I have an NSView that contains an NSScrollView containing a CALayer-backed NSView. I've tried all the usual methods of capturing an NSView into an NSImage (using -dataWithPDFInsideRect, NSBitmapImageRep's -initWithFocusedViewRect, etc.) However, all these methods treat the CALayer-backed NSView as if it doesn't exist. I've already seen this StackOverflow post, but it was a question about rendering just a CALayer tree to an image, not an NSView containing both regular NSView's and layer-backed views.
Any help is appreciated, thanks :)
The only way I found to do this is to use the CGWindow API's, something like:
CGImageRef cgimg = CGWindowListCreateImage(CGRectZero, kCGWindowListOptionIncludingWindow, [theWindow windowNumber], kCGWindowImageDefault);
then clip out the part of that CGImage that corresponds to your view with
-imageByCroppingToRect.
Then make a NSImage from the cropped CGImage.
Be aware this won't work well if parts of that window are offscreen.
This works to draw a view directly to an NSImage, though I haven't tried it with a layer-backed view:
NSImage * i = [[NSImage alloc] initWithSize:[view frame].size];
[i lockFocus];
if ([view lockFocusIfCanDrawInContext:[NSGraphicsContext currentContext]]) {
[view displayRectIgnoringOpacity:[view frame] inContext:[NSGraphicsContext currentContext]];
[view unlockFocus];
}
[i unlockFocus];
NSData * d = [i TIFFRepresentation];
[d writeToFile:#"/path/to/my/test.tiff" atomically:YES];
[i release];
Have you looked at the suggestions in the Cocoa Drawing Guide? ("Creating a Bitmap")
To draw directly into a bitmap, create a new NSBitmapImageRep object with the parameters you want and use the graphicsContextWithBitmapImageRep: method of NSGraphicsContext to create a drawing context. Make the new context the current context and draw. This technique is available only in Mac OS X v10.4 and later.
Alternatively, you can create an NSImage object (or an offscreen window), draw into it, and then capture the image contents. This technique is supported in all versions of Mac OS X.
That sounds similar to the iOS solution I'm familiar with (using UIGraphicsBeginImageContext and UIGraphicsGetImageFromCurrentImageContext) so I'd expect it to work for your view.
Please have a look at the answer on this post: How do I render a view which contains Core Animation layers to a bitmap?
That approach worked for me under similar circumstances to your own.
Related
I have made a video player,and images are draw in a NSView.Have any method to convert NSView to CALayer?I try to use layer-hosting view,but developer document said can not add any subviews to layer-hosting view.Anyone can give me some suggestions?This code can run in OSX 10.6.8,but OSX 10.7 and 10.8.
mDisplayView = [[NSView alloc] initWithFrame:NSMakeRect(0, 0, width, height)];
mDisplayLayer = [[CALayer layer] retain];
[mDisplayView setLayer:mDisplayAudioLayer];
[mDisplayView setWantsLayer:YES];
[mDisplayView addSubview:mContentView];
[mRootLayer addSublayer:mDisplayAudioLayer];
The image of video had been drawn on mContentView.I just need find a way to make the mContentView into CALayer,is that possible?
You do not convert a view to a layer - you either draw into a view traditionally by overriding drawRect: or you switch it to layer-backed view and use CoreAnimation.
Best to start here to understand the basic concepts involved:
Core Animation Programming Guide
I am designing a user interface containing several labels and text fields. I would like to style the UI like this:
setting a background pattern for the content view of my NSWindow
adding a custom icon to the background in the upper left corner
I solved the first problem by making the content view a layer-backed view as described in Apple's documentation of NSView:
A layer-backed view is a view that is backed by a Core Animation layer. Any drawing done by the view is the cached in the backing layer. You configured a layer-backed view by simply invoking setWantsLayer: with a value of YES. The view class will automatically create the a backing layer for you, and you use the view class’s drawing mechanisms. When using layer-backed views you should never interact directly with the layer.
A layer-hosting view is a view that contains a Core Animation layer that you intend to manipulate directly. You create a layer-hosting view by instantiating an instance of a Core Animation layer class and setting that layer using the view’s setLayer: method. After doing so, you then invoke setWantsLayer: with a value of YES. When using a layer-hosting view you should not rely on the view for drawing, nor should you add subviews to the layer-hosting view.
and then generating a CGColorRef out of a CGPattern which draws my CGImage:
NSView *mainView = [[self window]contentView];
[mainView setWantsLayer:YES];
To set the background image as a pattern I used the answer from How to tile the contents of a CALayer here on SO to get the first task done.
However for the second task, adding the icon I used the code below:
CGImageRef iconImage = NULL;
NSString *path = [[NSBundle mainBundle] pathForResource:#"icon_128" ofType:#"png"];
if(path != nil) {
NSURL *imageURL = [NSURL fileURLWithPath:path];
provider = CGDataProviderCreateWithURL((CFURLRef)imageURL);
iconImage = CGImageCreateWithPNGDataProvider(provider,NULL,FALSE,kCGRenderingIntentDefault);
CFRelease(provider);
}
CALayer *iconLayer = [[CALayer alloc] init];
// layer is the mainView's layer
CGRect layerFrame = layer.frame;
CGFloat iconWidth = 128.f;
iconLayer.frame = CGRectMake(0.f, CGRectGetHeight(layerFrame)-iconWidth, 128.f, 128.f);
iconLayer.contents = (id)iconImage;
CGImageRelease(iconImage);
[layer insertSublayer:iconLayer atIndex:0];
[iconLayer release];
The Questions
I am not sure if I am violating Apple's restrictions concerning layer-backed views that you should never interact directly with the layer. When setting the layer's background color I am interacting directly with the layer or am I mistaken here?
I have a bad feeling about interacting with the layer hierarchy of a layer-backed view directly and inserting a new layer like I did for my second task. Is this possible or also violating Apple's guidelines? I want to point out that this content view of course has several subviews such as labels, a text view and buttons.
It seems to me that just using one single layer-hosting NSView seems to be the cleanest solution. All the text labels could then be added as CATextLayers etc. However if I understand Apple's documentation correctly I cannot add any controls to the view anymore. Would I have to code all the controls myself in custom CALayers to get it working? Sounds like reinventing the wheel de luxe. I also have no idea how one would code a NSTextField solely in CoreAnimation.
Any advice on how split designing user interfaces with CoreAnimation and standard controls is appreciated.
Please note that I am talking about the Mac here.
no layer backing needed IMHO:
for 1. I do a pattern image
NSImage *patternImage = [NSImage imageNamed:#"pattern"];
[window setBackgroungdColor:[NSColor colorWithPatternImage:patternImage]];
for 2. add an NSImageView as a subview of the contentview
NSImageView *v = ...
[[window contentView] addSubview:v];
on mac some views dont respond nicely IF layer backed
:: e.g. pdfview
Make a superview container A. Add a subview B to A for all your NSView needs (buttons, etc.). Add a subview C to A for all your Core Animation needs.
Edit:
Even better: use superview A for all your NSView needs and one subview C for your Core Animation needs, ignoring view B altogether.
I know this seems like a simple task, which is why I don't understand why I can't get the image to render.
When I set up my UIView, I do the following:
myUiView.backgroundColor = [UIColor clearColor];
myUiView.opaque = NO;
I create and retain the UIImage in the init function of my UIView:
image = [[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"test" ofType:#"png"]] retain];
then my drawRect looks like this:
- (void) drawRect:(CGRect) rect
{
[image drawInRect:self.bounds];
}
Ultimately I'll be manipulating that UIImage via bitmap context, and then in drawRect create a CGImage out of the context, and render that, but for now I'm just trying to get it rendering a known image.
I've been digging through this site, as well as the documentation. I've gone down the CG path and tried drawing it with CGContextDrawImage by following the numerous examples other people have posted, but that didn't work either.
So I've come back to what seems to be the most straightforward way to draw an image, but it isn't working.
Any help would be greatly appreciated.
Thanks in advance.
First of all, verify that the size and position of self.bounds are what you want them to be. If the size is {0,0} nothing will display. Check using this function:
NSLog(#"%#", NSStringFromCGRect(self.bounds));
Also make sure that the image is not nil:
NSLog(#"%#", image);
Let's say I have an NSImage that's 100x100. I also have an NSImageView that's 50x50. Is there a way I can place the NSImage at coordinates inside the NSImageView, so I can control which part of it shows? It didn't seem like NSImage had an initWithFrame method...
I did this in my NSImageView subclass, as Andrew suggested.
- (void)drawRect:(NSRect)rect
{
[super drawRect:rect];
NSRect cropRect = NSMakeRect(x, y, w, h);
[image drawAtPoint:NSZeroPoint
fromRect:cropRect
operation:NSCompositeCopy
fraction:1];
}
I don't believe so, but it's trivial to roll your own NSImageView equivalent that supports center/stretch options by drawing the image yourself.
Make your imageview as big as the image, and put it inside a scrollview. Hide the scrollers if you want. No need for subclassing in this case.
NSImageView has a method -setImageAlignment: which lets you control how the image is aligned within the image view. Unfortunately, if you want to display part of the image that doesn't correspond to any of the NSImageAlignment values, you're going to have to draw the image programmatically.
Depends on what your eventual goal is but the easiest thing to me seems to put your NSImageView inside an NSView (or a subclass – doesn't have to be NSScrollView as "#NSResponder" user suggests but this should work well too), set its imageScaling to NSImageScaleProportionallyUpOrDown and its frameSize to image's size. Then you can move your NSImageView freely around the upper view using setFrame:myDesiredFrame. No subclassing, no manual redrawing, etc.
I am looking for a perfect solution to set a background image for a window in a cocoa application. I haven't found a solution to this, I am new in objective c, so please anyone help me...
A window in Cocoa has a root-level view called the "content view". This is the view that contains all the others in a window. By default, it's just a plain, blank NSView. But you could easily create your own custom NSView subclass, override the drawRect: method to draw your background image, and use that for your custom view.
However, it might just be easier to use a plain old NSImageView. The advantage of this is that you can set, for example, autosizing behavior to keep the image pinned to one corner (try this with Installer.app by resizing the installer window). You would also be able to make it semi-opaque so that the background shows through a bit. (Again, I'm thinking of Installer.app; your app could be totally different)
Hope that gets you going in the right direction!
Michael Vannorsdel suggests sublassing NSView for the purpose, and I quote:
You'd really be better off making an
NSView subclass and having it draw
the image you want in drawRect:.
- (void)awakeFromNib
{
myImage = [[NSImage alloc] init....
[self setNeedsDisplay:YES];
}
- (void)drawRect:(NSRect)rect
{
NSSize isize = [myImage size];
[myImage drawInRect:[self bounds] fromRect:NSMakeRect(0.0, 0.0,
isize.width, isize.height) operation: NSCompositeCopy fraction:1.0];
}
Read that whole thread on cocoabuilder, it's quite instructive.