Trying to get an image with rounded corners and stroke,
but there is something I do wrong, because app hangs during this:
- (UIImage *)roundedCornerImage:(NSInteger)radius{
UIGraphicsBeginImageContextWithOptions(self.size, NO, 0);
CGRect box = CGRectInset((CGRect){CGPointZero, self.size}, self.size.width * 0.9f, self.size.height * 0.9f);
UIBezierPath *ballBezierPath = [UIBezierPath bezierPathWithOvalInRect:box];
[[UIColor blackColor] setStroke];
[ballBezierPath setLineWidth:4.0];
[ballBezierPath stroke];
[[UIBezierPath bezierPathWithRoundedRect:(CGRect){CGPointZero, self.size}
cornerRadius:radius]addClip];
[self drawInRect:(CGRect){CGPointZero, self.size}];
UIImage* result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return result;
}
Forget messing with the layer, it's a performance killer in scroll views. Just generate a new image instead:
+(UIImage *)makeRoundedImage:(UIImage *)image withRadius:(CGFloat)radius
{
CGRect itemFrame = CGRectMake(0, 0, radius*2, radius*2);
// The source image
UIImageView *imageView = [UIImageView new];
imageView.frame = itemFrame;
imageView.contentMode = UIViewContentModeScaleToFill;
[imageView setImage:image];
imageView.layer.cornerRadius = radius;
imageView.layer.masksToBounds = YES;
// Make an image of our client item
UIGraphicsBeginImageContextWithOptions(itemFrame.size, NO, 0.0);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *returnImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Fini
return returnImage;
}
Just use
[imageView.layer setCornerRadius:5.0f];
[imageView.layer setBorderWidth:5.0f];
Don;t forget to #import Quartzcore;
Related
In objective-c, I make a circle shape programmatically by following codes:
+(UIImage *)makeRoundedImage:(CGSize) size backgroundColor:(UIColor *) backgroundColor cornerRadius:(int) cornerRadius
{
UIImage* bgImage = [self imageWithColor:backgroundColor andSize:size];;
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = CGRectMake(0, 0, size.width, size.height);
imageLayer.contents = (id) bgImage.CGImage;
imageLayer.masksToBounds = YES;
imageLayer.cornerRadius = cornerRadius;
UIGraphicsBeginImageContext(bgImage.size);
[imageLayer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *roundedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return roundedImage;
}
The imageWithColor method is as following:
+(UIImage *)imageWithColor:(UIColor *)color andSize:(CGSize)size
{
//quick fix, or pop up CG invalid context 0x0 bug
if(size.width == 0) size.width = 1;
if(size.height == 0) size.height = 1;
//---quick fix
UIImage *img = nil;
CGRect rect = CGRectMake(0, 0, size.width, size.height);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context,
color.CGColor);
CGContextFillRect(context, rect);
img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Then I used it to create a pure color circle shape image, but what I found is the circle image is not perfect rounded. As an example, please see following code:
CGSize size = CGSizeMake(diameter, diameter);
int r = ceil((float)diameter/2.0);
UIImage *imageNormal = [self makeRoundedImage:size backgroundColor:backgroundColor cornerRadius:r];
[slider setThumbImage:imageNormal forState:UIControlStateNormal];
First I created a circle image, then I set the image as the thumb to a UISlider. But what shown is as the picture shown below:
You can see the circle is not an exact circle. I'm thinking probably it caused by the screen resolution issue? Because if I use an image resource for the thumb, I need add #2x. Anybody know the reason? Thanx in advance.
updated on 8th Aug 2015.
Further to this question and the answer from #Noah Witherspoon, I found the blurry edge issue has been solved. But still, the circle looks like being cut. I used the code as following:
CGRect rect = CGRectMake(0.0f, 0.0f, radius*2.0f, radius*2.0f);
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillEllipseInRect(context, rect);
UIImage* image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
And the circle looks like:
You can see the edge has been cut.
I changed the code as following:
CGRect rect = CGRectMake(0.0f, 0.0f, radius*2.0f+4, radius*2.0f+4);
CGRect rectmin = CGRectMake(2.0f, 2.0f, radius*2, radius*2);
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillEllipseInRect(context, rectmin);
UIImage* image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
You can see the circle looks better(The top edge and the bottom edge):
I made the fill rect size smaller, and the edge looks better, but I don't think it's a nice solution. Still, does anybody know why this happen?
From your screenshot it looks like you do actually have a circular image, but its scale is wrong—it’s not Retina—so it looks blurry and not-circular. The key thing is that instead of using UIGraphicsBeginImageContext which defaults to a scale of 1.0 (as compared to your screen, which is at a scale of 2.0 or 3.0), you should be using UIGraphicsBeginImageContextWithOptions. Also, you don’t need to make a layer or a view to draw a circle in an image context.
+ (UIImage *)makeCircleImageWithDiameter:(CGFloat)diameter color:(UIColor *)color {
UIGraphicsBeginImageContextWithOptions(CGSizeMake(diameter, diameter), NO, 0 /* scale (0 means “use the current screen’s scale”) */);
[color setFill];
CGContextFillEllipseInRect(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, diameter, diameter));
UIImage *image = UIGraphicsGetImageFromCurrentContext();
UIGraphicsEndImageContext();
return image;
}
If you want to get a circle every time try this:
- (UIImage *)makeCircularImage:(CGSize)size backgroundColor:(UIColor *)backgroundColor {
CGSize squareSize = CGSizeMake((size.width > size.height) ? size.width : size.height,
(size.width > size.height) ? size.width : size.height);
UIView *circleView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, squareSize.width, squareSize.height)];
circleView.layer.cornerRadius = circleView.frame.size.height * 0.5f;
circleView.backgroundColor = backgroundColor;
circleView.opaque = NO;
UIGraphicsBeginImageContextWithOptions(circleView.bounds.size, circleView.opaque, 0.0);
[circleView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Is there any way of accessing the preset UIColor Textures, then setting them as a background? Sort of like this:
UIColor *mytexture = [UIColor scrollViewTexturedBackgroundColor];
UIImage *myimage = [UIImage imageWithData:mytexture];
[outletWallpaper setImage:myimage];
Thanks in advance,
Declan
Just set the backgroundColor of the view to the texture colour you require.
outletWallpaper.backgroundColor = [UIColor scrollViewTexturedBackgroundColor];
In addition you can load your own images and use them as a UIColour by using the [UIColour -colorWithPatternImage:] API:
UIImage *myImage = [UIImage imageNamed:#"anImageFile"];
UIColour colourPattern = [UIColor colorWithPatternImage: myImage];
outletWallpaper.backgroundColor = colourPattern;
You can create category of UIImage with method like this:
+ (UIImage *)imageWithColor:(UIColor *)color
{
CGRect rect = CGRectMake(0.0f, 0.0f, 1.0f, 1.0f);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [color CGColor]);
CGContextFillRect(context, rect);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
I am trying to create a snapshot of a UICollectionViewCell by creating a CGBitMapContext. I am not entirely clear on how to do this or how to use the associated classes, but after a bit of research, I have written the following method which is called from inside my UICollectionViewCell subclass:
- (void)snapShotOfCell
{
float scaleFactor = [[UIScreen mainScreen] scale];
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, self.frame.size.width * scaleFactor, self.frame.size.height * scaleFactor, 8, self.frame.size.width * scaleFactor * 4, colorSpace, kCGImageAlphaPremultipliedFirst);
CGImageRef image = CGBitmapContextCreateImage(context);
UIImage *snapShot = [[UIImage alloc]initWithCGImage:image];
UIImageView *imageView = [[UIImageView alloc]initWithFrame:self.frame];
imageView.image = snapShot;
imageView.opaque = YES;
[self addSubview:imageView];
CGImageRelease(image);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
}
The result is that the image does not appear. Upon debugging, I can determine that I have a valid (non nil) context, CGImage, UIImage and UIImageView, but nothing appears onscreen. Can someone tell me what I am missing?
You can add this as a category to UIView and it will be accessible for any view
- (UIImage*) snapshot
{
UIGraphicsBeginImageContextWithOptions(self.frame.size, YES /*opaque*/, 0 /*auto scale*/);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage* image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
Then you just need to do [self addSubview:[[UIImageView alloc] initWithImage:self.snapshot]] from you cell object.
[EDIT]
Providing the need for asynchronous rendering (totally understandable) this can be achieved using dispatch queues. I think this would work:
typedef void(^ImageOutBlock)(UIImage* image);
- (void) snapshotAsync:(ImageOutBlock)block
{
CGFloat scale = [[UIScreen mainScreen] scale];
CALayer* layer = self.layer;
CGRect frame = self.frame;
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^() {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, frame.size.width * scaleFactor, frame.size.height * scaleFactor, 8, frame.size.width * scaleFactor * 4, colorSpace, kCGImageAlphaPremultipliedFirst);
UIGraphicsBeginImageContextWithOptions(frame.size, YES /*opaque*/, scale);
[layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage* image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
dispatch_async(dispatch_get_main_queue(), ^() {
block(image);
});
});
}
[EDIT]
- (void) execute
{
__weak typeof(self) weakSelf = self;
[self snapshotAsync:^(UIImage* image) {
[weakSelf addSubview:[[UIImageView alloc] initWithImage:image]]
}];
}
I am trying to achieve this glowing effect for a UILabel as shown below :
I have subclassed UILabel , and created a custom label class that adds an outer shadow.
Edit : Here's the code i have used for outer shadow/glow in my custom Label class :
- (void)drawTextInRect:(CGRect)rect {
UIColor *insideColor;
UIColor *blurColor;
CGContextRef ctx = UIGraphicsGetCurrentContext();
insideColor =[UIColor colorWithRed:255/255.0 green:255/255.0 blue:191/255.0 alpha:1];
blurColor =[UIColor orangeColor];
CGContextSetFillColorWithColor(ctx, insideColor.CGColor);
CGContextSetShadowWithColor(ctx, CGSizeMake(0, 0), self.glowAmount, blurColor.CGColor);
CGContextSetTextDrawingMode(ctx, kCGTextFillStroke);
[self.text drawInRect:self.bounds withFont:self.font lineBreakMode:self.lineBreakMode alignment:self.textAlignment];
}
But this gives me the following result
As you can see this lacks the desired effect because of the missing inner shadow. Can anyone suggest how to achieve this?
Thanks!
I referred the answer by Steven XM for Inner Shadow in UILabel . It was a great help.
Here's what i have done to achieve the result but i want to know if this can be more optimized?
-(void)setInnerGlowWithColor:(UIColor *)shadowColor fillColor:(UIColor *)insideColor inRect:(CGRect)rect
{
UIFont *font = self.font;
// UIFont *font = [UIFont fontWithName:#"HelveticaNeue-Bold" size:17];
CGSize fontSize = [self.text sizeWithFont:font];
/**** Following are the steps to create an inside shadow ****/
// STEP 1 : Create a image mask of your text.
CGImageRef mask = [self createMaskWithSize:rect.size shape:^{
[[UIColor blackColor] setFill];
CGContextFillRect(UIGraphicsGetCurrentContext(), rect);
[[UIColor whiteColor] setFill];
// custom shape goes here
[self.text drawAtPoint:CGPointMake((self.bounds.size.width/2)-(fontSize.width/2), 0) withFont:font];
}];
// STEP 2 : Invert that mask.
CGImageRef cutoutRef = CGImageCreateWithMask([self blackSquareOfSize:rect.size].CGImage, mask);
CGImageRelease(mask);
UIImage *cutout = [UIImage imageWithCGImage:cutoutRef scale:[[UIScreen mainScreen] scale] orientation:UIImageOrientationUp];
CGImageRelease(cutoutRef);
// STEP 3 : Use this inverted mask to draw a shadow around the inside edges of the text.
CGImageRef shadedMask = [self createMaskWithSize:rect.size shape:^{
[[UIColor whiteColor] setFill];
CGContextFillRect(UIGraphicsGetCurrentContext(), rect);
//****************For inner shadow/glow
NSLog(#"in custom label----> %f",self.glowAmount);
CGContextSetShadowWithColor(UIGraphicsGetCurrentContext(), CGSizeMake(0, 0), self.glowAmount, shadowColor.CGColor);
[cutout drawAtPoint:CGPointZero];
}];
// STEP 4 : Create negative image
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0);
[shadowColor setFill];
// custom shape goes here
[self.text drawAtPoint:CGPointMake((self.bounds.size.width/2)-(fontSize.width/2), 0) withFont:font];
UIImage *negative = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// STEP 5 : Create the shadow image
CGImageRef innerShadowRef = CGImageCreateWithMask(negative.CGImage, shadedMask);
CGImageRelease(shadedMask);
UIImage *innerShadow = [UIImage imageWithCGImage:innerShadowRef scale:[[UIScreen mainScreen] scale] orientation:UIImageOrientationUp];
CGImageRelease(innerShadowRef);
// STEP 6 : Draw actual text
[insideColor setFill];
[self.text drawAtPoint:CGPointMake((self.bounds.size.width/2)-(fontSize.width/2), 0) withFont:font];
// STEP 7 : Finally apply the shadow image
[innerShadow drawAtPoint:CGPointZero];
}
- (UIImage*)blackSquareOfSize:(CGSize)size {
UIGraphicsBeginImageContextWithOptions(size, NO, 0);
[[UIColor blackColor] setFill];
CGContextFillRect(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, size.width, size.height));
UIImage *blackSquare = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return blackSquare;
}
- (CGImageRef)createMaskWithSize:(CGSize)size shape:(void (^)(void))block {
UIGraphicsBeginImageContextWithOptions(size, NO, 0);
block();
CGImageRef shape = [UIGraphicsGetImageFromCurrentImageContext() CGImage];
UIGraphicsEndImageContext();
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(shape),
CGImageGetHeight(shape),
CGImageGetBitsPerComponent(shape),
CGImageGetBitsPerPixel(shape),
CGImageGetBytesPerRow(shape),
CGImageGetDataProvider(shape), NULL, false);
return mask;
}
I'm facing the following problem : I have to merge two images A and B to create a new image C as a result of the merging.
I already know how to merge two images but in this case my goal is a little bit different.
I would like that image A will be the background for Image B.
For instance if image A size is 500x500 and image B size is 460x460 I would like that image C (the image result of the merging) will be 500x500, with image B (460x460) centered in it.
Thanks in advance for any help or suggestion
This is what I've done in my app, but without using UIImageView:
UIImage *bottomImage = [UIImage imageNamed:#"bottom.png"]; //background image
UIImage *image = [UIImage imageNamed:#"top.png"]; //foreground image
CGSize newSize = CGSizeMake(width, height);
UIGraphicsBeginImageContext( newSize );
// Use existing opacity as is
[bottomImage drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
// Apply supplied opacity if applicable
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.8];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
If the image already has opacity, you do not need to set it (as in bottomImage) otherwise you can set it (as with image).
After this UIImage is created then you can embed it in your UIImageView
UPDATE: Thanks to Ahmet AkkoK - for Swift (2.2) users blend mode macro has changed. CGBlendMode .kCGBlendModeNormal is replaced with CGBlendMode.Normal
Hey i got multiple images add same background with different foreground
This is my code
UIImage *bottomImage = [UIImage imageNamed:#"photo 2.JPG"]; //background image
UIImage *image = [UIImage imageNamed:#"photo 3.JPG"]; //foreground image
UIImage *image1 = [UIImage imageNamed:#"photo 4.JPG"]; //foreground image
UIImage *image2 = [UIImage imageNamed:#"photo 5.JPG"]; //foreground image
CGSize newSize = CGSizeMake(320, 480);
UIGraphicsBeginImageContext( newSize );
// Use existing opacity as is
[bottomImage drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
// Apply supplied opacity if applicable
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.4];
[image1 drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.3];
[image2 drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.2];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
resultView = [[UIImageView alloc] initWithImage:newImage];
resultView.frame = CGRectMake(0, 0,320,460);
[self.view addSubview:resultView];
Swift version
Copy/Paste to Playground
var bottomImage:UIImage = UIImage(named:"avatar_4.png") //background image
var imageTop:UIImage = UIImage(named:"group_4.png") //top image
var newSize = CGSizeMake(bottomImage.size.width, bottomImage.size.height)
UIGraphicsBeginImageContext( newSize )
bottomImage.drawInRect(CGRectMake(0,0,newSize.width,newSize.height))
// decrease top image to 36x36
imageTop.drawInRect(CGRectMake(18,18,36,36), blendMode:kCGBlendModeNormal, alpha:1.0)
var newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()
var imageData = UIImagePNGRepresentation(newImage)
To load images from playground:
Open playground file and create there folder Resources
copy images to this folder
Just made quick paste function for those of you who wanted to use Srikar Appal answer. (if in case background & foreground images are of different sizes)
- (UIImage *) mergeImages:(NSString *)bgImageFileName foreGround:(NSString *)fgImageFileName {
UIImage *bottomImage = [UIImage imageNamed:bgImageFileName]; //background image
UIImage *image = [UIImage imageNamed:fgImageFileName]; //foreground image
CGSize newSize = CGSizeMake(bottomImage.size.width, bottomImage.size.height);
UIGraphicsBeginImageContext(newSize);
// Use existing opacity as is
[bottomImage drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
// Apply supplied opacity if applicable
// Change xPos, yPos if applicable
[image drawInRect:CGRectMake(11,11,image.size.width,image.size.height) blendMode:kCGBlendModeNormal alpha:1.0];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
in Swift:
let bottomImage = UIImage(named: "Bottom_Image.png")
let frontImage = UIImage (named: "Front_Image.png")
let size = CGSize(width: 67, height: 55)
UIGraphicsBeginImageContext(size)
let areaSize = CGRect(x: 0, y: 0, width: size.width, height: size.height)
let frontImageSize = CGRect(x: 14, y: 3, width: 40, height: 40)
bottomImage!.drawInRect(areaSize, blendMode: CGBlendMode.Normal, alpha: 1.0)
frontImage!.drawInRect(frontImageSize, blendMode: CGBlendMode.Normal, alpha: 1.0)
let newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
Thanks #Srikar Appal for iOS soultion.
For anyone who is looking for merge in OS X:
- (NSImage *) mergeImages:(NSString *)bgImageFileName foreGround:(NSString *)fgImageFileName {
NSImage *bottomImage = [NSImage imageNamed:bgImageFileName];
NSImage *overlayedImage = [NSImage imageNamed:fgImageFileName];
NSSize newSize = NSMakeSize(bottomImage.size.width, bottomImage.size.height);
NSSize overlaySize = NSMakeSize(newSize.width/2, newSize.height/2); //change the size according to your requirements
NSImage *newImage = [[NSImage alloc] initWithSize:newSize];
[newImage lockFocus];
[bottomImage drawInRect:NSMakeRect(0, 0, newSize.width, newSize.height)];
[overlayedImage drawInRect:NSMakeRect(newSize.width-overlaySize.width, 0, overlaySize.width, overlaySize.height)]; //set the position as required
[newImage unlockFocus];
return newImage;
}
You can go with another trick as described below:
Add first image to a imageView.
Add second image to another imageView.
Add both the above imageViews in a single main imageView and access the combined image by property of imageView : mainImageView.image
Have a look at the code below :
CGRect rect= investmentDetailTblView.frame;
int rows = investmentDetailArray.count;
CGFloat heightFinal = 5;
CGRect frame1;
for (int i=0; i<rows; i++)
{
frame1 = [investmentDetailTblView rectForRowAtIndexPath:[NSIndexPath indexPathForRow:i inSection:0]];
CGFloat height = frame1.size.height;
heightFinal = heightFinal + height;
}
rect.size.height = heightFinal;
investmentDetailTblView.frame=rect;
UIImageView *imageViewTable = [[UIImageView alloc] init];
[imageViewTable setFrame:CGRectMake(0, 0, frame1.size.width, heightFinal)];
[investmentDetailTblView reloadData];
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(investmentDetailTblView.bounds.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(investmentDetailTblView.bounds.size);
[investmentDetailTblView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
imageViewTable.image = image; //Adding the table image to the image view.
CGRect frame=CGRectMake(0, heightFinal+5, investmentDetailTblView.frame.size.width, 20) ;
UIView *footerView=[DataStore kkrLogoView];
footerView.frame=frame;
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(footerView.frame.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(footerView.frame.size);
[footerView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *kkrLogoImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageView *imageViewFooter = [[UIImageView alloc] init];
[imageViewFooter setFrame:CGRectMake(0, heightFinal, footerView.frame.size.width, footerView.frame.size.height)];
imageViewFooter.image = kkrLogoImage; //Adding the footer image to the image view.
UIImageView *mainImageView = [[UIImageView alloc] init];
[mainImageView setFrame:CGRectMake(0, 0, frame1.size.width, (heightFinal+footerView.frame.size.height))];
[mainImageView addSubview:imageViewTable];
[mainImageView addSubview:imageViewFooter];
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(mainImageView.frame.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(mainImageView.frame.size);
[mainImageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();