SDWebImage resizing/scaling/cropping images coming from url before caching them - objective-c

How can I resize, scale and crop images coming from url before caching them. I tried to achieve this with the following code.
[cell.profilePicture setImageWithURL:[NSURL URLWithString:[rowData objectForKey:#"pictureUrl"]] placeholderImage:nil];
cell.profilePicture.image = [self imageByScalingAndCroppingForSize:CGSizeMake(cell.profilePicture.frame.size.width, cell.profilePicture.frame.size.height) image:cell.profilePicture.image];
This produced a strange result. First, it shows a not resized/scaled/cropped version. But, when I scroll down and then go back, it shows a resized/scaled/cropped version. I know that this code first caches images and resizes/scales/crops them. But, I could not come up with a better solution. I think there should be something that enables to do downloading images so as to resize/scale/crop and caching independently. Any ideas?
Thank you.

I figured out the solution on my own.
Instead of
[cell.profilePicture setImageWithURL:[NSURL URLWithString:[rowData objectForKey:#"pictureUrl"]] placeholderImage:nil];
which downloads and caches images automatically, use this
SDWebImageManager *manager = [SDWebImageManager sharedManager];
[manager downloadWithURL:url delegate:self options:0 success:^(UIImage *image)
{
cell.profilePicture.image = [self imageByScalingAndCroppingForSize:CGSizeMake(cell.profilePicture.frame.size.width, cell.profilePicture.frame.size.height) image:image];
} failure:nil];
Don't forget to include
#import <SDWebImage/UIImageView+WebCache.h>
#interface YourViewController : UIViewController <SDWebImageManagerDelegate>

If you want to scale UIImage, try this way:
- (void)viewDidLoad {
[super viewDidLoad];
SDWebImageManager *manager = [SDWebImageManager sharedManager];
[manager downloadImageWithURL:[NSURL URLWithString:yourPhotoURL]
options:SDWebImageRefreshCached
progress:nil
completed:^(UIImage *image, NSError *error, SDImageCacheType cacheType, BOOL finished, NSURL *imageURL) {
CGSize size = CGSizeMake(50,50);//width,height
imageView.image = [self imageWithImage:image scaledToSize:size];
}];
}
- (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize{
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
imageWithImage method source:The simplest way to resize an UIImage?

This was a great example on how to implement in using SDWebImageManagerDelegate.
#import <Foundation/Foundation.h>
#import <SDWebImage/SDWebImageManager.h>
#interface ImageLoader : NSObject <SDWebImageManagerDelegate>
+ (instancetype)sharedImageLoader;
#end
#implementation ImageLoader
+ (instancetype)sharedImageLoader
{
static ImageLoader* loader = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
loader = [[ImageLoader alloc] init];
});
return loader;
}
- (UIImage *)imageManager:(SDWebImageManager *)imageManager
transformDownloadedImage:(UIImage *)image
withURL:(NSURL *)imageURL
{
// Place your image size here
CGFloat width = 50.0f;
CGFloat height = 50.0f;
CGSize imageSize = CGSizeMake(width, height);
UIGraphicsBeginImageContext(imageSize);
[image drawInRect:CGRectMake(0, 0, width, height)];
image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
#end
Then just add the delegate where needed.
[SDWebImageManager sharedManager].delegate = [ImageLoader sharedImageLoader];

If anyone is looking for swift-3 version
self.postImage.sd_setImage(with: URL(string: image)!, placeholderImage: UIImage(named: "image_placeholder"),options: SDWebImageOptions(rawValue: 0),
completed: { (image, error, cacheType, imageURL) in
//Scale or do what ever you want to do to the image
let newImage = self.scaleImage(image: image!, view: self.postImage)
self.postImage.image = newImage
})
func scaleImage(image:UIImage, view:UIImageView) -> UIImage {
let oldWidth = image.size.width
let oldHeight = image.size.height
var scaleFactor:CGFloat
var newHeight:CGFloat
var newWidth:CGFloat
let viewWidth:CGFloat = view.width
if oldWidth > oldHeight {
scaleFactor = oldHeight/oldWidth
newHeight = viewWidth * scaleFactor
newWidth = viewWidth
} else {
scaleFactor = oldHeight/oldWidth
newHeight = viewWidth * scaleFactor
newWidth = viewWidth
}
UIGraphicsBeginImageContext(CGSize(width:newWidth, height:newHeight))
image.draw(in: CGRect(x:0, y:0, width:newWidth, height:newHeight))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
`

Related

Objective-C: Uploading too many images memory pressure causing app to quit

I am using QBImagePicker to allow multiple image upload. It works fine for up to 25 images being downloaded, but more than that, and the app will quit do to memory pressure while uploading. I would like to allow infinite image upload, and am uncertain how to do so where memory would not be an issue (i.e. perhaps clearing memory after each save). Here is my method to save images (which is called from a loop within the main QBImagePickerController method to save all the selected images):
- (void) saveTheImage:(UIImage *)image fileName:(NSString *)name width:(CGFloat) width height:(CGFloat) height quality:(CGFloat) quality extension:(int)fileNumberExtension
{
UIImage *resizedImage = [self resizeImage:image width:width height:height]; //this is a simple method I have to resize the image sent from the picker
NSData *data = UIImageJPEGRepresentation(resizedImage, quality); //save as a jpeg
NSString *fileName = [NSString stringWithFormat:#"%#%d", name, fileNumberExtension]; //set the filename
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0]; //will be saved in documents
NSString *tempPath = [documentsDirectory stringByAppendingPathComponent:fileName]; //with the filename given
//create a block operation to save
NSBlockOperation* saveOp = [NSBlockOperation blockOperationWithBlock: ^{
[data writeToFile:tempPath atomically:YES];
}];
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
[queue addOperation:saveOp];
}
Thanks in advance!
EDIT
My method to resize the image:
- (UIImage *) resizeImage:(UIImage *)image width:(CGFloat) width height:(CGFloat) height
{
UIImage *resizedImage;
CGSize size = CGSizeMake(width, height);
UIGraphicsBeginImageContextWithOptions(size, NO, 0.0f);
[image drawInRect:CGRectMake(0, 0, width, height)];
resizedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resizedImage;
}
EDIT 2
Additional methods:
- (void) imagePickerController:(QBImagePickerController *)imagePickerController didSelectAssets:(NSArray *)assets
{
for (int i=0;i<assets.count;i++)
{
ALAssetRepresentation *rep = [[assets objectAtIndex:i] defaultRepresentation];
CGImageRef iref = [rep fullResolutionImage];
UIImage *pickedImage = [UIImage imageWithCGImage:iref scale:[rep scale] orientation:(UIImageOrientation)[rep orientation]];
int fileNumberExtension = [self getHighestImageNumber] + 1; //new images all have a higher file name
//set the ratio (width of image is 294)
CGFloat ratio = pickedImage.size.width / 294;
CGFloat newHeight = pickedImage.size.height / ratio;
if (newHeight < 430) //image is too wide
{
[self saveTheImage:pickedImage fileName:#"img" width:294 height:newHeight quality:0.8f extension:fileNumberExtension];
}
else //if the image is too narrow
{
//set the ratio (height of image is 430)
CGFloat ratio = pickedImage.size.height / 430;
CGFloat newWidth = pickedImage.size.width / ratio;
[self saveTheImage:pickedImage fileName:#"img" width:newWidth height:430 quality:0.8f extension:fileNumberExtension];
}
[self saveTheImage:pickedImage fileName:#"thm" width:78 height:78 quality:0.0f extension:fileNumberExtension]; //save the thumbnail
}
[self dismissImagePickerController];
}
- (void)dismissImagePickerController
{
[self dismissViewControllerAnimated:YES completion:nil];
}
- (void) addImageClicked
{
QBImagePickerController *imagePickerController = [[QBImagePickerController alloc] init];
imagePickerController.delegate = self;
imagePickerController.allowsMultipleSelection = YES;
imagePickerController.maximumNumberOfSelection = 20; //allow up to 20 photos at once
imagePickerController.filterType = QBImagePickerControllerFilterTypePhotos;
UINavigationController *navigationController = [[UINavigationController alloc] initWithRootViewController:imagePickerController];
[self presentViewController:navigationController animated:YES completion:nil];
}
Solved this issue by adding by using #autoreleasepool around my for loop in this method:
- (void) imagePickerController:(QBImagePickerController *)imagePickerController didSelectAssets:(NSArray *)assets
This thread was very useful.
You have a memory leak. Leaks usually don't happen because ARC takes care of it for you. (every time you finish using an image, it gets cleared from memory). However, NOT ALL objects are governed by ARC. There are some object types (like CGColorSpaceRef, etc.) that need to be freed manually.
You can check this by running Static Analysis in Xcode. In the top menu bar, select Product -> Analyze. If there are places where you need to free your objects, it will tell you.
To free an object, do:
CGColorSpaceRelease(ref); //where ref is a CGColorSpaceRef.
CGImageRelease(iref); //where iref is a CGImageRef.
or the corresponding method that pertains to your object.

How control memory usage when applying CIFilters?

When I apply CIFilters to images the memory usage keeps growing and I don't know what to do.
I've tried everything I could:
using #autoreleasepool:
- (UIImage *)applySepiaToneTo:(UIImage *)img //Sepia
{
#autoreleasepool
{
CIImage *ciimageToFilter = [CIImage imageWithCGImage:img.CGImage];
CIFilter *sepia = [CIFilter filterWithName:#"CISepiaTone"
keysAndValues: kCIInputImageKey, ciimageToFilter,
#"inputIntensity", #1.0, nil];
return [self retrieveFilteredImageWithFilter:sepia];
}
}
- (UIImage *)retrieveFilteredImageWithFilter:(CIFilter *)filtro
{
#autoreleasepool
{
CIImage *ciimageFiltered = [filtro outputImage];
CGImageRef cgimg = [_context createCGImage:ciimageFiltered
fromRect:[ciimageFiltered extent]];
UIImage *filteredImage = [UIImage imageWithCGImage:cgimg];
CGImageRelease(cgimg);
return filteredImage;
}
}
I'm also downsizing the image to be filtered and doing the filtering in a background thread:
- (void)filterWasSelected:(NSNotification *)notification
{
self.darkeningView.alpha = 0.5;
self.darkeningView.userInteractionEnabled = YES;
[self.view bringSubviewToFront:self.darkeningView];
[self.activityIndic startAnimating];
[self.view bringSubviewToFront:self.activityIndic];
int indice = [notification.object intValue];
__block NSArray *returnObj;
__block UIImage *auxUiimage;
if(choosenImage.size.width == 1280 || choosenImage.size.height == 1280)
{
UIImageView *iv;
if(choosenImage.size.width >= choosenImage.size.height)
{
float altura = (320 * choosenImage.size.height)/choosenImage.size.width;
iv = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,320,altura)];
iv.image = choosenImage;
}
else
{
float largura = (choosenImage.size.width * 320)/choosenImage.size.height;
iv = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,largura,320)];
iv.image = choosenImage;
}
UIGraphicsBeginImageContextWithOptions(iv.bounds.size, YES, 0.0);
[iv.layer renderInContext:UIGraphicsGetCurrentContext()];
auxUiimage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
else
auxUiimage = choosenImage;
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0), ^{
if(artisticCollection)
returnObj = [self.filterCoordinator setupFilterArtisticType:indice toImage:auxUiimage];
else
returnObj = [self.filterCoordinator setupFilterOldOrVintageType:indice toImage:auxUiimage];
dispatch_async(dispatch_get_main_queue(), ^{
self.darkeningView.alpha = 0.3;
self.darkeningView.userInteractionEnabled = NO;
[self.activityIndic stopAnimating];
[self.view bringSubviewToFront:stageBackground];
[self.view bringSubviewToFront:stage];
[self.view bringSubviewToFront:self.filtersContainerView];
[self.view bringSubviewToFront:self.framesContainerView];
[self.view bringSubviewToFront:self.colorsContainerView];
if(returnObj)
{
auxUiimage = [returnObj firstObject];
NSLog(#"filtered image width = %f and height = %f", auxUiimage.size.width, auxUiimage.size.height);
returnObj = nil;
choosenImageContainer.image = auxUiimage;
}
});
});
}
I've also tried creating the context using the contextWithEAGLContext method, nothing changed.
I've researched a lot including stack overflow and found nothing.
Until I place the image in the image view (the image comes from the photo album) I'm only using 23 mega of memory, when I apply a filter, the use jumps to 51 mega and does not comes down. If I continue to apply other filters the memory usage only grows.
There's no linking in my app, I've checked in Instruments.
Also the bringSubviewToFront methods are not responsible, I've checked.
It's in the creation of the CIImage followed by the creation of the CIFilter object.
I know that in the process of applying the filter data is loaded into memory, but how to clean the memory after applying the filter?
Is there any secret that I'm not aware of?? Please help

NSImage doesn't scale

I'm developing a quick app in which I have a method that should rescale a #2x image to a regular one. The problem is that it doesn't :(
Why?
-(BOOL)createNormalImage:(NSString*)inputRetinaImagePath {
NSImage *inputRetinaImage = [[NSImage alloc] initWithContentsOfFile:inputRetinaImagePath];
NSSize size = NSZeroSize;
size.width = inputRetinaImage.size.width*0.5;
size.height = inputRetinaImage.size.height*0.5;
[inputRetinaImage setSize:size];
NSLog(#"%f",inputRetinaImage.size.height);
NSBitmapImageRep *imgRep = [[inputRetinaImage representations] objectAtIndex: 0];
NSData *data = [imgRep representationUsingType: NSPNGFileType properties: nil];
NSString *outputFilePath = [[inputRetinaImagePath substringToIndex:inputRetinaImagePath.length - 7] stringByAppendingString:#".png"];
NSLog([#"Normal version file path: " stringByAppendingString:outputFilePath]);
[data writeToFile:outputFilePath atomically: NO];
return true;
}
You have to be very wary of the size attribute of an NSImage. It doesn't necessarily refer to the bitmapRepresentation's pixel dimensions, it could refer to the displayed size for example. An NSImage may have a number of bitmapRepresentations for use at different output sizes.
Likewise, changing the size attribute of an NSImage does nothing to alter the bitmapRepresentations
So what you need to do is work out the size you want your output image to be, and then draw a new image at that size using a bitmapRepresentation from the source NSImage.
Getting that size depends on how you have obtained your input image and what you know about it. For example, if you are confident that your input image has only one bitmapImageRep you can use this type of thing (as a category on NSImage)
- (NSSize) pixelSize
{
NSBitmapImageRep* bitmap = [[self representations] objectAtIndex:0];
return NSMakeSize(bitmap.pixelsWide,bitmap.pixelsHigh);
}
Even if you have a number of bitmapImageReps, the first one should be the largest one, and if that is the size that your Retina image was created at, it should be the Retina size you are after.
When you have worked out your final size, you can make the image:
- (NSImage*) resizeImage:(NSImage*)sourceImage size:(NSSize)size
{
NSRect targetFrame = NSMakeRect(0, 0, size.width, size.height);
NSImage* targetImage = nil;
NSImageRep *sourceImageRep =
[sourceImage bestRepresentationForRect:targetFrame
context:nil
hints:nil];
targetImage = [[NSImage alloc] initWithSize:size];
[targetImage lockFocus];
[sourceImageRep drawInRect: targetFrame];
[targetImage unlockFocus];
return targetImage;
}
update
Here is a more elaborate version of a pixel-size-getting category on NSImage... let's assume nothing about the image, how many imageReps it has, whether it has any bitmapImageReps... this will return the largest pixel dimensions it can find. If it can't find bitMapImageRep pixel dimensions it will use whatever else it can get, which will most likely be bounding box dimensions (used by eps and pdfs).
NSImage+PixelSize.h
#import <Cocoa/Cocoa.h>
#import <QuartzCore/QuartzCore.h>
#interface NSImage (PixelSize)
- (NSInteger) pixelsWide;
- (NSInteger) pixelsHigh;
- (NSSize) pixelSize;
#end
NSImage+PixelSize.m
#import "NSImage+PixelSize.h"
#implementation NSImage (Extensions)
- (NSInteger) pixelsWide
{
/*
returns the pixel width of NSImage.
Selects the largest bitmapRep by preference
If there is no bitmapRep returns largest size reported by any imageRep.
*/
NSInteger result = 0;
NSInteger bitmapResult = 0;
for (NSImageRep* imageRep in [self representations]) {
if ([imageRep isKindOfClass:[NSBitmapImageRep class]]) {
if (imageRep.pixelsWide > bitmapResult)
bitmapResult = imageRep.pixelsWide;
} else {
if (imageRep.pixelsWide > result)
result = imageRep.pixelsWide;
}
}
if (bitmapResult) result = bitmapResult;
return result;
}
- (NSInteger) pixelsHigh
{
/*
returns the pixel height of NSImage.
Selects the largest bitmapRep by preference
If there is no bitmapRep returns largest size reported by any imageRep.
*/
NSInteger result = 0;
NSInteger bitmapResult = 0;
for (NSImageRep* imageRep in [self representations]) {
if ([imageRep isKindOfClass:[NSBitmapImageRep class]]) {
if (imageRep.pixelsHigh > bitmapResult)
bitmapResult = imageRep.pixelsHigh;
} else {
if (imageRep.pixelsHigh > result)
result = imageRep.pixelsHigh;
}
}
if (bitmapResult) result = bitmapResult;
return result;
}
- (NSSize) pixelSize
{
return NSMakeSize(self.pixelsWide,self.pixelsHigh);
}
#end
You would #import "NSImage+PixelSize.h" in your current file to make it accessible.
With this image category and the resize: method, you would modify your method thus:
//size.width = inputRetinaImage.size.width*0.5;
//size.height = inputRetinaImage.size.height*0.5;
size.width = inputRetinaImage.pixelsWide*0.5;
size.height = inputRetinaImage.pixelsHigh*0.5;
//[inputRetinaImage setSize:size];
NSImage* outputImage = [self resizeImage:inputRetinaImage size:size];
//NSBitmapImageRep *imgRep = [[inputRetinaImage representations] objectAtIndex: 0];
NSBitmapImageRep *imgRep = [[outputImage representations] objectAtIndex: 0];
That should fix things for you (proviso: I haven't tested it on your code)
I modified the script i use to downscale my images for you :)
-(BOOL)createNormalImage:(NSString*)inputRetinaImagePath {
NSImage *inputRetinaImage = [[NSImage alloc] initWithContentsOfFile:inputRetinaImagePath];
//determine new size
NSBitmapImageRep* bitmapImageRep = [[inputRetinaImage representations] objectAtIndex:0];
NSSize size = NSMakeSize(bitmapImageRep.pixelsWide * 0.5,bitmapImageRep.pixelsHigh * 0.5);
NSLog(#"size = %#", NSStringFromSize(size));
//get CGImageRef
CGImageSourceRef source = CGImageSourceCreateWithData((__bridge CFDataRef)[inputRetinaImage TIFFRepresentation], NULL);
CGImageRef oldImageRef = CGImageSourceCreateImageAtIndex(source, 0, NULL);
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(oldImageRef);
if (alphaInfo == kCGImageAlphaNone) alphaInfo = kCGImageAlphaNoneSkipLast;
// Build a bitmap context
CGContextRef bitmap = CGBitmapContextCreate(NULL, size.width, size.height, 8, 4 * size.width, CGImageGetColorSpace(oldImageRef), alphaInfo);
// Draw into the context, this scales the image
CGContextDrawImage(bitmap, CGRectMake(0, 0, size.width, size.height), oldImageRef);
// Get an image from the context
CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
//this does not work in my test.
NSString *outputFilePath = [[inputRetinaImagePath substringToIndex:inputRetinaImagePath.length - 7] stringByAppendingString:#".png"];
//but this does!
NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString* docsDirectory = [paths objectAtIndex:0];
NSString *newfileName = [docsDirectory stringByAppendingFormat:#"/%#", [outputFilePath lastPathComponent]];
CFURLRef url = (__bridge CFURLRef)[NSURL fileURLWithPath:newfileName];
CGImageDestinationRef destination = CGImageDestinationCreateWithURL(url, kUTTypePNG, 1, NULL);
CGImageDestinationAddImage(destination, newImageRef, nil);
if (!CGImageDestinationFinalize(destination)) {
NSLog(#"Failed to write image to %#", newfileName);
}
CFRelease(destination);
return true;
}

drawRect drawing 'transparent' text?

I am looking to draw a UILabel (preferable through subclassing) as a transparent label, but with solid background. I draw up an quick example (sorry, it's ugly, but it gets the points across :)).
Basically I have a UILabel and I would like the background to be a set colour, and the text should be transparent. I do not want to colour the text with the views background, but instead have it be 100% transparent, since I have a texture in the background that I want to make sure lines up inside and outside of the label.
I've been spending the night browsing SO and searching on Google, but I have found no helpful sources. I don't have much experience with CG drawing, so I would appreciate any links, help, tutorial or sample code (maybe Apple has some I need to have a look at?).
Thanks a bunch!
I've rewritten it as a UILabel subclass using barely any code and posted it on GitHub
The gist of it is you override drawRect but call [super drawRect:rect] to let the UILabel render as normal. Using a white label color lets you easily use the label itself as a mask.
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
// let the superclass draw the label normally
[super drawRect:rect];
CGContextConcatCTM(context, CGAffineTransformMake(1, 0, 0, -1, 0, CGRectGetHeight(rect)));
// create a mask from the normally rendered text
CGImageRef image = CGBitmapContextCreateImage(context);
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(image), CGImageGetHeight(image), CGImageGetBitsPerComponent(image), CGImageGetBitsPerPixel(image), CGImageGetBytesPerRow(image), CGImageGetDataProvider(image), CGImageGetDecode(image), CGImageGetShouldInterpolate(image));
CFRelease(image); image = NULL;
// wipe the slate clean
CGContextClearRect(context, rect);
CGContextSaveGState(context);
CGContextClipToMask(context, rect, mask);
CFRelease(mask); mask = NULL;
[self RS_drawBackgroundInRect:rect];
CGContextRestoreGState(context);
}
Solved using CALayer masks. Creating a standard mask (wallpapered text, for example) is simple. To create the knocked-out text, I had to invert the alpha channel of my mask, which involved rendering a label to a CGImageRef and then doing some pixel-pushing.
Sample application is available here: https://github.com/robinsenior/RSMaskedLabel
Relevant code is here to avoid future link-rot:
#import "RSMaskedLabel.h"
#import <QuartzCore/QuartzCore.h>
#interface UIImage (RSAdditions)
+ (UIImage *) imageWithView:(UIView *)view;
- (UIImage *) invertAlpha;
#end
#interface RSMaskedLabel ()
{
CGImageRef invertedAlphaImage;
}
#property (nonatomic, retain) UILabel *knockoutLabel;
#property (nonatomic, retain) CALayer *textLayer;
- (void) RS_commonInit;
#end
#implementation RSMaskedLabel
#synthesize knockoutLabel, textLayer;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
[self RS_commonInit];
}
return self;
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self)
{
[self RS_commonInit];
}
return self;
}
+ (Class)layerClass
{
return [CAGradientLayer class];
}
- (void) RS_commonInit
{
[self setBackgroundColor:[UIColor clearColor]];
// create the UILabel for the text
knockoutLabel = [[UILabel alloc] initWithFrame:[self frame]];
[knockoutLabel setText:#"booyah"];
[knockoutLabel setTextAlignment:UITextAlignmentCenter];
[knockoutLabel setFont:[UIFont boldSystemFontOfSize:72.0]];
[knockoutLabel setNumberOfLines:1];
[knockoutLabel setBackgroundColor:[UIColor clearColor]];
[knockoutLabel setTextColor:[UIColor whiteColor]];
// create our filled area (in this case a gradient)
NSArray *colors = [[NSArray arrayWithObjects:
(id)[[UIColor colorWithRed:0.349 green:0.365 blue:0.376 alpha:1.000] CGColor],
(id)[[UIColor colorWithRed:0.455 green:0.490 blue:0.518 alpha:1.000] CGColor],
(id)[[UIColor colorWithRed:0.412 green:0.427 blue:0.439 alpha:1.000] CGColor],
(id)[[UIColor colorWithRed:0.208 green:0.224 blue:0.235 alpha:1.000] CGColor],
nil] retain];
NSArray *gradientLocations = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:0.0],
[NSNumber numberWithFloat:0.54],
[NSNumber numberWithFloat:0.55],
[NSNumber numberWithFloat:1], nil];
// render our label to a UIImage
// if you remove the call to invertAlpha it will mask the text
invertedAlphaImage = [[[UIImage imageWithView:knockoutLabel] invertAlpha] CGImage];
// create a new CALayer to use as the mask
textLayer = [CALayer layer];
// stick the image in the layer
[textLayer setContents:(id)invertedAlphaImage];
// create a nice gradient layer to use as our fill
CAGradientLayer *gradientLayer = (CAGradientLayer *)[self layer];
[gradientLayer setBackgroundColor:[[UIColor clearColor] CGColor]];
[gradientLayer setColors: colors];
[gradientLayer setLocations:gradientLocations];
[gradientLayer setStartPoint:CGPointMake(0.0, 0.0)];
[gradientLayer setEndPoint:CGPointMake(0.0, 1.0)];
[gradientLayer setCornerRadius:10];
// mask the text layer onto our gradient
[gradientLayer setMask:textLayer];
}
- (void)layoutSubviews
{
// resize the text layer
[textLayer setFrame:[self bounds]];
}
- (void)dealloc
{
CGImageRelease(invertedAlphaImage);
[knockoutLabel release];
[textLayer release];
[super dealloc];
}
#end
#implementation UIImage (RSAdditions)
/*
create a UIImage from a UIView
*/
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, NO, 0.0);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
/*
get the image to invert its alpha channel
*/
- (UIImage *)invertAlpha
{
// scale is needed for retina devices
CGFloat scale = [self scale];
CGSize size = self.size;
int width = size.width * scale;
int height = size.height * scale;
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *memoryPool = (unsigned char *)calloc(width*height*4, 1);
CGContextRef context = CGBitmapContextCreate(memoryPool, width, height, 8, width * 4, colourSpace, kCGBitmapByteOrderDefault | kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colourSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), [self CGImage]);
for(int y = 0; y < height; y++)
{
unsigned char *linePointer = &memoryPool[y * width * 4];
for(int x = 0; x < width; x++)
{
linePointer[3] = 255-linePointer[3];
linePointer += 4;
}
}
// get a CG image from the context, wrap that into a
CGImageRef cgImage = CGBitmapContextCreateImage(context);
UIImage *returnImage = [UIImage imageWithCGImage:cgImage scale:scale orientation:UIImageOrientationUp];
// clean up
CGImageRelease(cgImage);
CGContextRelease(context);
free(memoryPool);
// and return
return returnImage;
}
#end
Here's a technique that's similar to Matt Gallagher's, which will generate an inverted text mask with an image.
Allocate a (mutable) data buffer. Create a bitmap context with an 8-bit alpha channel. Configure settings for text drawing. Fill the whole buffer in copy mode (default colour assumed to have alpha value of 1). Write the text in clear mode (alpha value of 0). Create an image from the bitmap context. Use the bitmap as a mask to make a new image from the source image. Create a new UIImage and clean up.
Every time the textString or sourceImage or size values change, re-generate the final image.
CGSize size = /* assume this exists */;
UIImage *sourceImage = /* assume this exists */;
NSString *textString = /* assume this exists */;
char *text = [textString cStringUsingEncoding:NSMacOSRomanStringEncoding];
NSUInteger len = [textString lengthOfBytesUsingEncoding:cStringUsingEncoding:NSMacOSRomanStringEncoding];
NSMutableData *data = [NSMutableData dataWithLength:size.width*size.height*1];
CGContextRef context = CGBitmapContextCreate([data mutableBytes], size.width, size.height, 8, size.width, NULL, kCGImageAlphaOnly);
CGContextSelectFont(context, "Gill Sans Bold", 64.0f, kCGEncodingMacRoman);
CGContextSetTextDrawingMode(context, kCGTextFill);
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGContextFillRect(context, overlay.bounds);
CGContextSetBlendMode(context, kCGBlendModeClear);
CGContextShowTextAtPoint(context, 16.0f, 16.0f, text, len);
CGImageRef textImage = CGBitmapContextCreateImage(context);
CGImageRef newImage = CGImageCreateWithMask(sourceImage.CGImage, textImage);
UIImage *finalImage = [UIImage imageWithCGImage:newImage];
CGContextRelease(context);
CFRelease(newImage);
CFRelease(textImage);
Another way to do this involves putting the textImage into a new layer and setting that layer on your view's layer. (Remove the lines that create "newImage" and "finalImage".) Assuming this happens inside your view's code somewhere:
CALayer *maskLayer = [[CALayer alloc] init];
CGPoint position = CGPointZero;
// layout the new layer
position = overlay.layer.position;
position.y *= 0.5f;
maskLayer.bounds = overlay.layer.bounds;
maskLayer.position = position;
maskLayer.contents = (__bridge id)textImage;
self.layer.mask = maskLayer;
There are more alternatives, some might be better (subclass UIImage and draw the text directly in clear mode after the superclass has done its drawing?).
Swift 5 solution (Xcode: 12.5):
class MaskedLabel: UILabel {
var maskColor : UIColor?
override init(frame: CGRect) {
super.init(frame: frame)
customInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
customInit()
}
func customInit() {
maskColor = self.backgroundColor
self.textColor = UIColor.white
backgroundColor = UIColor.clear
self.isOpaque = false
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()!
super.draw(rect)
context.concatenate(__CGAffineTransformMake(1, 0, 0, -1, 0, rect.height))
let image: CGImage = context.makeImage()!
let mask: CGImage = CGImage(maskWidth: image.width, height: image.height, bitsPerComponent: image.bitsPerComponent, bitsPerPixel: image.bitsPerPixel, bytesPerRow: image.bytesPerRow, provider: image.dataProvider!, decode: image.decode, shouldInterpolate: image.shouldInterpolate)!
context.clear(rect)
context.saveGState()
context.clip(to: rect, mask: mask)
if (self.layer.cornerRadius != 0.0) {
context.addPath(CGPath(roundedRect: rect, cornerWidth: self.layer.cornerRadius, cornerHeight: self.layer.cornerRadius, transform: nil))
context.clip()
}
drawBackgroundInRect(rect: rect)
context.restoreGState()
}
func drawBackgroundInRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
if let _ = maskColor {
maskColor!.set()
}
context!.fill(rect)
}
}

Display NSImage on a CALayer

I've been trying to display a NSImage on a CALayer. Then I realised I need to convert it to a CGImage apparently, then display it...
I have this code which doesn't seem to be working
CALayer *layer = [CALayer layer];
NSImage *finderIcon = [[NSWorkspace sharedWorkspace] iconForFileType:NSFileTypeForHFSTypeCode(kFinderIcon)];
[finderIcon setSize:(NSSize){ 128.0f, 128.0f }];
CGImageSourceRef source;
source = CGImageSourceCreateWithData((CFDataRef)finderIcon, NULL);
CGImageRef finalIcon = CGImageSourceCreateImageAtIndex(source, 0, NULL);
layer.bounds = CGRectMake(128.0f, 128.0f, 4, 4);
layer.position = CGPointMake(128.0f, 128.0f);
layer.contents = finalIcon;
// Insert the layer into the root layer
[mainLayer addSublayer:layer];
Why? How can I get this to work?
From the comments: Actually, if you're on 10.6, you can also just set the CALayer's contents to an NSImage rather than a CGImageRef...
If you're on OS X 10.6 or later, take a look at NSImage's CGImageForProposedRect:context:hints: method.
If you're not, I've got this in a category on NSImage:
-(CGImageRef)CGImage
{
CGContextRef bitmapCtx = CGBitmapContextCreate(NULL/*data - pass NULL to let CG allocate the memory*/,
[self size].width,
[self size].height,
8 /*bitsPerComponent*/,
0 /*bytesPerRow - CG will calculate it for you if it's allocating the data. This might get padded out a bit for better alignment*/,
[[NSColorSpace genericRGBColorSpace] CGColorSpace],
kCGBitmapByteOrder32Host|kCGImageAlphaPremultipliedFirst);
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext:[NSGraphicsContext graphicsContextWithGraphicsPort:bitmapCtx flipped:NO]];
[self drawInRect:NSMakeRect(0,0, [self size].width, [self size].height) fromRect:NSZeroRect operation:NSCompositeCopy fraction:1.0];
[NSGraphicsContext restoreGraphicsState];
CGImageRef cgImage = CGBitmapContextCreateImage(bitmapCtx);
CGContextRelease(bitmapCtx);
return (CGImageRef)[(id)cgImage autorelease];
}
I think I wrote this myself. But it's entirely possible that I ripped it off from somewhere else like Stack Overflow. It's an older personal project and I don't really remember.
Here's some code which may help you - I sure hope the formatting of this does not get all messed up like it appears is going to happen - all I can offer is that this works for me.
// -------------------------------------------------------------------------------------
- (void)awakeFromNib
{
// setup our main window 'contentWindow' to use layers
[[contentWindow contentView] setWantsLayer:YES]; // NSWindow*
// create a root layer to contain all of our layers
CALayer *root = [[contentWindow contentView] layer];
// use constraint layout to allow sublayers to center themselves
root.layoutManager = [CAConstraintLayoutManager layoutManager];
// create a new layer which will contain ALL our sublayers
// -------------------------------------------------------
mContainer = [CALayer layer];
mContainer.bounds = root.bounds;
mContainer.frame = root.frame;
mContainer.position = CGPointMake(root.bounds.size.width * 0.5,
root.bounds.size.height * 0.5);
// insert layer on the bottom of the stack so it is behind the controls
[root insertSublayer:mContainer atIndex:0];
// make it resize when its superlayer does
root.autoresizingMask = kCALayerWidthSizable | kCALayerHeightSizable;
// make it resize when its superlayer does
mContainer.autoresizingMask = kCALayerWidthSizable | kCALayerHeightSizable;
}
// -------------------------------------------------------------------------------------
- (void) loadMyImage:(NSString*) path
n:(NSInteger) num
x:(NSInteger) xpos
y:(NSInteger) ypos
h:(NSInteger) hgt
w:(NSInteger) wid
b:(NSString*) blendstr
{
#ifdef __DEBUG_LOGGING__
NSLog(#"loadMyImage - ENTER [%#] num[%d] x[%d] y[%d] h[%d] w[%d] b[%#]",
path, num, xpos, ypos, hgt, wid, blendstr);
#endif
NSInteger xoffset = ((wid / 2) + xpos); // use CORNER versus CENTER for location
NSInteger yoffset = ((hgt / 2) + ypos);
CIFilter* filter = nil;
CGRect cgrect = CGRectMake((CGFloat) xoffset, (CGFloat) yoffset,
(CGFloat) wid, (CGFloat) hgt);
if(nil != blendstr) // would be equivalent to #"CIMultiplyBlendMode" or similar
{
filter = [CIFilter filterWithName:blendstr];
}
// read image file via supplied path
NSImage* theimage = [[NSImage alloc] initWithContentsOfFile:path];
if(nil != theimage)
{
[self setMyImageLayer:[CALayer layer]]; // create layer
myImageLayer.frame = cgrect; // locate & size image
myImageLayer.compositingFilter = filter; // nil is OK if no filter
[myImageLayer setContents:(id) theimage]; // deposit image into layer
// add new layer into our main layer [see awakeFromNib above]
[mContainer insertSublayer:myImageLayer atIndex:0];
[theimage release];
}
else
{
NSLog(#"ERROR loadMyImage - no such image [%#]", path);
}
}
+ (CGImageRef) getCachedImage:(NSString *) imageName
{
NSGraphicsContext *context = [[NSGraphicsContext currentContext] graphicsPort];
NSImage *img = [NSImage imageNamed:imageName];
NSRect rect = NSMakeRect(0, 0, [img size].width, [img size].height);
return [img CGImageForProposedRect:&rect context:context hints:NULL];
}
+ (CGImageRef) getImage:(NSString *) imageName withExtension:(NSString *) extension
{
NSGraphicsContext *context = [[NSGraphicsContext currentContext] graphicsPort];
NSString* imagePath = [[NSBundle mainBundle] pathForResource:imageName ofType:extension];
NSImage* img = [[NSImage alloc] initWithContentsOfFile:imagePath];
NSRect rect = NSMakeRect(0, 0, [img size].width, [img size].height);
CGImageRef imgRef = [img CGImageForProposedRect:&rect context:context hints:NULL];
[img release];
return imgRef;
}
then you can set it:
yourLayer.contents = (id)[self getCachedImage:#"myImage.png"];
or
yourLayer.contents = (id)[self getImage:#"myImage" withExtension:#"png"];