImage subview to the button in which I wanted to display the image.(For your case you can add UILabel Subview at the required position)
Code I added to display my image correctly:
if #available(iOS 13.0, *){
let advanceSearchChevronImage = UIImage(named: "General/chevronUp")
advanceSearchChevronImageView = UIImageView(frame: CGRect(x: self.view.bounds.width - 50, y: 0, width: 50.0, height: advanceSearchButton.bounds.height))
advanceSearchChevronImageView.contentMode = .center
advanceSearchChevronImageView.image = advanceSearchChevronImage
advanceSearchButton.addSubview(advanceSearchChevronImageView)
}
For your case you can give ""(empty string) as value for the button Title. Add a label to this button as a subview and position it as required by you.
Make these changes only when iOS 13.
Hope you can take some clue from this and get solution to the problem you are facing - if you are looking for a very quick fix.

Presenting modal in iOS 13 with custom height

In iOS 13 there is a new behaviour for modal view controller when being presented.And I found the build-in App Photo presents a smaller model view controller.
How can I present a viewController with a custom size like this,and can slide up to a larger height?
Picture screenshots from system photo app.
Yes it is possible Presenting modal in iOS 13 with custom height.
You just need to add the below code into your Presenting modal
override func updateViewConstraints() {
self.view.frame.size.height = UIScreen.main.bounds.height - 150
self.view.frame.origin.y = 150
self.view.roundCorners(corners: [.topLeft, .topRight], radius: 10.0)
super.updateViewConstraints()
}
extension UIView {
func roundCorners(corners: UIRectCorner, radius: CGFloat) {
let path = UIBezierPath(roundedRect: bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let mask = CAShapeLayer()
mask.path = path.cgPath
layer.mask = mask
}
}
Answer in Swift
I was looking for a way to replicate that type of ViewController behaviour, albeit with basic UI and have found a rather simple solution.
Basically, you create a ViewController (CardViewContoller) with a transparent background and then add to it a card-like view with a UIPanGestureReconizer, that will enable you to drag it around and dismiss it with the ViewController.
To present you simply call present, setting the modalPresentationStyle to .overCurrentContext and modalTransitionStyle to .coverVertical:
let cardVC = CardViewController()
cardVC.modalPresentationStyle = .overCurrentContext
cardVC.modalTransitionStyle = .coverVertical
present(cardVC, animated: true, completion: nil)
The in CardViewController, which can be created programmatically or using Interface Builder, you add a UIPanGestureRecognizer to your card view (contentView):
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(handleDismiss(recognizer:)))
panGestureRecognizer.cancelsTouchesInView = false
contentView.addGestureRecognizer(panGestureRecognizer)
Then just add an #objc function that will respond to the UIPanGestureRecognizer:
#objc
func handleDismiss (recognizer: UIPanGestureRecognizer) {
switch recognizer.state {
case .changed:
viewTranslation = recognizer.translation(in: view)
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 0.7, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
guard self.viewTranslation.y > 0 else {return}
self.view.transform = CGAffineTransform(translationX: 0, y: self.viewTranslation.y)
})
case .ended:
if viewTranslation.y < swipeThreshold {
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 0.7, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.view.transform = .identity
})
} else {
dismiss(animated: true, completion: nil)
}
default:
break
}
}
The swipeThreshold is a CGFloat variable with a value of your choosing (200 works great for me), that if the UIPanGestureRecognizer y translation exceeds, will trigger the dismissal of the ViewController along with all the elements.
Likewise, you can add a simple button that will dismiss the ViewController on .touchUpInside calling dismiss()
If you want, you can have a look at this repo, in which I have a sample project that exhibits this behaviour. That way you can build your own totally customisable cards.

How do I take Cropped screenshot with Retina image quality in my snapshot implementation in swift

I am trying to take a screenshot of my UIView and Crop it, save it to my Photo library. As i am trying to do this there are 3 conflicts.
(1) - I want to take Screenshot with Blur in it, As blur filter never gets saved in the screenshot.
(2) - The image quality is very low.
(3) - I am not able to crop the image.
This is my code -
#IBAction func Screenshot(_ sender: UIButton) {
// Declare the snapshot boundaries
let top: CGFloat = 70
let bottom: CGFloat = 400
// The size of the cropped image
let size = CGSize(width: view.frame.size.width, height: view.frame.size.height - top - bottom)
// Start the context
UIGraphicsBeginImageContext(size)
// we are going to use context in a couple of places
let context = UIGraphicsGetCurrentContext()!
// Transform the context so that anything drawn into it is displaced "top" pixels up
// Something drawn at coordinate (0, 0) will now be drawn at (0, -top)
// This will result in the "top" pixels being cut off
// The bottom pixels are cut off because the size of the of the context
context.translateBy(x: 0, y: -top)
// Draw the view into the context (this is the snapshot)
view.drawHierarchy(in: view.bounds, afterScreenUpdates: true)
let snapshot = UIGraphicsGetImageFromCurrentImageContext()
// End the context (this is required to not leak resources)
UIGraphicsEndImageContext()
// Save to photos
UIImageWriteToSavedPhotosAlbum(snapshot!, nil, nil, nil)
}
You said:
I want to take Screenshot with Blur in it, As blur filter never gets saved in the screenshot.
I wonder if the view being snapshotted might not be the one with the UIVisualEffectView as a subview. Because when I use the code at the end of the answer, the blur effect (and the impact of changing the fractionCompleted) is captured.
The image quality is very low.
If you use UIGraphicsBeginImageContextWithOptions with a scale of zero, it should capture the image at the resolution of the device:
UIGraphicsBeginImageContextWithOptions(size, isOpaque, 0)
I am not able to crop the image.
I personally capture the whole view, and then crop as needed. See UIView extension below.
In Swift 3:
class ViewController: UIViewController {
var animator: UIViewPropertyAnimator?
#IBOutlet weak var imageView: UIImageView!
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
let blur = UIBlurEffect(style: .light)
let effectView = UIVisualEffectView(effect: blur)
view.addSubview(effectView)
effectView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
effectView.leadingAnchor.constraint(equalTo: imageView.leadingAnchor),
effectView.trailingAnchor.constraint(equalTo: imageView.trailingAnchor),
effectView.topAnchor.constraint(equalTo: imageView.topAnchor),
effectView.bottomAnchor.constraint(equalTo: imageView.bottomAnchor)
])
animator = UIViewPropertyAnimator(duration: 0, curve: .linear) { effectView.effect = nil }
}
#IBAction func didChangeValueForSlider(_ sender: UISlider) {
animator?.fractionComplete = CGFloat(sender.value)
}
#IBAction func didTapSnapshotButton(_ sender: AnyObject) {
if let snapshot = view.snapshot(of: imageView.frame) {
UIImageWriteToSavedPhotosAlbum(snapshot, nil, nil, nil)
}
}
}
extension UIView {
/// Create snapshot
///
/// - parameter rect: The `CGRect` of the portion of the view to return. If `nil` (or omitted),
/// return snapshot of the whole view.
///
/// - returns: Returns `UIImage` of the specified portion of the view.
func snapshot(of rect: CGRect? = nil) -> UIImage? {
// snapshot entire view
UIGraphicsBeginImageContextWithOptions(bounds.size, isOpaque, 0)
drawHierarchy(in: bounds, afterScreenUpdates: true)
let wholeImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
// if no `rect` provided, return image of whole view
guard let image = wholeImage, let rect = rect else { return wholeImage }
// otherwise, grab specified `rect` of image
let scale = image.scale
let scaledRect = CGRect(x: rect.origin.x * scale, y: rect.origin.y * scale, width: rect.size.width * scale, height: rect.size.height * scale)
guard let cgImage = image.cgImage?.cropping(to: scaledRect) else { return nil }
return UIImage(cgImage: cgImage, scale: scale, orientation: .up)
}
}
}
Or in Swift 2:
class ViewController: UIViewController {
var animator: UIViewPropertyAnimator?
#IBOutlet weak var imageView: UIImageView!
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
let blur = UIBlurEffect(style: .Light)
let effectView = UIVisualEffectView(effect: blur)
view.addSubview(effectView)
effectView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activateConstraints([
effectView.leadingAnchor.constraintEqualToAnchor(imageView.leadingAnchor),
effectView.trailingAnchor.constraintEqualToAnchor(imageView.trailingAnchor),
effectView.topAnchor.constraintEqualToAnchor(imageView.topAnchor),
effectView.bottomAnchor.constraintEqualToAnchor(imageView.bottomAnchor)
])
animator = UIViewPropertyAnimator(duration: 0, curve: .Linear) { effectView.effect = nil }
}
#IBAction func didChangeValueForSlider(sender: UISlider) {
animator?.fractionComplete = CGFloat(sender.value)
}
#IBAction func didTapSnapshotButton(sender: AnyObject) {
if let snapshot = view.snapshot(of: imageView.frame) {
UIImageWriteToSavedPhotosAlbum(snapshot, nil, nil, nil)
}
}
}
extension UIView {
/// Create snapshot
///
/// - parameter rect: The `CGRect` of the portion of the view to return. If `nil` (or omitted),
/// return snapshot of the whole view.
///
/// - returns: Returns `UIImage` of the specified portion of the view.
func snapshot(of rect: CGRect? = nil) -> UIImage? {
// snapshot entire view
UIGraphicsBeginImageContextWithOptions(bounds.size, opaque, 0)
drawViewHierarchyInRect(bounds, afterScreenUpdates: true)
let wholeImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
// if no `rect` provided, return image of whole view
guard let rect = rect, let image = wholeImage else { return wholeImage }
// otherwise, grab specified `rect` of image
let scale = image.scale
let scaledRect = CGRect(x: rect.origin.x * scale, y: rect.origin.y * scale, width: rect.size.width * scale, height: rect.size.height * scale)
guard let cgImage = CGImageCreateWithImageInRect(image.CGImage!, scaledRect) else { return nil }
return UIImage(CGImage: cgImage, scale: scale, orientation: .Up)
}
}
So, when I capture four images at four different slider positions, that yields:
I am not able to crop the image in the right way, As there is navigation bar and status bar showing with blank (White) background. (Rest of the image crops well).
here is the code -
let top: CGFloat = 70
let bottom: CGFloat = 280
// The size of the cropped image
let size = CGSize(width: view.frame.size.width, height: view.frame.size.height - top - bottom)
// Start the context
UIGraphicsBeginImageContext(size)
// we are going to use context in a couple of places
let context = UIGraphicsGetCurrentContext()!
// Transform the context so that anything drawn into it is displaced "top" pixels up
// Something drawn at coordinate (0, 0) will now be drawn at (0, -top)
// This will result in the "top" pixels being cut off
// The bottom pixels are cut off because the size of the of the context
context.translateBy(x: 0, y: 0)
// Draw the view into the context (this is the snapshot)
UIGraphicsBeginImageContextWithOptions(size,view.isOpaque, 0)
self.view.drawHierarchy(in: view.bounds, afterScreenUpdates: true)
let snapshot = UIGraphicsGetImageFromCurrentImageContext()

Animating only the image in UIBarButtonItem

Ive seen this effect in 2 apps and I REALLY want to find how to do it.
The animation is in a UIBarButtonItem, and is only to the image. The image is a + symbol, and it rotates to a X.
If you want to see the effect you have to start a conversation with someone and next to the text input theres the + button for images and emoji's. Or heres a video of the effect in another app, after he taps the bar button you see it rotate to a X, http://www.youtube.com/watch?v=S8JW7euuNMo.
I have found out how to do the effect but only on a UIImageView, I have to turn off all the autoresizing and the view mode has to be centered, then apply the rotation transform to it. I have tried many ways of trying to have it work in a bar item and so far the best way is adding a image view instance, then setting it up and setting the view mode centered and autoresizing off and then using that image view for a custom bar item view. But when i do this, the effect works except while its doing it, the image will go off to the side a little bit instead of staying where it already is. Ive tried getting the center before the animation and set it during the animation but that doesnt do anything.
So the answer for this is you have to make a instance of the Image view, then set it up with no resizing and view mode is centered. Then add the image view to a UIButton with custom type, and then use the button as the custom view for the bar item.
- (IBAction)animate {
[UIView animateWithDuration:0.5 delay:0.0 options:UIViewAnimationOptionCurveLinear animations:^{
imageView.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(45));
} completion:^(BOOL finished) {
imageView.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(0));
if ([imageView.image isEqual:[UIImage imageNamed:#"Add.png"]]) {
imageView.image = [UIImage imageNamed:#"Close.png"];
}
else imageView.image = [UIImage imageNamed:#"Add.png"];
}];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Add.png"]];
imageView.autoresizingMask = UIViewAutoresizingNone;
imageView.contentMode = UIViewContentModeCenter;
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
button.frame = CGRectMake(0, 0, 40, 40);
[button addSubview:imageView];
[button addTarget:self action:#selector(animate) forControlEvents:UIControlEventTouchUpInside];
imageView.center = button.center;
barItem = [[UIBarButtonItem alloc] initWithCustomView:button];
navItem.rightBarButtonItem = barItem;
}
Recently had to do the same thing in Swift. I created a tutorial that includes starter and final projects, and goes step-by-step with some tips sprinkled in. The code looks like this:
#IBOutlet weak var rightBarButton: UIBarButtonItem! {
didSet {
let icon = UIImage(named: "star")
let iconSize = CGRect(origin: CGPointZero, size: icon!.size)
let iconButton = UIButton(frame: iconSize)
iconButton.setBackgroundImage(icon, forState: .Normal)
rightBarButton.customView = iconButton
rightBarButton.customView!.transform = CGAffineTransformMakeScale(0, 0)
UIView.animateWithDuration(1.0,
delay: 0.5,
usingSpringWithDamping: 0.5,
initialSpringVelocity: 10,
options: .CurveLinear,
animations: {
self.rightBarButton.customView!.transform = CGAffineTransformIdentity
},
completion: nil
)
iconButton.addTarget(self, action: "tappedRightButton", forControlEvents: .TouchUpInside)
}
}
func tappedRightButton(){
rightBarButton.customView!.transform = CGAffineTransformMakeRotation(CGFloat(M_PI * 6/5))
UIView.animateWithDuration(1.0) {
self.rightBarButton.customView!.transform = CGAffineTransformIdentity
}
}
I wanted to keep the expanded tapping size that the native UIBarButtonItem view provides (such as -initWithBarButtonSystemItem:target:action: versus -initWithCustomView:).
Here's a basic implementation of my code.
- (void)setup {
self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemAdd target:self action:#selector(navigationBarRightAction)];
}
- (void)navigationBarRightAction {
UIView *itemView = [self.navigationItem.rightBarButtonItem performSelector:#selector(view)];
UIImageView *imageView = [itemView.subviews firstObject];
if (self.shouldRotate) {
imageView.contentMode = UIViewContentModeCenter;
imageView.autoresizingMask = UIViewAutoresizingNone;
imageView.clipsToBounds = NO;
imageView.transform = CGAffineTransformMakeRotation(M_PI_4);
} else {
imageView.transform = CGAffineTransformIdentity;
}
}
You don't have to use a button as a custom view, it works in fact with less code using a UIImageView and adding a UITapGestureRecognizer.
I hope my solution below helps someone b/c I struggled with this for a long time until I got the bar button item to receive taps and get it to work with all the features I wanted. In my case, I made an "alert bell" bar button item that jingles when there are notifications, and then segues to a new tableview controller when tapped.
This was my solution (Swift 5):
#IBOutlet weak var notifyBell: UIBarButtonItem!
func updateNumNotesAndAnimateBell(_ numNotes: Int) {
guard let image = UIImage(named: "alertBellFill_\(numNotes)") else { return }
let imageView = UIImageView(image: image)
notifyBell.customView = imageView
notifyBell.customView?.contentMode = .center
let tap = UITapGestureRecognizer(target: self, action: #selector(notifyBellPressed))
notifyBell.customView?.addGestureRecognizer(tap)
let scaleTransformA = CGAffineTransform(scaleX: 0.8, y: 0.8)
let rotateTransformA = CGAffineTransform(rotationAngle: 0.0)
let hybridTransformA = scaleTransformA.concatenating(rotateTransformA)
let rotateTransformB = CGAffineTransform(rotationAngle: -1*CGFloat.pi*20.0/180.0)
let hybridTransformB = scaleTransformA.concatenating(rotateTransformB)
notifyBell.customView?.transform = hybridTransformA
UIView.animate(withDuration: 3,
delay: 1,
usingSpringWithDamping: 0.1,
initialSpringVelocity: 10,
options: [.allowUserInteraction, .curveEaseInOut],
animations: {
self.notifyBell.customView?.transform = numNotes > 0 ? hybridTransformB : scaleTransformA
},
completion: nil
)
}
#objc func notifyBellPressed(_ sender: UIBarButtonItem) {
performSegue(withIdentifier: "goToNotificationsTVC", sender: self)
}
Key discoveries for me were that:
-- .allowUserInteraction must be included in the animate options, otherwise the UIBarButtonItem won't be active until the animation completes.
-- You will likely have to declare YourBarButtonItem.customView?.contentMode = .center when using CGAffineTransform(rotationAngle: ) or else it will distort your image when it tries to rotate.
-- The code above includes a scale animation and rotate animation that is different depending on how many notifications I have. With zero notifications, the image is an empty bell, else, it displays the number of notifications in the bell image. I probably could've done this with an updating label, but I had already gone the route of making separate PNGs for each so this worked nicely.

Capturing full screenshot with status bar in iOS programmatically

I am using this code to capture a screenshot and to save it to the photo album.
-(void)TakeScreenshotAndSaveToPhotoAlbum
{
UIWindow *window = [UIApplication sharedApplication].keyWindow;
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(window.bounds.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(window.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
}
But the problem is whenever the screenshot is saved, I see the status bar of iPhone is not captured. Instead a white space appears at the bottom. Like the following image:
What am I doing wrong?
The status bar is actually in its own UIWindow, in your code you are only rendering the view of your viewcontroller which does not include this.
The "official" screenshot method was here but now seems to have been removed by Apple, probably due to it being obsolete.
Under iOS 7 there is now a new method on UIScreen for getting a view holding the contents of the entire screen:
- (UIView *)snapshotViewAfterScreenUpdates:(BOOL)afterUpdates
This will give you a view which you can then manipulate on screen for various visual effects.
If you want to draw the view hierarchy into a context, you need to iterate through the windows of the application ([[UIApplication sharedApplication] windows]) and call this method on each one:
- (BOOL)drawViewHierarchyInRect:(CGRect)rect afterScreenUpdates:(BOOL)afterUpdates
You may be able to combine the two above approaches and take the snapshot view, then use the above method on the snapshot to draw it.
The suggested "official" screenshot method doesn't capture status bar (it is not in the windows list of the application). As tested on iOS 5.
I believe, this is for security reasons, but there is no mention of it in the docs.
I suggest two options:
draw a stub status bar image from resources of your app (optionally update time indicator);
capture only your view, without status bar, or trim image afterwards (image size will differ from standard device resolution); status bar frame is known from corresponding property of application object.
Here is my code to take a screenshot and store it as NSData (inside an IBAction). With the sotred NSData then you can share or email or whatever want to do
CGSize imageSize = [[UIScreen mainScreen] bounds].size;
if (NULL != UIGraphicsBeginImageContextWithOptions)
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
else
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
// Iterate over every window from back to front
for (UIWindow *window in [[UIApplication sharedApplication] windows])
{
if (![window respondsToSelector:#selector(screen)] || [window screen] == [UIScreen mainScreen])
{
// -renderInContext: renders in the coordinate space of the layer,
// so we must first apply the layer's geometry to the graphics context
CGContextSaveGState(context);
// Center the context around the window's anchor point
CGContextTranslateCTM(context, [window center].x, [window center].y);
// Apply the window's transform about the anchor point
CGContextConcatCTM(context, [window transform]);
// Offset by the portion of the bounds left of and above the anchor point
CGContextTranslateCTM(context,
-[window bounds].size.width * [[window layer] anchorPoint].x,
-[window bounds].size.height * [[window layer] anchorPoint].y);
// Render the layer hierarchy to the current context
[[window layer] renderInContext:context];
// Restore the context
CGContextRestoreGState(context);
}
}
// Retrieve the screenshot image
UIImage *imageForEmail = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData *imageDataForEmail = UIImageJPEGRepresentation(imageForEmail, 1.0);
Answer of above question for Objective-C is already write there, here is the Swift version answer of above question.
For Swift 3+
Take screenshot and then use it to display somewhere or to send over web.
extension UIImage {
class var screenShot: UIImage? {
let imageSize = UIScreen.main.bounds.size as CGSize;
UIGraphicsBeginImageContextWithOptions(imageSize, false, 0)
guard let context = UIGraphicsGetCurrentContext() else {return nil}
for obj : AnyObject in UIApplication.shared.windows {
if let window = obj as? UIWindow {
if window.responds(to: #selector(getter: UIWindow.screen)) || window.screen == UIScreen.main {
// so we must first apply the layer's geometry to the graphics context
context.saveGState();
// Center the context around the window's anchor point
context.translateBy(x: window.center.x, y: window.center
.y);
// Apply the window's transform about the anchor point
context.concatenate(window.transform);
// Offset by the portion of the bounds left of and above the anchor point
context.translateBy(x: -window.bounds.size.width * window.layer.anchorPoint.x,
y: -window.bounds.size.height * window.layer.anchorPoint.y);
// Render the layer hierarchy to the current context
window.layer.render(in: context)
// Restore the context
context.restoreGState();
}
}
}
guard let image = UIGraphicsGetImageFromCurrentImageContext() else {return nil}
return image
}
}
Usage of above screenshot
Lets display above screen shot on UIImageView
yourImageView = UIImage.screenShot
Get image Data to save/send over web
if let img = UIImage.screenShot {
if let data = UIImagePNGRepresentation(img) {
//send this data over web or store it anywhere
}
}
Swift, iOS 13:
The code below (and other ways of accessing) will now crash the app with a message:
App called -statusBar or -statusBarWindow on UIApplication: this code must be changed as there's no longer a status bar or status bar window. Use the statusBarManager object on the window scene instead.
The window scenes and statusBarManager's really only give us access to frame - if this is still possible, I am not aware how.
Swift, iOS10-12:
The following works for me, and after profiling all the methods for capturing programmatic screenshots - this is the quickest, and the recommended way from Apple following iOS 10
let screenshotSize = CGSize(width: UIScreen.main.bounds.width * 0.6, height: UIScreen.main.bounds.height * 0.6)
let renderer = UIGraphicsImageRenderer(size: screenshotSize)
let statusBar = UIApplication.shared.value(forKey: "statusBarWindow") as? UIWindow
let screenshot = renderer.image { _ in
UIApplication.shared.keyWindow?.drawHierarchy(in: CGRect(origin: .zero, size: screenshotSize), afterScreenUpdates: true)
statusBar?.drawHierarchy(in: CGRect(origin: .zero, size: screenshotSize), afterScreenUpdates: true)
}
You don't have to scale your screenshot size down (you can use UIScreen.main.bounds directly if you want)
Capture the full screen of iPhone, get the status bar by using KVC:
if let snapView = window.snapshotView(afterScreenUpdates: false) {
if let statusBarSnapView = (UIApplication.shared.value(forKey: "statusBar") as? UIView)?.snapshotView(afterScreenUpdates: false) {
snapView.addSubview(statusBarSnapView)
}
UIGraphicsBeginImageContextWithOptions(snapView.bounds.size, true, 0)
snapView.drawHierarchy(in: snapView.bounds, afterScreenUpdates: true)
let snapImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
The following works for me, capturing the status bar fine (iOS 9, Swift)
let screen = UIScreen.mainScreen()
let snapshotView = screen.snapshotViewAfterScreenUpdates(true)
UIGraphicsBeginImageContextWithOptions(snapshotView.bounds.size, true, 0)
snapshotView.drawViewHierarchyInRect(snapshotView.bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()