Text drawn over image is too small - ios

I'm trying to draw a resizable textView onto an image kind of like snapchat does but when I draw the label onto the image, the text is significantly smaller and more towards the top left than it should be.
func drawTextToImage(){
let rect = textView.frame
let showText = textView.text
let font = UIFont.boldSystemFont(ofSize: 26)
let attr = [NSFontAttributeName: font, NSForegroundColorAttributeName:UIColor.white]
let image = UIImage(named: "3FactorPostGreen")
//First create the rotated and transparent image with text
UIGraphicsBeginImageContextWithOptions(CGSize(width: rect.size.width, height: rect.size.height), false, 0)
if let context = UIGraphicsGetCurrentContext() {
context.rotate (by: 45.0 * CGFloat.pi/180.0) //45˚
}
showText?.draw(in: CGRect(x: rect.origin.x, y: rect.origin.y, width: rect.size.width, height: rect.size.height), withAttributes: attr)
let rotatedImageWithText = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext()
//Then, draw rotated image(with text) onto the background image
UIGraphicsBeginImageContextWithOptions(CGSize(width: rect.size.width, height: rect.size.height), true, 0)
image?.draw(in: rect)
rotatedImageWithText?.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext()
self.imageView.image = newImage
}
Then this was the before and after photos
Larger Text:
Smaller Text:
I have no idea what happens when this goes on but if anyone could explain and help that would be awesome.

Related

Set UIImage color

I am on swift 4, and my goal is to change the color of a system UIImage in code. I declare the image with
let defaultImage = UIImage(systemName: "person.circle.fill")
But when I change its tint color with:
let grayDefaultImage = defaultImage?.withTintColor(.gray)
The grayDefaultImage still display the standard blue color. Next I use an extension
//MARK: -UIImage extension
extension UIImage {
/// #Todo: this blurs the image for some reason
func imageWithColor(color: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
color.setFill()
let context = UIGraphicsGetCurrentContext()
context?.translateBy(x: 0, y: self.size.height)
context?.scaleBy(x: 1.0, y: -1.0)
context?.setBlendMode(CGBlendMode.normal)
let rect = CGRect(origin: .zero, size: CGSize(width: self.size.width, height: self.size.height))
context?.clip(to: rect, mask: self.cgImage!)
context?.fill(rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
And the image renders in a very "pixelated" or "low res" form.
withTintColor(_:) say: The new image uses the same rendering mode as the original image.
So if original image's rendering mode is .alwaysTemplate, means image will ignoring its color information. you need set mode to .alwaysOriginal:
defaultImage?.withTintColor(.gray, renderingMode: .alwaysOriginal)

How to use UIGraphicsBeginImageContextWithOptions to draw non-standard shapes?

I have an image which is a bubble shape, and I wish to add text to the middle of the image, so I tried to use UIGraphicsBeginImageContextWithOptions to redraw the image.
The code is as following:
let imageSize = CGSize(width: 40, height: 40)
// the rect in which the image will be drawn in
let imageRect = CGRect(origin: CGPoint.zero, size: imageSize)
UIGraphicsBeginImageContextWithOptions(imageSize, true, 1.0)
// begining drawing things
// first, we draw the image in the specified rect
image.draw(in: imageRect)
let attributes = [ NSAttributedStringKey.foregroundColor: UIColor.red,
NSAttributedStringKey.font: UIFont.boldSystemFont(ofSize: 20)]
let text = "55"
let size = text.size(withAttributes: attributes)
let rect = CGRect(x: 20 - size.width / 2, y: 20 - size.height / 2, width: size.width, height: size.height)
text.draw(in: rect, withAttributes: attributes)
let newImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
but I get a square with a black background with the desired image inside:
the blue is the original image, the black is the re-drawn image. Anyone knows how can I draw the image as the original image?
Thanks!
You need to pass false, not true, to the 2nd argument (the opaque parameter) of the call to UIGraphicsBeginImageContextWithOptions function.
UIGraphicsBeginImageContextWithOptions(imageSize, false, 1.0)
You should also pass 0 as the 3rd argument (scale) so the image is scaled to match the current device's screen scale.

Xcode: why does Xcode shows an image bigger then AS-IS?

Why does Xcode shows a image bigger then AS-IS?
http://users.telenet.be/thomazz/ScreenShot4.png
http://users.telenet.be/thomazz/ScreenShot3.png
Scenario:
I got an image.
I resize this UIImage.
I export the resized UIImage.
I comment out my resize code.
I import the resized image in Xcode.
problem 1: Xcode shows the image twice as big as normal.
problem 2: when I run my app with the exported-resized image, it is twice as big.
view screenshots.
This totally depends on your frame of your UIImageView and not its dimensions.
So if you have an 1024x1024 image and you place it in a 10x10 frame, it will render to 10x10 size and vice versa.
If you want it bigger, then make your UIImageView bigger
Edit: so it is a google maps icon
Set the resized image as marker icon ,i.e,
marker.icon = self.imageWithImage(image: UIImage(named: "imageName")!, scaledToSize: CGSize(width: 3.0, height: 3.0))
Add this function
func imageWithImage(image:UIImage, scaledToSize newSize:CGSize) -> UIImage{
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0);
image.drawInRect(CGRectMake(0, 0, newSize.width, newSize.height))
let newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Dear Mohammad Bashir Sidani, I have this code.
And this code works. but it creates a new UIImage.
Then I use UIImagePNGRepresentation(resizedImage) to export the image.
I disable the code below to use the "programmatically-resized image".
this new resized image is blown up by Xcode... :(
extension UIImage {
func resizeImage(_ dimension: CGFloat, opaque: Bool, contentMode: UIViewContentMode = .scaleAspectFit) -> UIImage {
var width: CGFloat
var height: CGFloat
var newImage: UIImage
let size = self.size
let aspectRatio = size.width/size.height
switch contentMode {
case .scaleAspectFit:
if aspectRatio > 1 { // Landscape image
width = dimension
height = dimension / aspectRatio
} else { // Portrait image
height = dimension
width = dimension * aspectRatio
}
default:
fatalError("UIIMage.resizeToFit(): FATAL: Unimplemented ContentMode")
}
if #available(iOS 10.0, *) {
let renderFormat = UIGraphicsImageRendererFormat.default()
renderFormat.opaque = opaque
let renderer = UIGraphicsImageRenderer(size: CGSize(width: width, height: height), format: renderFormat)
newImage = renderer.image {
(context) in
self.draw(in: CGRect(x: 0, y: 0, width: width, height: height))
}
} else {
UIGraphicsBeginImageContextWithOptions(CGSize(width: width, height: height), opaque, 0)
self.draw(in: CGRect(x: 0, y: 0, width: width, height: height))
newImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
}
return newImage
}
}

Draw text onto image at an angle [Swift 3]

I'm trying to make function that will take text from a textfield (textField) and draw it onto an image. The function at the moment can only change the drawing's coordinates x and y, and width and height. What I was wondering is how I can make the text be drawn at an angle (eg 45˚, 18˚, etc...)
Thanks in advance.
func drawText() {
let font = UIFont.boldSystemFont(ofSize: 30)
let showText:NSString = textField.text as! NSString
// setting attr: font name, color...etc.
let attr = [NSFontAttributeName: font, NSForegroundColorAttributeName:UIColor.white]
// getting size
let sizeOfText = showText.size(attributes: attr)
let image = UIImage(named: "image")!
let rect = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
UIGraphicsBeginImageContextWithOptions(CGSize(width: rect.size.width, height: rect.size.height), true, 0)
// drawing our image to the graphics context
image.draw(in: rect)
// drawing text
showText.draw(in: CGRect(x: rect.size.width-sizeOfText.width-10, y: rect.size.height-sizeOfText.height-10, width: rect.size.width, height: rect.size.height), withAttributes: attr)
// getting an image from it
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext()
self.imageView.image = newImage
}
1.Draw text to an image first, then rotate the image.
2.Draw rotated image(with text) onto the background image.
//First create the rotated and transparent image with text
UIGraphicsBeginImageContextWithOptions(CGSize(width: rect.size.width, height: rect.size.height), false, 0)
if let context = UIGraphicsGetCurrentContext() {
context.rotate (by: 45.0 * CGFloat.pi/180.0) //45˚
}
showText.draw(in: CGRect(x: 10, y: 10, width: rect.size.width, height: rect.size.height), withAttributes: attr)
let rotatedImageWithText = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext()
//Then, draw rotated image(with text) onto the background image
UIGraphicsBeginImageContextWithOptions(CGSize(width: rect.size.width, height: rect.size.height), true, 0)
image.draw(in: rect)
rotatedImageWithText?.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext()
self.imageView.image = newImage

Why the image is rotated , by calling CGContextDrawImage

Why the image is rotated , by calling CGContextDrawImage.Thanks for your help.
// Initialization code
UIImage *img = [UIImage imageNamed:#"logo.png"];
UIImagePNGRepresentation(img);
_image_ref = img.CGImage;
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect img_rect = CGRectMake(20, 40, 100, 150);
CGContextDrawImage(context, img_rect, _image_ref);
core graphics's coordinated system not like UIKit, you need to calculate the right coordinate.
http://blog.ddg.com/?p=10
Following this explanation. I created solution which allow to draw multiple images with custom rects in one context.
func foo() -> UIImage? {
let image = UIImage(named: "back.png")!
let contextSize = CGSize(width: 500, height: 500)
UIGraphicsBeginImageContextWithOptions(contextSize, true, image.scale)
guard let ctx = UIGraphicsGetCurrentContext() else { return nil }
guard let cgImage = image.cgImage else { return nil}
//Start code which can by copy/paste
let imageRect = CGRect(origin: CGPoint(x: 200.0, y: 200.0), size: image.size) //custom rect
let ty = imageRect.origin.y + imageRect.size.height //calculate translation Y
let imageRectWithoutOriginY = CGRect(origin: CGPoint(x: imageRect.origin.x, y: 0), size: imageRect.size)
ctx.translateBy(x: 0.0, y: ty) //prepare context for custom rect
ctx.scaleBy(x: 1.0, y: -1.0)
ctx.draw(cgImage, in: imageRectWithoutOriginY) //draw image
ctx.translateBy(x: 0.0, y:-ty) //restore default context setup (so you can select new area to place another image)
ctx.scaleBy(x: 1.0, y: -1.0)
//End code which can by copy/paste
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return result
}
Example with to images:
I know that it can be refactored. I duplicated code for more clarity.

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