i can run the mediapipe example ios app,but i have a question is :How to use mediapipe to detect static image in ios. if u how to do ,please tell me ,think u
///this is a demo for check face static image
UIImage *faceImage = [UIImage imageNamed:#"faceImage.jpeg"];
UIImageView *bgView = [[UIImageView alloc] initWithImage:faceImage];
bgView.frame = CGRectMake(0, 0, faceImage.size.width, faceImage.size.height);
bgView.center = self.view.center;
[self.view insertSubview:bgView aboveSubview:self.liveView];
UIImageView *bgView1 = [[UIImageView alloc] init];
bgView1.frame = CGRectMake(0, CGRectGetMaxY(bgView.frame) + 20, self.view.frame.size.width, 200);
[self.view insertSubview:bgView1 aboveSubview:self.liveView];
CVPixelBufferRef buffer = [self pixelBufferFromCGImage:faceImage.CGImage];
///but this function not work
mediapipe::Packet packet = [self.mediapipeGraph imagePacketWithPixelBuffer:buffer];
mediapipe::Image image = packet.Get<mediapipe::Image>();
CVPixelBufferRef pixelBufferOut = image.GetCVPixelBufferRef();
bgView1.image = [self convert:pixelBufferOut];
i solve it,if u meet same problem , look this:https://github.com/lxm1799/FaceMediapipe
Related
i want to display some images on album cover on my app like bellow image.
EDIT:-
i want to display this view in UICollectionViewCell and collectionView scrollDirection Horizontal with paging enabled.
any help will be appreciated. and thanks in advance.
I do not know if you understand the question correctly.
If you want to do what I see on the picture, so try this:
UIView *cover = [[UIView alloc] initWithFrame:CGRectMake(100, 100, 500, 500)];
cover.backgroundColor = [UIColor blueColor];
int width = 200;
int height = 350;
int posx = 100;
int posy = 50;
for (int i = 0; i < 10; i++) {
//craete images
UIView *imagebg = [[UIView alloc] initWithFrame:CGRectMake(posx + arc4random_uniform(20), posy + arc4random_uniform(20), width, height)];
imagebg.backgroundColor = [UIColor whiteColor];
UIImageView *image = [[UIImageView alloc] initWithFrame:CGRectMake(20, 20, width - 40, height - 50)];
image.image = [UIImage imageNamed:#"loading-screen.png"];
[imagebg addSubview:image];
//rotate
double rads = arc4random_uniform(100)/10;
CGAffineTransform transform = CGAffineTransformRotate(imagebg.transform, rads);
imagebg.transform = transform;
//add as subview
[cover addSubview:imagebg];
}
[self.view addSubview:cover];
I'm trying to create a custom view which containes several images. I do that by adding them programmatically. The problem is that those subviews overlap each other and I can't find the way to change that. The only solution I can see is doing something like setting frames for each new image programmatically. I would be grateful if someone could tell me what is the best way to solve this issue.
for (id image in self.images) {
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
[self.imageViews addObject:imageView];
[self addSubview:imageView];
}
If you wanna make your customView like UICollectionView you need a UIScrollView and add your subviews in it. Everytime when you add a subview change frame location so it could be something like this:
int xPosition = 0;
int yPosition =0;
for (id image in self.images) {
if (xPosition>self.view.frame.size.width) {
//give size to every imageView and every time in loop change the location
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(xPosition, yPosition, 50, 50)];
imageView.image = image;
yPosition = yPosition + 50;
[self.view addSubView:imageView];
}
else {
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(xPosition, yPosition, 50, 50)];
imageView.image = image;
xPosition = xPosition + 50;
[self.view addSubView:imageView];
}
}
Without using Interface Builder your only real options are to change the frame or the center.
imageView.frame = CGRectMake(x coord, y coord, width, height);
This method lets you resize and move whereas changing the center lets you do just that, move the center of the view.
or
imageView.center = CGPointMake(x coord, y coord);
Or as recommended add constraints.
I have a set of images facing one side(Man facing right side), and I'm flipping it using this method and then adding it into a uiimageview's animationImages. However after adding in the flipped images, and then start to animate, the animation is still facing the right side.
manRunAnimations = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 64, 64)];
NSArray *manAniRunArray = #[[UIImage imageNamed:#"robot1"],
[UIImage imageNamed:#"robot2"],
[UIImage imageNamed:#"robot3"],
[UIImage imageNamed:#"robot4"],
[UIImage imageNamed:#"robot5"],
[UIImage imageNamed:#"robot6"],
];
manRunAnimationsf = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 64, 64)];
NSMutableArray *flippedRunAnimationImages = [[NSMutableArray alloc] init];
for( UIImage *image in manAniRunArray)
{
UIImage * flippedImage = [UIImage imageWithCGImage:image.CGImage scale:image.scale orientation:UIImageOrientationRightMirrored];
[flippedRunAnimationImages addObject:flippedImage];
}
manRunAnimationsf.animationImages = (NSArray *)flippedRunAnimationImages;
testImgView.image = [manRunAnimationsf.animationImages objectAtIndex:0];
manRunAnimationsf.animationDuration = runAnimationSpeedSlider.value;
[manRunAnimationsf startAnimating];
I've even tested it using
testImgView.image = [manRunAnimationsf.animationImages objectAtIndex:5];
This would display one of the flipped images properly on screen just before I do a
[manRunAnimationsf startAnimating];
Once it starts, the animations are not flipped at all!!
Anyone know why?
I can't believe no one knows why, but I found way around it. Is to add the following before I startAnimating:
manRunAnimationsf.transform = CGAffineTransformMake(-1,0,0,1,0,0);
I didn't even need to do the CGImage flips in that for loop.
But the manual image flip should have worked with the imageWithCGImage method, and I really want to know why!! You guys disappoint me. :p
In my game I'm rotating UIImageview to 30-degrees and I need to get transformed CGRect of rotated UIImageview, please some one help me with sample code.
UIImageView *mainImgB = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0, width, hight)];
[mainImgB setBackgroundColor:[UIColor greenColor]];
mainImgB.layer.anchorPoint = CGPointMake(0, 0);
mainImgB.center = CGPointMake(View.frame.size.width/2, View.frame.size.height/2);
mainImgB.transform = CGAffineTransformRotate(mainImgB.transform,30 * M_PI/180);
Thanks
Use CGRectApplyAffineTransform :
CGRect newRect = CGRectApplyAffineTransform(yourViewOnWhichTransformGetsApplied.frame, yourTransformHere);
Pretty much what I am trying to do, is create the following image:
So this is a progress bar, which will show how many votes the client get in that option. How can I do that? I was wondering if I can use a mask (as I would in flex), but all the masking implementations that I found on the web are doing masks for UIImages, and not for UIImageView. I cannot do the mask in the UIImage, because the two images have the same dimensions. I have to use the X and Y of the images to crop them?! So, any suggestions?
Here are the two images that I have to create that progress bar:
Cheers.
you want to get rid of all of the same bit in the middle of each image.
then do something like:
- (void)viewDidLoad
{
[super viewDidLoad];
[self addProgressBarInFrame:CGRectMake(20.f, 20.f, 280.f, 50.f) withProgress:.9f];
[self addProgressBarInFrame:CGRectMake(20.f, 100.f, 200.f, 25.f) withProgress:.1f];
}
-(void)addProgressBarInFrame:(CGRect)frame withProgress:(CGFloat)progress
{
float widthOfJaggedBit = 4.0f;
UIImage * imageA= [[UIImage imageNamed:#"imageA"] stretchableImageWithLeftCapWidth:widthOfJaggedBit topCapHeight:0.0f];
UIImage * imageB= [[UIImage imageNamed:#"imageB"] stretchableImageWithLeftCapWidth:widthOfJaggedBit topCapHeight:0.0f];
UIView * progressBar = [[UIView alloc] initWithFrame:frame];
progressBar.backgroundColor = [UIColor whiteColor];
UIImageView * imageViewA = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, 0.0f, frame.size.width*progress, frame.size.height)];
UIImageView * imageViewB = [[UIImageView alloc] initWithFrame:CGRectMake(frame.size.width*progress, 0.f, frame.size.width - (frame.size.width*progress), frame.size.height)];
imageViewA.image = imageA;
imageViewB.image = imageB;
// imageViewA.contentStretch = CGRectMake(widthOfJaggedBit, 0, imageA.size.width - 2*widthOfJaggedBit, imageA.size.height) ;
// imageViewB.contentStretch = CGRectMake(widthOfJaggedBit, 0, imageB.size.width - 2*widthOfJaggedBit, imageB.size.height) ;
[self.view addSubview:progressBar];
[progressBar addSubview:imageViewA];
[progressBar addSubview:imageViewB];
}
Grady Player's answer is great. Just a small note, for anyone that uses this. I tried to update the frames of the two UIImageView's to update the "progress". I tried to force an update with "setNeedsDisplay", but to no avail. (sizeToFit caused problems too).
Anyway, the only way I figured out how to update the progress of an existing progress bar was to call "setFrame:CGRectMake" with my new dimensions.