I'm building an app like the photo app by apple in the iPad. I have large full-screen image and I show them using a scrollView for managing zooming and paging. The main problem happen when I try to create a grid with the thumbnail of the images. I create them as UIImageView overlapped on a UIButton. All works great, but when I try the app on the iPad, it requires a lot of memory, I suppose it depend on the rescaling of the Image. There's a way to create a UIImageView with the little image,rescaling the larger image, without using so much memory?
You can use UIGraphics to create a thumbnail. Here's this code to do it:
UIGraphicsBeginImageContext(CGSizeMake(length, length));
CGContextRef currentContext = UIGraphicsGetCurrentContext();
CGContextClipToRect( currentContext, clippedRect);
CGFloat scaleFactor = length/sideFull;
if (widthGreaterThanHeight) {
//a landscape image – make context shift the original image to the left when drawn into the context
CGContextTranslateCTM(currentContext, -((mainImage.size.width - sideFull) / 2) * scaleFactor, 0);
}
else {
//a portfolio image – make context shift the original image upwards when drawn into the context
CGContextTranslateCTM(currentContext, 0, -((mainImage.size.height - sideFull) / 2) * scaleFactor);
}
//this will automatically scale any CGImage down/up to the required thumbnail side (length) when the CGImage gets drawn into the context on the next line of code
CGContextScaleCTM(currentContext, scaleFactor, scaleFactor);
[mainImageView.layer renderInContext:currentContext];
UIImage* thumbnail = UIGraphicsGetImageFromCurrentImageContext();
Related
I have an UIImageView that shows and image of a creditCard, My problem is that I want to make boarders around it, so the credit card wont touch the edges of the UIimageView, I dont want to change the UIImageView position on the screen so what can I do ?
image 1
image 2
( unlike the example of the blue card it dosnt have to leave spaces only from the sides, it could shrink it from all sides )
You basically have (3) three options that can fix this.
Adjust the UIViewContentMode contentMode of the UIImageView so that it appropriately displays the image (this will only work however if the image you are using scales to fit without touching the border.
Use a UIButton instead and simply adjust the image insets until your satisfied (just disable the button or set user interaction to no here to "mimic" an image view)
Create a wrapper method that creates a new image to your desired size. Something like this should work just fine
CGSize size = CGSizeMake(< some width > , < some height >);
Then just create a new image capture with the size you've chosen
CGFloat scale = MAX(size.width/image.size.width, size.height/image.size.height);
CGFloat width = image.size.width * scale;
CGFloat height = image.size.height * scale;
CGRect imageRect = CGRectMake((size.width - width)/2.0f,
(size.height - height)/2.0f,
width,
height);
UIGraphicsBeginImageContextWithOptions(size, NO, 0);
[image drawInRect:imageRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
From here you should then be able to just apply a border width and color to get your desired result!
I guess a fourth (4th) option could be manually shrinking the image (with some photo editor) so that it renders (fits) into your image view with the appropriate padding around the image. I think the others are easier and best practice though.
I'm using a UIImageView for each of my UITableViewCells, as thumbnails. My code uses SDWebImage to asynchronously grab those images from my backend and load them in, and then caching them. This is working fine.
My UIImageView is a 50x50 square, created in Interface Builder. Its background is opaque, white color (same as my UITableViewCell background color, for performance). However, I'd like to use smooth corners for better aesthetics. If I do this:
UIImageView *itemImageView = (UIImageView *)[cell viewWithTag:100];
itemImageView.layer.cornerRadius = 2.5f;
itemImageView.layer.masksToBounds = NO;
itemImageView.clipsToBounds = YES;
My tableview drops around 5-6 frames immediately, capping about 56 FPS during fast scrolling (which is okay), but when I drag and pull the refresh control, it lags a bit and drops to around 40 FPS. If I remove the cornerRadius line, all is fine and no lag. This has been tested on an iPod touch 5G using Instruments.
Is there any other way I could have a rounded UIImageView for my cells and not suffer a performance hit? I'd already optimized my cellForRowAtIndexPath and I get 56-59 FPS while fast scrolling with no cornerRadius.
Yes, that's because cornerRadius and clipToBounds requires offscreen rendering, I suggest you to read these answer from one of my question. I also quote two WWDC session thatyou should see. The best thing you can do is grab the image right after is downloaded and on another thread dispatch a method that round the images. Is preferable that you work on the image instead of the imageview.
// Get your image somehow
UIImage *image = [UIImage imageNamed:#"image.jpg"];
// Begin a new image that will be the new image with the rounded corners
// (here with the size of an UIImageView)
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, NO, 1.0);
// Add a clip before drawing anything, in the shape of an rounded rect
[[UIBezierPath bezierPathWithRoundedRect:imageView.bounds
cornerRadius:10.0] addClip];
// Draw your image
[image drawInRect:imageView.bounds];
// Get the image, here setting the UIImageView image
imageView.image = UIGraphicsGetImageFromCurrentImageContext();
// Lets forget about that we were drawing
UIGraphicsEndImageContext();
Method grabbed here
You can also subclass the tableviewcell and override the drawRect method.
The dirty but very effective way is draw a mask in photoshop with inside alpha and around the matching color of the background of the cell and add another imageView, not opaque with clear background color, on the one with images.
There is another good solution for this. I did it a few times in my projects. If you want to create a rounded corners or something else you could just use a cover image in front of your main image.
For example, you want to make rounded corners. In this case you need a square image layer with a cut out circle in the center.
By using this method you will get 60fps on scrolling inside UITableView or UICollectionView. Because this method not required offscreen rendering for customizing UIImageView's (like avatars and etc.).
Non blocking solution
As a follow up to Andrea's response, here is a function that will run his code in the background.
+ (void)roundedImage:(UIImage *)image
completion:(void (^)(UIImage *image))completion {
dispatch_async( dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
// Begin a new image that will be the new image with the rounded corners
// (here with the size of an UIImageView)
UIGraphicsBeginImageContextWithOptions(image.size, NO, image.scale);
CGRect rect = CGRectMake(0, 0, image.size.width,image.size.height);
// Add a clip before drawing anything, in the shape of an rounded rect
[[UIBezierPath bezierPathWithRoundedRect:rect
cornerRadius:image.size.width/2] addClip];
// Draw your image
[image drawInRect:rect];
// Get the image, here setting the UIImageView image
UIImage *roundedImage = UIGraphicsGetImageFromCurrentImageContext();
// Lets forget about that we were drawing
UIGraphicsEndImageContext();
dispatch_async( dispatch_get_main_queue(), ^{
if (completion) {
completion(roundedImage);
}
});
});
}
Swift 3 version of thedeveloper3124's answer
func roundedImage(image: UIImage, completion: #escaping ((UIImage?)->(Void))) {
DispatchQueue.global().async {
// Begin a new image that will be the new image with the rounded corners
// (here with the size of an UIImageView)
UIGraphicsBeginImageContextWithOptions(image.size, false, image.scale)
let rect = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
// Add a clip before drawing anything, in the shape of an rounded rect
UIBezierPath(roundedRect: rect, cornerRadius: image.size.width/2).addClip()
// Draw your image
image.draw(in: rect)
// Get the image, here setting the UIImageView image
guard let roundedImage = UIGraphicsGetImageFromCurrentImageContext() else {
print("UIGraphicsGetImageFromCurrentImageContext failed")
completion(nil)
return
}
// Lets forget about that we were drawing
UIGraphicsEndImageContext()
DispatchQueue.main.async {
completion(roundedImage)
}
}
}
In the application I'm working at you can take a picture with the iPad camera. After that using CoreGraphics you can draw shapes on that image.
At first the image was upside down and mirrored. I resolved that with this:
CGContextTranslateCTM(myContext, 0, backgroundImage.size.height);
CGContextScaleCTM(myContext, 1.0, -1.0);
But now when you take the image in portrait mode, the imported image is rotated to the left (so it's presented horizontally). I rotated the image back with this code:
UIImage *tempImage = [[UIImage alloc] initWithCGImage:imagetest.CGImage];
CGAffineTransform transform = CGAffineTransformIdentity;
transform = CGAffineTransformTranslate(transform, 0, tempImage.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
CGContextRef ctx = CGBitmapContextCreate(NULL, tempImage.size.width, tempImage.size.height,
CGImageGetBitsPerComponent(tempImage.CGImage), 0,
CGImageGetColorSpace(tempImage.CGImage),
CGImageGetBitmapInfo(tempImage.CGImage));
CGContextConcatCTM(ctx, transform);
CGContextDrawImage(ctx, CGRectMake(0,0,tempImage.size.height,tempImage.size.width), tempImage.CGImage);
CGImageRef cgimg = CGBitmapContextCreateImage(ctx);
UIImage *img = [UIImage imageWithCGImage:cgimg];
CGContextRelease(ctx);
CGImageRelease(cgimg);
Now the image is shown in the right way (portrait), but I can't draw properly on it, maybe because the width and height are reversed.
From what I read there is a meta tag with the image orientation that cannot be read by CoreGraphics.
Do you know a better way to rotate the image? Or any solution that would keep the image from rotating when taking a photo in portrait mode?
Yes that is an issue because default orientation of device camera is Landscape, if you take picture in portrait mode and see preview in Photo Gallery it will be fine, but as you use it in your app it will be rotated 90 Degrees, to fix that issue i have written answer in my Recent Post Here
If you tell the image to draw itself, it will respect its own orientation. No need to flip it (it does that itself) and no need to rotate it.
I am creating a PDF by taking a screenshot of a UIView, this is currently working great on the iPad3 with the retina display, but when testing on other devices with lower resolution screens I am having problems with text resolution.
Here is my code:
//start a new page with default size and info
//this can be changed later to include extra info.
UIGraphicsBeginPDFPage();
//render the view's layer into an image context
//the last option specifies scale. If 0, it uses the devices scale.
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 2.0);
CGContextRef context = UIGraphicsGetCurrentContext();
[view.layer renderInContext:context];
UIImage *screenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//render the screenshot into the pdf page CGContext
[screenShot drawInRect:view.bounds];
//close the pdf context (saves the pdf to the NSData object)
UIGraphicsEndPDFContext();
I have also tried to set the UIGraphicsBeginImageContextWithOptions scale to 2.0, but this gives no change. How can I force a view on an iPad2 to render at 2x resolution?
Expected output:
Actual output:
I ended up fixing this by recursively setting the contentScaleFactor property of the parent view and its subviews to 2.0.
The UIImage was rendering at the correct resolution, but the layer wasn't when renderInContext was being called.
I have two ImageViews, one called imageView and the other called subView (which is a subview of imageView).
I want to blend the images on these views together, with the user being able to switch the alpha of the blend with a pan. My code works, but right now, the code is slow as we are redrawing the image each time the pan gesture is moved. Is there a faster/more efficient way of doing this?
BONUS Q: I want to allow for my subView image to drawn zoomed in. Currently I've set my subView to be UIViewContentModeCenter, however I can't seem to draw a zoomed in part of my image with this content mode. Is there any way around this?
My drawrect:
- (void)drawRect:(CGRect)rect
{
float xCenter = self.center.x - self.currentImage1.size.width/2.0;
float yCenter = self.center.y - self.currentImage1.size.height/2.0;
subView.alpha = self.blendAmount; // Customize the opacity of the top image.
UIGraphicsBeginImageContext(self.currentImage1.size);
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(c, kCGBlendModeColorBurn);
[imageView.layer renderInContext:c];
self.blendedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[self.blendedImage drawAtPoint:CGPointMake(xCenter,yCenter)];
}
You need to use GPU for image processing which is far faster than using CPU (as you're doing right now).
You can use Core Image framework which is very fast and easy to use but requires iOS 5, or you can use Open GL directly but you need to be experienced and have some knowledge about Open GL Shading.