I am looking for a way to render UIView over UIImageView on camera in swift. My problem is to capture only small rectangular portion of image.for this i tried by reducing the size of my UIImageView but in this case camera adjusted whole image in this small area which is not my objective.
Finally i decided to hide camera by rendering some other component over it from both side up/down, how can I do?
UIGraphicsBeginImageContextWithOptions(view.bounds.size, true, 0)
view.drawViewHierarchyInRect(view.bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
Related
Is there a way to integrate a UIImageView when taking photos?
I can't seem to find a topic discussing this.
What I wanted to do is to have a UIImageView overlay on the preview. When the shutter is tapped, it should take the picture with the UIImageView embedded in it.
So here's where I am right now. The "test image" part will be made draggable on top of the preview view. I want to include that image with the image I'll be taking when I push the shutter button.
Is this possible? Or is there a better way?
I'm using AVCaptureVideoPreviewLayer, AVCaptureSession and AVCapturePhotoOutput. I'm just putting the UIIMageView above the UIView where the AVCaptureVideoPreviewLayer is also a subview.
EDIT: Tested saving the UIView as an image, and it doesn't include the preview layer (only returns the UIView + UIImageView overlay).
There is at least two ways of doing this.
1) Capture photo from camera and add overlay image based on draggable image view position. This will produce best possible quality.
2) If you don't need photo quality you can use another solution - render draggable view layer in graphic context and video preview layer:
func takePhotoWithOverlay() -> UIImage? {
let overlayImageView // UIImageView with overlay image
let videoPreviewLayer // AVCaptureVideoPreviewLayer
guard let superview = overlayImageView.superview else { return nil }
UIGraphicsBeginImageContextWithOptions(superview.bounds.size, false, 0.0)
defer { UIGraphicsEndImageContext() }
guard let context = UIGraphicsGetCurrentContext() else { return nil }
videoPreviewLayer.render(in: context)
overlayImageView.layer.render(in: context)
return UIGraphicsGetImageFromCurrentImageContext()
}
I am trying to crop part of an image taken with the iPhone's camera via the cropping(to:) method on a CGImage but I am encountering a weird phenomenon where my UIImage's dimensions are doubled when converted with .cgImage which, obviously, prevents me from doing what I want.
The flow is:
Picture is taken with the camera and goes into a full-screen imageContainerView
A "screenshot" of this imageContainerView is made with a UIView extension, effectively resizing the image to the container's dimensions
imageContainerView's .image is set to now be the "screenshot"
let croppedImage = imageContainerView.renderToImage()
imageContainerView.image = croppedImage
print(imageContainerView.image!.size) //yields (320.0, 568.0)
print(imageContainerView.image!.cgImage!.width, imageContainerView.image!.cgImage!.height) //yields (640, 1136) ??
extension UIView {
func renderToImage(afterScreenUpdates: Bool = false) -> UIImage {
let rendererFormat = UIGraphicsImageRendererFormat.default()
rendererFormat.opaque = isOpaque
let renderer = UIGraphicsImageRenderer(size: bounds.size, format: rendererFormat)
let snapshotImage = renderer.image { _ in
drawHierarchy(in: bounds, afterScreenUpdates: afterScreenUpdates)
}
return snapshotImage
}
}
I have been wandering around here with no success so far and would gladly appreciate a pointer or a suggestion on how/why the image size is suddenly doubled.
Thanks in advance.
This is because print(imageContainerView.image!.size) prints the size of the image object in points and print(imageContainerView.image!.cgImage!.width, imageContainerView.image!.cgImage!.height) print the size of the actual image in pixels.
On iPhone you are using there are 2 pixels for evert point in both horizontal and vertical. The UIImage scale property will give you the factor which in your case will be 2.
See this link iPhone Resolutions
I'm working on a Swift iOS app where I want the user to be able to place an image (a sticker such as a beard or an eyepatch) over another image.
Currently I have it working to where they can take a photo or pull an image up from their Photos and have that display in a UIImage. Obviously next is adding the sticker. I've been able to dig up zero data on this from Google or Stack. And I mean zero.
Does anyone have a general idea of how I would execute this? Specifics would help too of course.
Here's the easy way.
have a UIView as a parent, let's say stickerView
add image to stickerView
add stickers to stickerView
save a snapshot of stickerView
Here's the code to snapshot UIView,
extension UIImage {
class func imageWithView(view: UIView) -> UIImage {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0)
view.drawViewHierarchyInRect(view.bounds, afterScreenUpdates: true)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img
}
}
Usage
let snapshotImage = UIImage.imageWithView(stickerView)
I would suggest you to add UIImageView for sticker instead of editing image when adding sticker. And after that when save the image then you should edit the image.
I have 2 imageViews like below. (ScrollView has subview of imageView)
i want to take the image of each one and merged to one.
i tried using taking screenshot and crop. but when it comes to different iphone screensizes and resolutions it doesn't work well.
can any one guide me how to do this?
Why not just add them both to one UIView?
It is also possible to add a subview to your image view and extend the frame.
[secondImageView setFrame:CGRectMake(x,y + newImageHeight,width,height)];
[self.myImageView setFrame:CGRectMake(x,y,width,height + newImageHeight)];
[self.myImageView addSubview:secondImageView];
I think your way is right, also you can solve scale size problem very easily with this method.
func mergeScreenshot() {
let layer = UIApplication.sharedApplication().keyWindow.layer
let scale = UIScreen.mainScreen().scale
UIGraphicsBeginImageContextWithOptions(layer.frame.size, false, scale); // reconsider size property for your screenshot
layer.renderInContext(UIGraphicsGetCurrentContext())
let screenshot = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
UIImageWriteToSavedPhotosAlbum(screenshot, nil, nil, nil)
}
But you should edit sizes again. For example if you're using autolayout you can create IBOutlet and than use it instead of layer.frame.size property which I used.
Hope it helps.
I would like to draw a thumbnail of a UIScrollview.
This scrollview has an image in. However the user can zoom and pan the image.
When the user has panned and zoomed to where he wants the picture, I want to create a thumbnail of what they set up. Basically, I want to create a brand new uiimage that is sized at say 100x100, but uses the exact image data that the scrollview is currently showing.
I tried this, but the more I zoom in, the more distorted the images became.
//returns a smaller UIImage
func generateThumbnailOfSize(size:CGSize)->UIImage
{
UIGraphicsBeginImageContext(_scrollView.bounds.size)
_scrollView.layer.renderInContext(UIGraphicsGetCurrentContext())
var fullsizeCroppedImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()
CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, size.width, size.height), fullsizeCroppedImage.CGImage)
var sizeAdjustedCroppedImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()//gets the image as it looks in the scrollview
UIGraphicsEndImageContext()
return sizeAdjustedCroppedImage
}
Suggestions?:)
Swift & Objc code welcome!
You may want to have a look at this:
Crop UIImage in UIScrollView like in "Move And Scale"
In case anyone is interested in more sophisticated solution:
https://github.com/barrettj/BJImageCropper