Save multiple custom UIImageViews - objective-c

I was recently examining the project "Demo Photo Board" found here.
This is a simple demonstration of adding UIImageViews to the screen that have UIGestureRecognizers added to them...allowing the user to manipulate the various UIImageViews.
I add the view like so:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
UIImage *image = [info objectForKey:#"UIImagePickerControllerOriginalImage"];
imageview = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, image.size.width, image.size.height)];
imageview.userInteractionEnabled = YES;
[imageview setImage:image];
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scale:)];
[pinchRecognizer setDelegate:self];
[imageview addGestureRecognizer:pinchRecognizer];
UIRotationGestureRecognizer *rotationRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotate:)];
[rotationRecognizer setDelegate:self];
[imageview addGestureRecognizer:rotationRecognizer];
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
[panRecognizer setMinimumNumberOfTouches:1];
[panRecognizer setMaximumNumberOfTouches:1];
[panRecognizer setDelegate:self];
[imageview addGestureRecognizer:panRecognizer];
[self.view addSubview:imageview]; }
I can even save the view like so:
NSUserDefaults * defaults = [NSUserDefaults standardUserDefaults];
[defaults setObject:[NSKeyedArchiver archivedDataWithRootObject:imageview] forKey:#"imageViewSaved"];
Now my question: The following method saves only the last imageview added to the screen. Anyone know how to save all of the imageviews that are on the screen...if the user adds more than one?

I really don't think you want to be saving the entire UIImageView object to the user defaults. Instead, try saving a list of UIImage objects, which will be much more lightweight. (And which make much more sense to serialize.)
You can do this like so:
NSUserDefaults *defs = [NSUserDefaults standardUserDefaults];
NSArray *savedArray = [defs objectForKey:#"SAVED_IMAGES"];
// Create a mutable version in case the serialized copy is an NSArray
NSMutableArray *mutableImages = savedArray ? [NSMutableArray arrayWithArray:savedArray] : [NSMutableArray array];
[mutableImages addObject:image];
[defs setObject:mutableImages forKey:#"SAVED_IMAGES"];
[defs save];

To distinguish the UIImageViews on the screen you can do the following.
Define the start ImageView Tag number
#define kImageViewTag 3000
Define an instance var for number of images added to the screen.
NSUInteger numberOfImage = 0
Whenever you create a new UIImageView, increase the count and add it with the kImageViewTag and assign it to the tag property.
imageview = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, image.size.width, image.size.height)];
imageview.userInteractionEnabled = YES;
[imageview setImage:image];
numberOfImage += 1;
imageView.tag = kImageViewTag + numberOfImage;
Whenever you enumerate the screen subviews, if the class is UIImageView with the tag >= kImageViewTag, you know those are the images added to the screen from the UIImagePickerController.

Related

Using ELCImagePickerController to select images

I am trying to use the ELCImagePickerController , and it works but i have a few things that i would like to change .
i want it to show me a matrix of images from the main album right away, without picking albums and stuff. just show a matrix, with a done button . now it lets you pick an album first .
i cant understand where exactly the picked images where saved ?
how can i change the buttons cancel and done graphics ?
this is how i add it (to cocos2d scene )
albumController = [[ELCAlbumPickerController alloc] initWithNibName:#"ELCAlbumPickerController" bundle:[NSBundle mainBundle]];
elcPicker = [[ELCImagePickerController alloc] initWithRootViewController:albumController];
[albumController setParent:elcPicker];
[elcPicker setDelegate:self];
[[[CCDirector sharedDirector] view] addSubview:elcPicker.view];
this is the done button :
- (void)elcImagePickerController:(ELCImagePickerController *)picker didFinishPickingMediaWithInfo:(NSArray *)info
{
//[self removeFromParentAndCleanup:YES];
for (UIView *v in [scrollview subviews])
{
[v removeFromSuperview];
}
CGRect workingFrame = scrollview.frame;
workingFrame.origin.x = 0;
for(NSDictionary *dict in info)
{
UIImageView *imageview = [[UIImageView alloc] initWithImage:[dict objectForKey:UIImagePickerControllerOriginalImage]];
[imageview setContentMode:UIViewContentModeScaleAspectFit];
imageview.frame = workingFrame;
[scrollview addSubview:imageview];
[imageview release];
workingFrame.origin.x = workingFrame.origin.x + workingFrame.size.width;
}
[scrollview setPagingEnabled:YES];
[scrollview setContentSize:CGSizeMake(workingFrame.origin.x, workingFrame.size.height)];
}

Objective C - Saving a Filtered UIImage

I have a view with a slider and a background image. The background image is updated according to the slider, where the slider controls the level of the filter.
I am using this framework https://github.com/BradLarson/GPUImage to process the image with the filter.
From the code below, the image is updating with the slider, and the filter is working great. However I am trying to save the image once processed by the filter(to set a UIImage in another class), but I cannot achieve this(the filtered image is not saved, but the ufiltered image is saved)... am I saving the image wrong, incorrect format?
Please help me I have been at this for hours!
- (void)loadView
{
CGRect mainScreenFrame = [[UIScreen mainScreen] applicationFrame];
GPUImageView *primaryView = [[GPUImageView alloc] initWithFrame:mainScreenFrame];
self.view = primaryView;
*imageSlider = [[UISlider alloc] initWithFrame:CGRectMake(25.0, mainScreenFrame.size.height - 50.0, mainScreenFrame.size.width - 50.0, 40.0)];
[imageSlider addTarget:self action:#selector(updateSliderValue:) forControlEvents:UIControlEventValueChanged];
imageSlider.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin;
imageSlider.minimumValue = 0.0;
imageSlider.maximumValue = 1.0;
imageSlider.value = 0.5;
[primaryView addSubview:imageSlider];
[self setupDisplayFiltering];
- (IBAction)updateSliderValue:(id)sender
{
CGFloat midpoint = [(UISlider *)sender value];
[(GPUImageBrightnessFilter *)sepiaFilter setBrightness:midpoint];
//[(GPUImageSepiaFilter *)sepiaFilter setIntensity:[(UISlider *)sender value]];
//[(GPUImageSaturationFilter *)sepiaFilter setSaturation:midpoint];
//[(GPUImageRGBFilter *)sepiaFilter setGreen:midpoint];
[sourcePicture processImage];
}
- (void)setupDisplayFiltering;
{
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSData *imageToUseData = [defaults dataForKey:#"imageToUse"];
UIImage *inputImage = [UIImage imageWithData:imageToUseData];
sourcePicture = [[GPUImagePicture alloc] initWithImage:inputImage smoothlyScaleOutput:YES];
//sepiaFilter = [[GPUImageSepiaFilter alloc] init];
sepiaFilter = [[GPUImageBrightnessFilter alloc] init];
GPUImageView *imageView = (GPUImageView *)self.view;
[sepiaFilter forceProcessingAtSize:imageView.sizeInPixels]; // This is now needed to make the filter run at the smaller output size
[sourcePicture addTarget:sepiaFilter];
[sepiaFilter addTarget:imageView];
[sourcePicture processImage];
UIImage *outputImage = [sepiaFilter imageFromCurrentlyProcessedOutput];
UIImage *quickFilteredImage = [brightnessFilter imageByFilteringImage:inputImage];
// set the image chosen for other classes to set uiimages with
NSData *imageToStore = UIImageJPEGRepresentation(outputImage, 100);
[defaults removeObjectForKey:#"imageToUse"];
[defaults setObject:imageToStore forKey:#"imageToUse"];
}

Can not adjust UIPopupController to display images

In my application (code listed below), I use a popover to display a series of colors that the user can choose. These colors are used for the color of the drawing they are completing above. I am trying to modify the popover to work the same way, except for this time I would want to display images (the images are saved in the application's documents folder as png files) instead of blocks of color. Listed below is the working code for the color selector popover. ColorGrid is a UIview which contains an NSArray Colors, as well as two NSUIntegers columnCount and rowCount. I have tried to replace the items in the colors array with UIImages of the png files, as well as UIImageViews but I have not been able to get a successful result (or a compilable one). Listed below is the working code. Could anyone show me how I can change the UIColor items to the images to show them in the grid?
- (IBAction)popoverStrokeColor:(id)sender {
StrokeColorController *scc = [[[StrokeColorController alloc] initWithNibName:#"SelectColorController" bundle:nil] autorelease];
scc.selectedColor = self.strokeColor;
[self doPopoverSelectColorController:scc sender:sender];
}
- (void)doPopoverSelectColorController:(SelectColorController*)scc sender:(id)sender {
[self setupNewPopoverControllerForViewController:scc];
scc.container = self.currentPopover;
self.currentPopover.popoverContentSize = scc.view.frame.size;
scc.colorGrid.columnCount = 2;
scc.colorGrid.rowCount = 3;
scc.colorGrid.colors = [NSArray arrayWithObjects:
//put the following below back in after testing
[UIColor blackColor],
[UIColor blueColor],
[UIColor redColor],
[UIColor greenColor],
[UIColor yellowColor],
[UIColor orangeColor],
//[UIColor purpleColor],
// [UIColor brownColor],
// [UIColor whiteColor],
// [UIColor lightGrayColor],
//[UIColor cyanColor],
//[UIColor magentaColor],
nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(colorSelectionDone:) name:ColorSelectionDone object:scc];
[self.currentPopover presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES]; //displays the popover and anchors it to the button
}
Thanks for your help. I am new to objective-c.
edit - heres the function with my attempt to insert the images instead of the colors
- (void)doPopoverSelectColorController:(SelectColorController*)scc sender:(id)sender {
[self setupNewPopoverControllerForViewController:scc];
scc.container = self.currentPopover;
self.currentPopover.popoverContentSize = scc.view.frame.size;
// these have to be set after the view is already loaded (which happened
// a couple of lines ago, thanks to scc.view...
scc.colorGrid.columnCount = 2;
scc.colorGrid.rowCount = 3;
//here we need to get the UIImage items to try to put in the array.
NSArray *pathforsave = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentDirectory = [pathforsave objectAtIndex:0];
//here we need to add the file extension onto the file name before we add the name to the path
//[fileName appendString:#".hmat"];
NSString *strFile = [documentDirectory stringByAppendingPathComponent:#"test.png"];
NSString *strFile1 = [documentDirectory stringByAppendingPathComponent:#"test1.png"];
NSString *strFile2 = [documentDirectory stringByAppendingPathComponent:#"test2.png"];
NSString *strFile3 = [documentDirectory stringByAppendingPathComponent:#"test3.png"];
NSString *strFile4 = [documentDirectory stringByAppendingPathComponent:#"test4.png"];
NSString *strFile5 = [documentDirectory stringByAppendingPathComponent:#"test5.png"];
//now for the Images
UIImage *image = [ UIImage imageWithContentsOfFile: strFile];
UIImage *image1 = [ UIImage imageWithContentsOfFile: strFile1];
UIImage *image2 = [ UIImage imageWithContentsOfFile: strFile2];
UIImage *image3 = [ UIImage imageWithContentsOfFile: strFile3];
UIImage *image4 = [ UIImage imageWithContentsOfFile: strFile4];
UIImage *image5 = [ UIImage imageWithContentsOfFile: strFile5];
UIImageView *imageview = [[[UIImageView alloc] initWithImage:image] autorelease];
[self.view addSubview:imageview];
UIImageView *imageview1 = [[[UIImageView alloc] initWithImage:image1] autorelease];
[self.view addSubview:imageview1];
UIImageView *imageview2 = [[[UIImageView alloc] initWithImage:image2] autorelease];
[self.view addSubview:imageview2];
UIImageView *imageview3 = [[[UIImageView alloc] initWithImage:image3] autorelease];
[self.view addSubview:imageview3];
UIImageView *imageview4 = [[[UIImageView alloc] initWithImage:image4] autorelease];
[self.view addSubview:imageview4];
UIImageView *imageview5 = [[[UIImageView alloc] initWithImage:image5] autorelease];
[self.view addSubview:imageview5];
imageview.image = image;
imageview1.image = image1;
imageview2.image = image2;
imageview3.image = image3;
imageview4.image = image4;
imageview5.image = image5;
scc.colorGrid.colors = [NSArray arrayWithObjects:
// When attempting to add the images like this - get the error identified expected
// after the e in image, at the end bracket. Putting a * does nothing to change the error
[image],
// When adding one of the Imageviews, i get the same error as above
//below is how I attempted to add it
[imageView],
//
nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(colorSelectionDone:) name:ColorSelectionDone object:scc];
[self.currentPopover presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES]; //displays the popover and anchors it to the button
}
Remove your square brackets around image and/or imageView :
scc.colorGrid.colors = [NSArray arrayWithObjects:
// Not : [image] but
image,
// or
imageView,
// Not : [imageView],
nil];

Losing Gesture Recognizers in UIPopoverController

I have a class called PhotoBoothController that I use to manipulate an image using gestures. It works fine when I run it on iPhone. However when I run it on iPad, I display the PhotoBoothController inside a UIPopoverController. The image appears fine, however I can't manipulate it as my gestures don't appear to be recognized. I'm not sure how to make the UIPopoverController take control of the gestures.
I present the popovercontroller and configure the view thus:
- (void)presentPhotoBoothForPhoto:(UIImage *)photo button:(UIButton *)button {
//Create a photoBooth and set its contents
PhotoBoothController *photoBoothController = [[PhotoBoothController alloc] init];
photoBoothController.photoImage.image = [button backgroundImageForState:UIControlStateNormal];
//set up all the elements programmatically.
photoBoothController.view.backgroundColor = [UIColor whiteColor];
//Add frame (static)
UIImage *frame = [[UIImage imageNamed:#"HumptyLine1Frame.png"] adjustForResolution];
UIImageView *frameView = [[UIImageView alloc] initWithImage:frame];
frameView.frame = CGRectMake(50, 50, frame.size.width, frame.size.height);
[photoBoothController.view addSubview:frameView];
//Configure image
UIImageView *photoView = [[UIImageView alloc] initWithImage:photo];
photoView.frame = CGRectMake(50, 50, photo.size.width, photo.size.height);
photoBoothController.photoImage = photoView;
//Add canvas
UIView *canvas = [[UIView alloc] initWithFrame:frameView.frame];
photoBoothController.canvas = canvas;
[canvas addSubview:photoView];
[canvas becomeFirstResponder];
[photoBoothController.view addSubview:canvas];
[photoBoothController.view bringSubviewToFront:frameView];
//resize the popover view shown in the current view to the view's size
photoBoothController.contentSizeForViewInPopover = CGSizeMake(frameView.frame.size.width+100, frameView.frame.size.height+400);
self.photoBooth = [[UIPopoverController alloc] initWithContentViewController:photoBoothController];
[self.photoBooth presentPopoverFromRect:button.frame
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
}
I thought [canvas becomeFirstResponder] might do it but it doesn't appear to make a difference.
Any advice much appreciate, thank you.
UPDATE: adding code as per comment
- (void)viewDidLoad {
[super viewDidLoad];
if (!_marque) {
_marque = [CAShapeLayer layer];
_marque.fillColor = [[UIColor clearColor] CGColor];
_marque.strokeColor = [[UIColor grayColor] CGColor];
_marque.lineWidth = 1.0f;
_marque.lineJoin = kCALineJoinRound;
_marque.lineDashPattern = [NSArray arrayWithObjects:[NSNumber numberWithInt:10],[NSNumber numberWithInt:5], nil];
_marque.bounds = CGRectMake(photoImage.frame.origin.x, photoImage.frame.origin.y, 0, 0);
_marque.position = CGPointMake(photoImage.frame.origin.x + canvas.frame.origin.x, photoImage.frame.origin.y + canvas.frame.origin.y);
}
[[self.view layer] addSublayer:_marque];
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scale:)];
[pinchRecognizer setDelegate:self];
[self.view addGestureRecognizer:pinchRecognizer];
UIRotationGestureRecognizer *rotationRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotate:)];
[rotationRecognizer setDelegate:self];
[self.view addGestureRecognizer:rotationRecognizer];
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
[panRecognizer setMinimumNumberOfTouches:1];
[panRecognizer setMaximumNumberOfTouches:1];
[panRecognizer setDelegate:self];
[canvas addGestureRecognizer:panRecognizer];
UITapGestureRecognizer *tapProfileImageRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[tapProfileImageRecognizer setNumberOfTapsRequired:1];
[tapProfileImageRecognizer setDelegate:self];
[canvas addGestureRecognizer:tapProfileImageRecognizer];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return ![gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]] && ![gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]];
}
I am working on a similar application, and i can easily manipulate images on the canvas.
1) Check if the userInteractionEnabled property of the canvas is set to YES.
2) You can try adding the gestures to the ImageView's rather than the canvas. (I am guessing u want to zoom , rotate n swipe the images).
some guesses:
is this because viewDidLoad method have been called before cavas property been set? In this case, you could try to add recognizers after present popover in another method such as viewDidAppear.
I also agree that the key may be that UIPopoverController allows interaction to other views outside of the popover. So i suggest to move [canvas becomeFirstResponder]; to the end of the viewDidLoad method in PhotoBoothController and try self.view becomeFirstResponder here because you actually add recognizers to self.view.

selecting specific images in a UIScrollview

i have a scrollview which has images added as subviews. i need to be able to select or tap on the images. in other words capture the name of the image tapped. please see my code below.
for (j = 1; j <= 12; j++)
{
NSString *imageName = [NSString stringWithFormat:#"%#",[months objectAtIndex:j-1]];
NSLog(#"imagename is %#",imageName);
UIImage *image = [UIImage imageNamed:imageName];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = smallScrollObjHeight;
rect.size.width = smallScrollObjWidth;
imageView.frame = rect;
imageView.tag = j;
[smalltapRecognizer setNumberOfTapsRequired:1];
[smalltapRecognizer setDelegate:self];
[imageView addGestureRecognizer:smalltapRecognizer];
[smalltapRecognizer release];*/
NSLog(#"tag value is %d ",imageView.tag);
[monthscroll addSubview:imageView];
[imageView release];
}
[self layoutsmallScrollImages];
UITapGestureRecognizer *smalltapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(smalltapped:)];
[smalltapRecognizer setNumberOfTapsRequired:1];
[smalltapRecognizer setDelegate:self];
[monthscroll addGestureRecognizer:smalltapRecognizer];
[smalltapRecognizer release];
//----------------------------
-(void)smalltapped:(id)sender
{
NSLog(#"tapped");
//Need to know how to proceed from here.
}
my program detects the tap and prints the tap log in the smalltapped function. i need to know how can i capture the name of the images selected or tapped on.
Why don't you just use UIButtons in your scrollView instead? That way you can use the standard UIButton methods, don't need to bother with gesture recognizers, and you'll be able to see the image on the button being pressed.
Associate a unique tag value with each UIImageView instance:
In viewDidLoad or wherever your images are initialised:
myImageView1.tag = 1;
myImageView2.tag = 2;
myImageView3.tag = 3;
then try a gesture or something like:
-(void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch *touch = [[event allTouches] anyObject];
int t = [touch view].tag;
UIImageView *imageView = (UIImageView *) [self.view viewWithTag:t];
//your logic here since you have recognized the imageview on which user touched
}
haven't tried something like this before but it should probably work.
Edit:I copy pasted this code from my answer on another similar question here
So adjust the conditions according to your requirements please.