Swift CGContext Aspect Fit - ios

I have two image views, one with an image, another with an image defined with CGContext methods, both with the same image size and image view size, on top of each other. In the storyboard, I can set both image views to "Aspect Fit", so users on different devices can still see the image. However, when I go to draw something on the overlaid second image view, it does not scale it accordingly (or relative to the first image view, even though they are the same size). How do I go about making the second image in the overlaid image view the same scale as the image below?
Example Code:
import CoreGraphics
import UIKit
class Map: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrollView: UIScrollView!
#IBOutlet weak var imageView: UIImageView!
#IBOutlet weak var drawnImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
self.scrollView.minimumZoomScale = 1.0
self.scrollView.maximumZoomScale = 6.0
let data = grabData()
print(data!)
var img = UIImage(named: "floor1")
print(img!.size)
imageView.image = img
img = draw(imageView.bounds.size, data: data!)
print(img!.size)
drawnImageView.image = img
for c in drawnImageView.constraints {
if c.identifier == "constraintImageHeight" {
c.constant = img!.size.height * drawnImageView.bounds.width / img!.size.width;
break;
}
}
}
}
func draw(img: UIImage) -> UIImage {
UIGraphicsBeginImageContext(img.size)
let context = UIGraphicsGetCurrentContext()
// Drawing
let color = UIColor(red: 0.67, green: 0.4, blue: 0.56, alpha: 1)
CGContextSetStrokeColorWithColor(context, color.CGColor)
CGContextSetLineWidth(context, 2.0)
var y = 0
for _ in 0..<100 {
let b = CGRect(origin: CGPoint(x: 0, y: y), size: CGSize(width: 1200, height: 1))
CGContextStrokeRect(context, b)
y += 30
}
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Update 1:
(replace after '//Drawing')
If you load with iPhone 5 simulator, it doesn't show up in the same place in relation to the photo as it does in the iPhone 6 simulator.
func draw(size: CGSize, data: [TotalLine]) -> UIImage {
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
let screen: CGRect = UIScreen.mainScreen().bounds
let x = screen.size.width, y = screen.size.height
// Drawing
//let color = UIColor(red: 0.67, green: 0.4, blue: 0.56, alpha: 1)
let color = UIColor.redColor()
CGContextSetStrokeColorWithColor(context, color.CGColor)
CGContextSetLineWidth(context, 2.0)
let line = CGRect(origin: CGPoint(x: (x/16), y: (y*0.502)), size: CGSize(width: (x/20), height: 2))
CGContextStrokeRect(context, line)
let test = CGRect(origin: CGPoint(x: 0, y: 0), size: CGSize(width: x, height: y))
CGContextStrokeRect(context, test)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Update 2:
iPhone 6:
iPhone 5:
I want that red line to show up in between the rooms, like in the iPhone 6 screenshot. In the iPhone 5, it is slightly lower.
Update 3:
Printing image views:
iPhone 5:
Drawn Image View: frame = (0 0; 600 536);
Image View: frame = (0 0; 600 536);
iPhone 6:
Drawn Image View: frame = (0 0; 600 536);
Image View: frame = (0 0; 600 536);

Try to replace this line:
UIGraphicsBeginImageContext(img.size)
with this:
UIGraphicsBeginImageContextWithOptions(img.size, false, UIScreen.main.scale)
It's not clear why do you use 100 and 1200 harcoded values. if your original image is big enough (higher than 3000 or wider than 1200), your lines won't fill the whole image. Also you don't actually need the original image to create overlay. You just need to know the size, right? Try this method instead:
func createLinesImage(size: CGSize) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, UIScreen.main.scale)
let context = UIGraphicsGetCurrentContext()!
let color = UIColor(red: 0.67, green: 0.4, blue: 0.56, alpha: 1)
context.setStrokeColor(color.cgColor)
context.setLineWidth(2.0)
var y = CGFloat(0)
while y < size.height {
let lineRect = CGRect(x: 0, y: y, width: size.width, height: 1)
context.stroke(lineRect)
y += 30
}
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
Now, If you want to draw lines only over the original image, call your method like this:
imageView2.image = createLinesImage(size: originalImage.size)
If you need to fill the whole imageView with lines, even if there are blank zones for your original image, use this line:
imageView2.image = createLinesImage(size: imageView2.bounds.size)

Related

How to get circle imageView in as titleView of navigation bar iOS

I am trying to get a navigation bar similar to the one in iOS messages app. This is what I have, and it creates a bit of a circle shape but gets cut off. If you were to recreate the centered image from Messages how would you?
let imageView = UIImageView(image: UIImage(named: "test-image"))
imageView.contentMode = .scaleAspectFit
let titleView = UIView(frame: CGRect(x: 0, y: 0, width: 44, height: 44))
imageView.frame = titleView.bounds
imageView.layer.masksToBounds = true
imageView.layer.cornerRadius = imageView.frame.height / 2
titleView.addSubview(imageView)
self.navigationItem.titleView = titleView
The current outcome with this snippet:
The desired outcome:
Tested solutions In dark mode:
Please excuse my eggs ;) It's my favorite test pic
Set image view content mode .scaleAspectFill
imageView.contentMode = .scaleAspectFill
The following is what I have done.
I use two functions to work with an image. The makeCutout function creates a square cutout based on the height of an image of your selection. The position of the cutout is placed at the center of the source image. (See let cutoutRect = ...) The second one, the makeCircularImage function, makes the cutout image circular. Note that I'm assuming the original image is horizontally-long, which means that the diameter of the cutout will be the height of the image.
import UIKit
class ViewController: UIViewController {
// MARK: - Life cycle
override func viewDidLoad() {
super.viewDidLoad()
if let image = UIImage(named: "jenniferGarner.jpg") {
let imageWidth = image.size.width
let imageHeight = image.size.height
let cutoutRect = CGRect(origin: CGPoint(x: (imageWidth - imageHeight) / 2.0, y: 0.0), size: CGSize(width: imageHeight, height: imageHeight))
if let cutoutImage = makeCutout(image: image, rect: cutoutRect) {
/* making it a circular image */
if let circleImage = makeCircularImage(sourceImage: cutoutImage, diameter: cutoutImage.size.height) {
testImageView.isHidden = true
let imageView = UIImageView(image: circleImage)
imageView.contentMode = .scaleAspectFit
let titleView = UIView(frame: CGRect(x: 0, y: 0, width: 44, height: 44))
//titleView.backgroundColor = UIColor.green
imageView.frame = titleView.bounds
imageView.layer.masksToBounds = true
imageView.layer.cornerRadius = imageView.frame.height / 2
titleView.addSubview(imageView)
self.navigationItem.titleView = titleView
}
}
}
}
// MARK: - Making a cutout image
func makeCutout(image: UIImage, rect: CGRect) -> UIImage? {
if let cgImage = image.cgImage {
let contextImage: UIImage = UIImage(cgImage: cgImage)
// Create bitmap image from context using the rect
var croppedContextImage: CGImage? = nil
if let contextImage = contextImage.cgImage {
if let croppedImage = contextImage.cropping(to: rect) {
croppedContextImage = croppedImage
}
}
// Create a new image based on the imageRef and rotate back to the original orientation
if let croppedImage: CGImage = croppedContextImage {
let image: UIImage = UIImage(cgImage: croppedImage, scale: image.scale, orientation: image.imageOrientation)
return image
}
}
return nil
}
func makeCircularImage(sourceImage: UIImage, diameter: CGFloat) -> UIImage? {
let imageView = UIImageView(image: sourceImage)
let layer = imageView.layer
layer.masksToBounds = true
layer.cornerRadius = diameter / 2.0
UIGraphicsBeginImageContext(imageView.bounds.size)
layer.render(in: UIGraphicsGetCurrentContext()!)
if let finalImage = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
return finalImage
}
return nil
}
}
I have Jeniffer Garner as a guest as shown below. The source image size is 480 px X 180 px.
The following is the final work with an iPhone simulator with the dark mode.

MTKView displaying CIImage goes wrong when image changes size

I'm using a fairly standard subclass of MTKView that displays a CIImage, for the purposes of rapidly updating using CIFilters. Code for the draw() function is below.
The problem I have is that only the portions of the view that are covered by the image, in this case scaledImage in the code below, are actually redrawn. This means that if the new image is smaller than the previous image, I can still see portions of the old image poking out from behind it.
Is there a way to clear the content of the drawable's texture when the size of the contained image changes, so that this does not happen?
override func draw() {
guard let image = image,
let targetTexture = currentDrawable?.texture,
let commandBuffer = commandQueue.makeCommandBuffer()
else { return }
let bounds = CGRect(origin: CGPoint.zero, size: drawableSize)
let scaleX = drawableSize.width / image.extent.width
let scaleY = drawableSize.height / image.extent.height
let scale = min(scaleX, scaleY)
let width = image.extent.width * scale
let height = image.extent.height * scale
let originX = (bounds.width - width) / 2
let originY = (bounds.height - height) / 2
let scaledImage = image
.transformed(by: CGAffineTransform(scaleX: scale, y: scale))
.transformed(by: CGAffineTransform(translationX: originX, y: originY))
ciContext.render(
scaledImage,
to: targetTexture,
commandBuffer: commandBuffer,
bounds: bounds,
colorSpace: colorSpace
)
guard let drawable = currentDrawable else { return }
commandBuffer.present(drawable)
commandBuffer.commit()
super.draw()
}
MTKView has clearColor property which you can use like so:
clearColor = MTLClearColorMake(1, 1, 1, 1)
Alternatively, if you'd like to use CIImage, you can just create one with CIColor like so:
CIImage(color: CIColor(red: 1, green: 1, blue: 1)).cropped(to: CGRect(origin: .zero, size: drawableSize))
What you can do is tell the ciContext to clear the texture before you draw to it.
So before you do this,
ciContext.render(
scaledImage,
to: targetTexture,
commandBuffer: commandBuffer,
bounds: bounds,
colorSpace: colorSpace)
clear the context by first.
let renderDestination = CIRenderDestination(
width: Int(sizeToClear.width),
height: Int(sizeToClear.height),
pixelFormat: colorPixelFormat,
commandBuffer: nil) { () -> MTLTexture in
return drawable.texture
}
do {
try ciContext.startTask(toClear: renderDestination)
} catch {
}
For more info see the documentation
I have the following solution which works, but I'm not very pleased with it as it feels hacky so please, somebody tell me a better way of doing it!
What I'm doing is tracking when the size of the image changes and setting a flag called needsRefresh. During the view's draw() function I then check to see if this flag is set and, if it is, I create a new CIImage from the view's clearColor that's the same size as the drawable and render this before continuing to the image I actually want to render.
This seems really inefficient, so better solutions are welcome!
Here's the additional drawing code:
if needsRefresh {
let color = UIColor(mtkColor: clearColor)
let clearImage = CIImage(cgImage: UIImage.withColor(color, size: bounds.size)!.cgImage!)
ciContext.render(
clearImage,
to: targetTexture,
commandBuffer: commandBuffer,
bounds: bounds,
colorSpace: colorSpace
)
needsRefresh = false
}
Here's the UIColor extension for converting the clear color:
extension UIColor {
convenience init(mtkColor: MTLClearColor) {
let red = CGFloat(mtkColor.red)
let green = CGFloat(mtkColor.green)
let blue = CGFloat(mtkColor.blue)
let alpha = CGFloat(mtkColor.alpha)
self.init(red: red, green: green, blue: blue, alpha: alpha)
}
}
And finally, a small extension for creating CIImages from a given background colour:
extension UIImage {
static func withColor(_ color: UIColor, size: CGSize = CGSize(width: 10, height: 10)) -> UIImage? {
UIGraphicsBeginImageContext(size)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
context.setFillColor(color.cgColor)
context.fill(CGRect(origin: .zero, size: size))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}

How to get a screenshot of the View (Drawing View) used for drawing using UIBezeir path

I have a Drawing View which is on a Scroll View. After drawing is completed I need a screenshot of the drawing which I will be uploading to the server.
I am using UIBezeir path to draw on the view.
let path = UIBezierPath()
for i in self.drawView.path{
path.append(i)
}
self.drawView.path is an NSArray with all the bezeir paths of the drawing.
But when I use the bounding box of this path and get max and min values of coordinates and try to capture a screenshot I get this
var rect:CGRect = CGRect(x: path.bounds.minX, y: path.bounds.minY, width: path.bounds.maxX, height: path.bounds.maxY)
I also tried to give the bounds of the path itself
let rect:CGRect = CGRect(x: path.bounds.origin.x - 5, y: path.bounds.origin.y - 5, width: path.bounds.size.width + 5, height: path.bounds.size.height + 5)
Just for reference I tried using this rect and create a view (clear color with border layer) and placed it over the Drawing, it work pretty fine but when I try to capture an image it goes out of bounds
This is the function I am using to capture the screen
func imgScreenShot(bounds:CGRect) -> UIImage{
let rect: CGRect = bounds
self.drawView.isOpaque = false
self.drawView.backgroundColor = UIColor.clear
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
var context: CGContext? = UIGraphicsGetCurrentContext()
if let aContext = context {
self.drawView.layer.render(in: aContext)
}
var capturedImage: UIImage? = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
//let finalImage = scaleImage(image: capturedImage)
return capturedImage!
}
I am also tried getting a UIView with this function
let vw = self.drawView.resizableSnapshotView(from: rect, afterScreenUpdates: true, withCapInsets: UIEdgeInsets.zero)
This gives me a perfect UIView with the drawing in that, but again when I try to convert the UIView to UIImage using the function giving the views bounds, I get a blank image.
Can anyone suggest what I am doing wrong or any other solution for how I can get this, bounds of image starting right exactly at the bounds of the drawing
let vw = self.drawView.resizableSnapshotView(from: rect2, afterScreenUpdates: true, withCapInsets: UIEdgeInsets.zero)
vw?.frame = CGRect(x: 50, y: 50, width: 100, height: 100)
vw?.layer.borderColor = UIColor.red.cgColor
vw?.layer.borderWidth = 1
self.drawView.addSubview(vw!)
let image = vw?.snapshotImage
let imgView = UIImageView(frame: CGRect(x: 250, y: 50, width: 100, height: 100))
imgView.layer.borderColor = UIColor.gray.cgColor
imgView.layer.borderWidth = 1
self.drawView.addSubview(imgView)
Make an extension of UIView and UIImage , so in whole application lifecycle you can use those methods(which one i will be describe at below) for capture the screenshort of any perticular UIView and resize the existing image(if needed).
Here is the extension of UIView :-
extension UIView {
var snapshotImage : UIImage? {
var snapShotImage:UIImage?
UIGraphicsBeginImageContext(self.frame.size)
if let context = UIGraphicsGetCurrentContext() {
self.layer.render(in: context)
if let image = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
snapShotImage = image
}
}
return snapShotImage
}
}
Here is the extension of UIImage :-
extension UIImage {
func resizeImage(newSize:CGSize) -> UIImage? {
var newImage:UIImage?
let horizontalRatio = newSize.width / size.width
let verticalRatio = newSize.height / size.height
let ratio = max(horizontalRatio, verticalRatio)
let newSize = CGSize(width: size.width * ratio, height: size.height * ratio)
UIGraphicsBeginImageContext(newSize)
if let _ = UIGraphicsGetCurrentContext() {
draw(in: CGRect(origin: CGPoint(x: 0, y: 0), size: newSize))
if let image = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
newImage = image
}
}
return newImage
}
}
How to use those functions in our desired class ?
if let snapImage = yourUIView.snapshotImage {
///... snapImage is the desired image you want and its dataType is `UIImage`.
///... Now resize the snapImage into desired size by using this one
if let resizableImage = snapImage.resizeImage(newSize: CGSize(width: 150.0, height: 150.0)) {
print(resizableImage)
}
}
here yourUIView means , the one you have taken for drawing some inputs. it can be IBOutlet as well as your UIView (which you have taken programmatically)

Draw border of certain color around colored UIImage in tab bar

In order to understand my problem I will start with a short description of my goal:
In the center of my tab bar I deliberately use a usually too big image (a circle) which extends over the tab bar (the tab bar's background color is white) so it laps over the top border of the tab bar. Since all UITabBarItems' default color is a light gray (apparently it is neither UIColor.lightGray nor .darkGray) and I would like to change the color of this (and only this) UITabBarItem (or rather the image considering this is the only thing which can be seen of this UITabBarItem) to white I've used the following extension/function which works fine:
extension UIImage {
func tabBarImageWithCustomTint(tintColor: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
let context: CGContext = UIGraphicsGetCurrentContext()!
context.translateBy(x: 0, y: self.size.height)
context.scaleBy(x: 1.0, y: -1.0)
context.setBlendMode(CGBlendMode(rawValue: 1)!)
let rect: CGRect = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
context.clip(to: rect, mask: self.cgImage!)
tintColor.setFill()
context.fill(rect)
var newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
newImage = newImage.withRenderingMode(UIImageRenderingMode.alwaysOriginal)
return newImage
}
}
Link to question where I found this extension
As both the tint color of the image and the background color of the tab bar are white, I would now like to add a border of red color to the now white image. Luckily, I managed to find another question on stackoverflow which answered this question (although I must add that I am not entirely content with this extension because it leaves a very small space between the UIImage and the border):
extension UIImage {
func roundedImageWithBorder(width: CGFloat, color: UIColor) -> UIImage? {
let square = CGSize(width: min(size.width, size.height) + width * 2, height: min(size.width, size.height) + width * 2)
let imageView = UIImageView(frame: CGRect(origin: CGPoint(x: 0, y: 0), size: square))
imageView.contentMode = .center
imageView.image = self
imageView.layer.cornerRadius = square.width/2
imageView.layer.masksToBounds = true
imageView.layer.borderWidth = width
imageView.layer.borderColor = color.cgColor
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, false, scale)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
imageView.layer.render(in: context)
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return result
}
}
My problem now is if I use the function consecutively like this...:
let tabRecordButton = UIImage(named: "circle").tabBarImageWithCustomTint(tintColor: .white).roundedImageWithBorder(width: 1, color: .red)
..., the border is drawn but the UITabBarItem's tint color goes back to this default gray aforementioned (not even the border is red).
So my question: Is there a way I can do both, i.e. color the image white and the border red in my UITabBar?
You have to add this line result = result.withRenderingMode(UIImageRenderingMode.alwaysOriginal) in your second extension as well, if you omit this line then your image will take the tint from your tabBar, that is your original issue
replace your roundedImageWithBorder extension method implementation with this one
func roundedImageWithBorder(width: CGFloat, color: UIColor) -> UIImage? {
let square = CGSize(width: min(size.width, size.height) + width * 2, height: min(size.width, size.height) + width * 2)
let imageView = UIImageView(frame: CGRect(origin: CGPoint(x: 0, y: 0), size: square))
imageView.contentMode = .center
imageView.image = self
imageView.layer.cornerRadius = square.width/2
imageView.layer.masksToBounds = true
imageView.layer.borderWidth = width
imageView.layer.borderColor = color.cgColor
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, false, scale)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
imageView.layer.render(in: context)
var result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
result = result?.withRenderingMode(UIImageRenderingMode.alwaysOriginal)
return result
}
Testing
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.tabBarItem.selectedImage = UIImage(named: "icono-menu")?.tabBarImageWithCustomTint(tintColor: UIColor.magenta).roundedImageWithBorder(width: 1, color: UIColor.blue)
self.tabBarController?.tabBar.tintColor = UIColor.red //note that the tintColor of the tabBar is red
}
Result

Swift UIView with multiply effect

What I've been trying to achieve for a couple of hours is something like the following:
I would like to have a UIImage in the background and then preferably a UIView with a background color of red with some kind of multiply effect (the red area). Is this possible? I've seen a few extensions for UIImage that tints them, but that would only work if I wanted my WHOLE image to have a red multiply color effect.
Thanks
You could just add a red UIView to the top of your UIImageView. Adjust the alpha to make it transparent:
let someView = UIView(frame: someImageView.frame)
someView.backgroundColor = UIColor(colorLiteralRed: 255.0/255.0, green: 0, blue: 0, alpha: 0.5)
someImageView.addSubview(someView)
Using a multiply instead:
let img = UIImage(named: “background”)
let img2 = UIImage(named: “effect”) //Make sure this is your red image same size as the background
let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
UIGraphicsBeginImageContextWithOptions(img.size, true, 0)
let context = UIGraphicsGetCurrentContext()
// fill the background with white so that translucent colors get lighter
CGContextSetFillColorWithColor(context, UIColor.whiteColor().CGColor)
CGContextFillRect(context, rect)
img.drawInRect(rect, blendMode: .Normal, alpha: 1)
img2.drawInRect(rect, blendMode: .Multiply, alpha: 1)
// grab the finished image and return it
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
Swift 3 Extension (thx to #Kex):
extension UIImage{
class func multiply(image:UIImage, color:UIColor) -> UIImage? {
let rect = CGRect(origin: .zero, size: image.size)
//image colored
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
color.setFill()
UIRectFill(rect)
let coloredImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
//image multiply
UIGraphicsBeginImageContextWithOptions(image.size, true, 0)
let context = UIGraphicsGetCurrentContext()
// fill the background with white so that translucent colors get lighter
context!.setFillColor(UIColor.white.cgColor)
context!.fill(rect)
image.draw(in: rect, blendMode: .normal, alpha: 1)
coloredImage?.draw(in: rect, blendMode: .multiply, alpha: 1)
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return result
}
}
Example:
let image = UIImage.multiply(image: sourceImage, color: UIColor.red)
With iOS10 you can now use UIGraphicsImageRenderer to add a partial multiply effect as easy as this:
extension UIImage {
func tinted(_ color: UIColor, percentageFromBottom: CGFloat) -> UIImage? {
let imageRect = CGRect(origin: .zero, size: size)
let colorRect = CGRect(x: 0, y: (1.0 - percentageFromBottom) * size.height, width: size.width, height: percentageFromBottom * size.height)
let renderer = UIGraphicsImageRenderer(size: size)
let tintedImage = renderer.image { context in
color.set()
context.fill(colorRect)
draw(in: imageRect, blendMode: .multiply, alpha: 1)
}
return tintedImage
}
}
You can then use it like this to multiply the lower third of the original with a red multiply:
UIImage(named: "trees")?.tinted(.red, percentageFromBottom: 0.33)
Which results in this:

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