I want to make screen capture and I use UIGraphicsBeginImageContextWithOptions. But on ios 7 there are some strange lines where the view's finished. The image is not sharpe. On ios 6 is fine with this code.
This is the code i use for that:
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 *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Related
I want to draw lines in a UIView with based the UIView's height. (i.e) line height should be equal to the UIView's height. For that i'm using the following code.
- (void)testDraw :(void(^)(UIImage *image, UIImage *selectedImage))done
{
CGSize imageSize = CGSizeMake(1000, self.bounds.size.height);
//Begin the animation by checking the screen is retina / ordinary
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0.0f);
else
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
for (NSInteger intSample=0; intSample < 1000; intSample++) {
if(intSample % self.samplesPerSecond == 0){
//draw separator line
[self drawLine:context fromPoint:CGPointMake(intSample, 0) toPoint:CGPointMake(intSample, self.frame.size.height) color:self.lineColor lineWidth:2.0];
}
}
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
CGRect drawRect = CGRectMake(0, 0, image.size.width, self.frame.size.height);
[self.progressColor set];
UIRectFillUsingBlendMode(drawRect, kCGBlendModeSourceAtop);
UIImage *tintedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
done(image, tintedImage);
}
//Draw the line based on the value received
- (void) drawLine:(CGContextRef) context fromPoint:(CGPoint) fromPoint toPoint:(CGPoint) toPoint color:(UIColor*) color lineWidth:(float) lineWidth{
CGContextBeginPath(context);
//add the lines with sizes that u want
CGContextSetAlpha(context,1.0);
CGContextSetLineWidth(context, lineWidth);
CGContextSetStrokeColorWithColor(context, [color CGColor]);
CGContextMoveToPoint(context, fromPoint.x, fromPoint.y);
CGContextAddLineToPoint(context, toPoint.x, toPoint.y);
CGContextStrokePath(context);
}
When i execute the above code with it working fine in 3.5 inch display, It's working fine. But when i run the same code in 4-inch the line height is not increasing based on the UIView. The lines are not working as like auto layouts.
Thanks in advance, Can anyone give your suggestion to fix this issue.
I need to build a crop image and let the user pinch in\out and rotate the image.
I have the parent UIView that hold the UIImageView.
parent UIView is clipsToBounds = YES
the inner UIImageView is with contentMode = UIViewContentModeScaleAspectFill;
I don't understand how to calculate the crop rect.
this the parent view before pick image :
this is after the UIImageView add to parentView with frame (0,0,parent.width ,parent.height) and with UIViewContentModeScaleAspectFill.
this is after pinch in :
this is my crop code.
-(UIImage*)createImageToPost:(UIImageView*)imageView withParentView:(UIView*)paretView
{
CGRect rectToCrop = CGRectMake(paretView.frame.origin.x - imageView.frame.origin.x , paretView.frame.origin.y - imageView.frame.origin.y, fabs(paretView.frame.size.width - imageView.image.size.width), fabs(paretView.frame.size.height - imageView.image.size.height));
UIImage * newCropImage = [self cropWithImageView:imageView withCropRect:rectToCrop];
return newCropImage;
}
-(UIImage*)cropWithImageView:(UIImageView*)imageView withCropRect:(CGRect)cropRect
{
CGRect rect = CGRectMake(0, 0, imageView.image.size.width, imageView.image.size.height);
// Begin the drawing
UIGraphicsBeginImageContext(imageView.image.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
// Clear whole thing
CGContextClearRect(ctx, rect);
// Transform the image (as the image view has been transformed)
CGContextTranslateCTM(ctx, rect.size.width*0.5, rect.size.height*0.5);
CGContextConcatCTM(ctx, imageView.transform);
CGContextTranslateCTM(ctx, -rect.size.width*0.5, -rect.size.height*0.5);
// Tanslate and scale upside-down to compensate for Quartz's inverted coordinate system
CGContextTranslateCTM(ctx, 0.0, rect.size.height);
CGContextScaleCTM(ctx, 1.0, -1.0);
// Draw view into context
CGContextDrawImage(ctx, rect, imageView.image.CGImage);
// Create the new UIImage from the context
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
// End the drawing
UIGraphicsEndImageContext();
// Begin the drawing (again)
UIGraphicsBeginImageContext(cropRect.size);
ctx = UIGraphicsGetCurrentContext();
// Clear whole thing
CGContextClearRect(ctx, CGRectMake(0, 0, cropRect.size.width, cropRect.size.height));
// Translate to compensate for the different positions of the image
CGContextTranslateCTM(ctx, -((newImage.size.width*0.5)-(cropRect.size.width*0.5)),
(newImage.size.height*0.5)-(cropRect.size.height*0.5));
// Tanslate and scale upside-down to compensate for Quartz's inverted coordinate system
CGContextTranslateCTM(ctx, 0.0, cropRect.size.height);
CGContextScaleCTM(ctx, 1.0, -1.0);
// Draw view into context
CGContextDrawImage(ctx, CGRectMake(0,0,newImage.size.width,newImage.size.height), newImage.CGImage);
// Create the new UIImage from the context
newImage = UIGraphicsGetImageFromCurrentImageContext();
// End the drawing
UIGraphicsEndImageContext();
return newImage;
}
UIPinchGestureRecognizer *pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(pinchGestureDetected:)];
[pinchGestureRecognizer setDelegate:self];
[imageView addGestureRecognizer:pinchGestureRecognizer];
// create and configure the rotation gesture
UIRotationGestureRecognizer *rotationGestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotationGestureDetected:)];
[rotationGestureRecognizer setDelegate:self];
[imageView addGestureRecognizer:rotationGestureRecognizer];
// creat and configure the pan gesture
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panGestureDetected:)];
[panGestureRecognizer setDelegate:self];
[imageView addGestureRecognizer:panGestureRecognizer];
- (void)pinchGestureDetected:(UIPinchGestureRecognizer *)recognizer
{
UIGestureRecognizerState state = [recognizer state];
if (state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged)
{
CGFloat scale = [recognizer scale];
[recognizer.view setTransform:CGAffineTransformScale(recognizer.view.transform, scale, scale)];
[recognizer setScale:1.0];
}
}
- (void)rotationGestureDetected:(UIRotationGestureRecognizer *)recognizer
{
UIGestureRecognizerState state = [recognizer state];
if (state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged)
{
CGFloat rotation = [recognizer rotation];
[recognizer.view setTransform:CGAffineTransformRotate(recognizer.view.transform, rotation)];
[recognizer setRotation:0];
}
}
- (void)panGestureDetected:(UIPanGestureRecognizer *)recognizer
{
UIGestureRecognizerState state = [recognizer state];
if (state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged)
{
CGPoint translation = [recognizer translationInView:recognizer.view];
[recognizer.view setTransform:CGAffineTransformTranslate(recognizer.view.transform, translation.x, translation.y)];
[recognizer setTranslation:CGPointZero inView:recognizer.view];
}
}
this is the image i get after crop:
My top and bottom toolbars are showing as black when in the app they show as light gray. I'm assuming it may have something to do with the default 'translucency checkbox' I found in the .storyboard, attributes inspector of the toolbar?
I'm using a UIActivityViewController to shoot this image out in an email. Here's the code for grabbing the screenshot:
// Grab a screenshot
UIGraphicsBeginImageContext(self.view.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *imageToShare = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Solution found here: iOS: what's the fastest, most performant way to make a screenshot programmatically?
Seems like this should be a factory method provided by an Apple framework though. I'm putting this a Utils.h/.m class:
+ (UIImage *)screenshot
{
CGSize imageSize = CGSizeZero;
UIInterfaceOrientation orientation = [UIApplication sharedApplication].statusBarOrientation;
if (UIInterfaceOrientationIsPortrait(orientation)) {
imageSize = [UIScreen mainScreen].bounds.size;
} else {
imageSize = CGSizeMake([UIScreen mainScreen].bounds.size.height, [UIScreen mainScreen].bounds.size.width);
}
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
for (UIWindow *window in [[UIApplication sharedApplication] windows]) {
CGContextSaveGState(context);
CGContextTranslateCTM(context, window.center.x, window.center.y);
CGContextConcatCTM(context, window.transform);
CGContextTranslateCTM(context, -window.bounds.size.width * window.layer.anchorPoint.x, -window.bounds.size.height * window.layer.anchorPoint.y);
if (orientation == UIInterfaceOrientationLandscapeLeft) {
CGContextRotateCTM(context, M_PI_2);
CGContextTranslateCTM(context, 0, -imageSize.width);
} else if (orientation == UIInterfaceOrientationLandscapeRight) {
CGContextRotateCTM(context, -M_PI_2);
CGContextTranslateCTM(context, -imageSize.height, 0);
} else if (orientation == UIInterfaceOrientationPortraitUpsideDown) {
CGContextRotateCTM(context, M_PI);
CGContextTranslateCTM(context, -imageSize.width, -imageSize.height);
}
if ([window respondsToSelector:#selector(drawViewHierarchyInRect:afterScreenUpdates:)]) {
[window drawViewHierarchyInRect:window.bounds afterScreenUpdates:YES];
} else {
[window.layer renderInContext:context];
}
CGContextRestoreGState(context);
}
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
You should probably set the color you on your layer before rendering it:
self.view.backgroundColor = [UIColor whateverColorYouWant];
UIGraphicsBeginImageContext(self.view.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *imageToShare = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Take a look at that anwser
This is what I am trying to do
Create a UIImage View.
Do some drawing on it
Press a share button to share the image with the drawings on it.
My code works perfect on iPad and iPhone. Problem comes with retina display. So my guess is some scale is not handled correctly, but not sure what I am doing wrong. This is my code
// Create the UIImageView named centerCanvas
// Do the drawing
CGPoint origin = centerCanvas.frame.origin;
CGSize size = centerCanvas.frame.size;
CGSize screenSize = [self returnScreenSize];
CGRect rect = CGRectMake(origin.x, origin.y, size.width, size.height);
UIGraphicsBeginImageContext(screenSize);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.view.layer renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGImageRef imageRef = CGImageCreateWithImageInRect([img CGImage], rect);
[shareView setImage:[UIImage imageWithCGImage:imageRef]];
-(CGSize) returnScreenSize
{
CGRect screenBounds = [[UIScreen mainScreen] bounds];
CGFloat screenScale = [[UIScreen mainScreen] scale];
CGSize screenSize = CGSizeMake(screenBounds.size.width * screenScale,screenBounds.size.height * screenScale);
return screenSize;
}
Try using
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0);
instead of the old UIGraphicsBeginImageContext, which uses a scale factor (third argument above) equal to 1. By giving 0.0 as a scale factor you get a scale factor for your current screen. Have a look at the reference.
I am trying to make an app with a button that will take a screenshot of the object drawn on the device's screen and save it on the device's photo gallery...
How will i able to do that? any idea?
UIGraphicsBeginImageContext(self.view.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenShotimage = UIGraphicsGetImageFromCurrentImageContext();
UIImageWriteToSavedPhotosAlbum(screenShotimage, nil, nil, nil);
UIGraphicsEndImageContext();
This code will take screen shot of your screen and will save the image in photo gallery
Apple describes a way to do it here : http://developer.apple.com/library/ios/#qa/qa1703/_index.html
- (UIImage*)screenshot
{
// Create a graphics context with the target size
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
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 *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
And remember #import <QuartzCore/QuartzCore.h>