iOS make screenshot of entire screen issue - ios

I have self view with image view:
UIImageView *imageView = [[UIImageView alloc] initWithFrame:self.bounds];
[self setBluredImageView:imageView];
[self addSubview:imageView];
- (UIImage *)takeSnapshotOfView:(UIView *)view
{
CGFloat reductionFactor = 1;
UIGraphicsBeginImageContext(CGSizeMake(view.frame.size.width/reductionFactor, view.frame.size.height/reductionFactor));
[view drawViewHierarchyInRect:CGRectMake(0, 0, view.frame.size.width/reductionFactor, view.frame.size.height/reductionFactor) afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
In method when I want to show my self view over other view I make this:
- (void)showMe; {
AppDelegate* app = [AppDelegate shared];
[app.window addSubview:self];
UIImage *image = [self blurWithImageEffects:[self takeSnapshotOfView:app.window]];
[[self bluredImageView] setImage:image];
[UIView animateWithDuration:0.4 animations:^{
[self setAlpha:1.0];
}];
}
So as you can see I want to blur "graphic context" that based on main window view. At first time when I present my self view it works perfect, but then, something like blurred image multiply each other.
So this is image when I just first show my view:
When I present my view few times the blurred image looks like this:
So as you can see each time blurred screenshot is different, but I use the same method for getting screenshot and don't update content of the view controller or other ui parts.
Some methods and image categories found here.

You've created a loop of blurring. When you take the screenshot of the view a second time, the bluredImageView is also in the screenshot. That is why you see the effect multiplied. Try removing it and only capturing the context without the effect, then adding it back
- (UIImage *)takeSnapshotOfView:(UIView *)view
{
//Remove the blured image before taking another screenshot.
[self bluredImageView] removeFromSuperview];
CGFloat reductionFactor = 1;
UIGraphicsBeginImageContext(CGSizeMake(view.frame.size.width/reductionFactor, view.frame.size.height/reductionFactor));
[view drawViewHierarchyInRect:CGRectMake(0, 0, view.frame.size.width/reductionFactor, view.frame.size.height/reductionFactor) afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//Add it back now that the effect is done
[self addSubview:[self bluredImageView];
return image;
}

Related

snapshotViewAfterScreenUpdates creating a blank image

I'm trying to create some composite UIImage objects with this code:
someImageView.image = [ImageMaker coolImage];
ImageMaker:
- (UIImage*)coolImage {
UIView *composite = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 400, 400)];
UIImageView *imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"coolImage"]]; //This is a valid image - can be viewed when debugger stops here
[composite addSubview:imgView];
UIView *snapshotView = [composite snapshotViewAfterScreenUpdates:YES];
//at this point snapshotView is just a blank image
UIImage *img = [self imageFromView:snapshotView];
return img;
}
- (UIImage *)imageFromView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, YES, 0.0);
[view drawViewHierarchyInRect:view.bounds afterScreenUpdates:NO];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
I just get back a blank black image. How can I fix?
Supplying YES for -snapshotViewAfterScreenUpdates: means it needs a trip back to the runloop to actually draw the image. If you supply NO, it will try immediately, but if your view is off screen or otherwise hasn't yet drawn to the screen, the snapshot will be empty.
To reliably get an image:
- (void)withCoolImage:(void (^)(UIImage *))block {
UIView *composite = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 400, 400)];
UIImageView *imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"coolImage"]]; //This is a valid image - can be viewed when debugger stops here
[composite addSubview:imgView];
UIView *snapshotView = [composite snapshotViewAfterScreenUpdates:YES];
// give it a chance to update the screen…
dispatch_async(dispatch_get_main_queue(), ^
{
// … and now it'll be a valid snapshot in here
if(block)
{
block([self imageFromView:snapshotView]);
}
});
}
You would use it like this:
[someObject withCoolImage:^(UIImage *image){
[self doSomethingWithImage:image];
}];
The snapshotted view has to be drawn to the screen for a snapshot view to not be blank. In your case, the composite view must have a superview for drawing to work.
However, you should not be using the snapshotting API for this kind of action. It is very inefficient to create a view hierarchy for the sole purpose of creating an image. Instead, use the Core Graphics API's to setup a bitmap image context, perform drawing and get back the result using UIGraphicsGetImageFromCurrentImageContext().
The reason it's only rendering a black rectangle is because you're drawing the view hierarchy of the snapshot view, which is non-existent.
To make it work, you should pass composite as the parameter like so:
- (UIImage*)coolImage {
UIView *composite = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 400, 400)];
UIImageView *imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"coolImage"]]
[composite addSubview:imgView];
UIImage *img = [self imageFromView:composite];
// Uncomment if you don't want composite to have imgView as its subview
// [imgView removeFromSuperview];
return img;
}

Problems showing badge on UITabBarItem with UIImageRenderingModeAlwaysOriginal image

I'm trying to show a badge on some UITabBarItems that are configured with an image with UIImageRenderingModeAlwaysOriginal. I'm doing this because the desired effect is something like a raised UITabBarItem a-la Instagram. This is the code I'm using to test this (it's in a UITabBarController category):
- (void) replaceImageForTab:(int)itemIndex
defaultImage:(UIImage *)defaultImage
selectedImage:(UIImage *)selectedImage
title:(NSString *)title
{
NSArray *viewControllers = [self viewControllers];
UIViewController *vc = [viewControllers objectAtIndex:itemIndex];
[vc.tabBarItem setImage:[defaultImage imageWithRenderingMode:UIImageRenderingModeAlwaysOriginal]];
[vc.tabBarItem setSelectedImage:[selectedImage imageWithRenderingMode:UIImageRenderingModeAlwaysOriginal]];
[vc.tabBarItem setTitle:title];
[vc.tabBarItem setBadgeValue:#"1"];
}
However, the badges images are shown clipped, like shown in here:
I think is because the badge is being added within the UITabBar's UIView, and it is clipping its contents. But I can't modify that value since that's a private property. What other options do I have here?
I haven't found a way to change the offset in the stock badges, so I had to roll out my own solution. It's not pretty, but it works (this is, again, on a UITabBarController category):
- (void) v_setBadgeValue:(NSString *)badgeValue inTab:(NSInteger)tabIndex
{
NSArray *viewControllers = [self viewControllers];
UIViewController *vc = [viewControllers objectAtIndex:tabIndex];
UITabBarItem *tabBarItem = vc.tabBarItem;
UIImage *normalImage = tabBarItem.image;
UIImage *selectedImage = tabBarItem.selectedImage;
UIImage *badgedNormalImage = [[self class] addBadgeWithValue:badgeValue toImage:normalImage];
UIImage *badgedSelectedImage = [[self class] addBadgeWithValue:badgeValue toImage:selectedImage];
[tabBarItem setImage:[badgedNormalImage imageWithRenderingMode:UIImageRenderingModeAlwaysOriginal]];
[tabBarItem setSelectedImage:[badgedSelectedImage imageWithRenderingMode:UIImageRenderingModeAlwaysOriginal]];
}
+ (UIImage *) addBadgeWithValue:(NSString *)badgeValue toImage:(UIImage *)image
{
//Here you have to create your badge view. Let's just use a red square for now
UIView *badgeView = [[UIView alloc] initWithFrame:CGRectMake(16, 3, 14, 14)];
[badgeView setBackgroundColor:[UIColor redColor]];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
[imageView addSubview:badgeView];
UIGraphicsBeginImageContextWithOptions((imageView.bounds.size), NO, [[UIScreen mainScreen] scale]);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return viewImage;
}
Now you're in complete control of the badges offset and position, that's important if you, like me, have a very strange UITabBar to work with. This is the result:

Getting snapshot of pushed view controller

today I decided to make my own animations instead of using UINavigationController's ones; so I've designed an animation (afterwards pseudocode), however I stumbled when I started to write the code. I've thought it will be good if I can make a class hence I can share it.
Let me explain it with words at first, there are two view controllers, when pushing the latter view controller former view controller's view should be blurred, then latter's blurred image should come into. Former's blurred image should go hidden and finally the blur of the latter image should resolve to show the latter view controller properly.
I've got the former VC's image properly with [UIImage convertViewToImage], however I couldn't get the latter VC's image.
I have to push new VC if I want to get snapshot of it with same logic, but you may understand it doesn't seem optimized and practical.
Let me show the code:
- (void)makeLastBackgroundBlur
{
self.lastBackgroundView = [[UIImageView alloc] initWithFrame:[UIScreen mainScreen].bounds];
UIImage *image = [[UIImage convertViewToImage] applyBlurWithRadius:5.0
tintColor:[UIColor colorWithWhite:0.2
alpha:0.7]
saturationDeltaFactor:1.8
maskImage:nil];
self.lastBackgroundView.image = image;
self.lastBackgroundView.alpha = 0;
[self addSubview:self.lastBackgroundView];
}
- (void)makeNextBackgroundBlur
{
self.nextBackgroundView = [[UIImageView alloc] initWithFrame:[UIScreen mainScreen].bounds];
// The part I couldn't do
UIImage *image = [theImageOfTheLatterVC applyBlurWithRadius:5.0
tintColor:[UIColor colorWithWhite:0.2
alpha:0.7]
saturationDeltaFactor:1.8
maskImage:nil];
self.nextBackgroundView.image = image;
self.nextBackgroundView.alpha = 1;
self.nextBackgroundView.hidden = YES;
[self addSubview:self.nextBackgroundView];
}
- (void)invokeAnimation
{
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
// Invoke the blurred background with animation
[UIView animateWithDuration:(self.duration / 2.00)
animations:^{
self.lastBackgroundView.alpha = 1.0f;
}
completion:^(BOOL finished){
self.nextBackgroundView.hidden = NO;
[UIView animateWithDuration:(self.duration / 2.00)
animations:^{
self.nextBackgroundView.alpha = 0;
} completion:^(BOOL finished){
self.lastBackgroundView = nil;
}];
}];
}

A custom background for a modal VC and rotation

I've implemented a custom (blurred) background for a modal view controller on iPad. Here's how I do it: in the presented VC's viewWillShow: I take a snapshot image of the presenting VC's view, blur it, and add a UIImage view on top of the presenting VC. This works well.
However, when I rotate the device while the modal is showing, the blurred image gets out of sync with the view controller it represents. The image gets stretched to fill the screen, but the view controller doesn't resize its views the same way. So when the modal is dismissed and the blur goes away, the transition looks bad.
I've tried taking another snapshot in didRotateFromInterfaceOrientation:, and replacing the blurred image, but that didn't work.
Any advice on how to solve this?
UPDATE: a sample project
My code (in the modal view controller):
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[self drawBackgroundBlurView];
}
- (void)drawBackgroundBlurView
{
if(_blurModalBackground) {
[_backgroundBlurView removeFromSuperview];
CGRect backgroundFrame = self.presentingViewController.view.bounds;
_backgroundBlurView = [[UIImageView alloc] initWithFrame:backgroundFrame];
_backgroundBlurView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[_backgroundBlurView setImage:[STSUtils imageByBlurringView:self.presentingViewController.view]];
[self.presentingViewController.view addSubview:_backgroundBlurView];
}
}
Utils code
+ (UIImage *)imageByBlurringView:(UIView *)view
{
UIWindow *window = [[[UIApplication sharedApplication] windows] lastObject];
BOOL isPortrait = (UIInterfaceOrientationIsPortrait([[UIApplication sharedApplication] statusBarOrientation]));
CGRect frame;
if(isPortrait) {
frame = CGRectMake(view.frame.origin.x, view.frame.origin.y, view.frame.size.height, view.frame.size.width);
}
else {
frame = CGRectMake(view.frame.origin.x, view.frame.origin.y, view.frame.size.width, view.frame.size.height);
}
UIGraphicsBeginImageContextWithOptions(frame.size, NO, window.screen.scale);
[view drawViewHierarchyInRect:frame afterScreenUpdates:NO];
// Get the snapshot
UIImage *snapshotImage = UIGraphicsGetImageFromCurrentImageContext();
// Apply blur
UIColor *tintColor = [UIColor colorWithWhite:1.0 alpha:0.3];
UIImage *blurredSnapshotImage = [snapshotImage applyBlurWithRadius:8
tintColor:tintColor
saturationDeltaFactor:1.8
maskImage:nil];
UIGraphicsEndImageContext();
return blurredSnapshotImage;
}
I coded a simple example that takes a screenshot from presentingViewController and sets it as background image. Here is the implementaion of my modal view controller. And it works well (both on viewWillAppear and handles rotation properly). Could you please also post STSUtils code?
#import "ScreenshoterViewController.h"
#interface ScreenshoterViewController ()
#property (weak, nonatomic) IBOutlet UIImageView *imageView;
- (IBAction)buttonBackPressed;
#end
#implementation ScreenshoterViewController
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self updateImage];
}
- (void)updateImage
{
UIGraphicsBeginImageContext(self.view.bounds.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.presentingViewController.view.layer renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self.imageView.image = img;
}
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
[self updateImage];
}
- (IBAction)buttonBackPressed {
[self dismissViewControllerAnimated:YES
completion:NULL];
}
#end
Update
In your utils code just replace this
[view drawViewHierarchyInRect:frame afterScreenUpdates:NO];
with this
[view drawViewHierarchyInRect:frame afterScreenUpdates:YES];
From apple docs:
afterUpdates A Boolean value that indicates whether the snapshot
should be rendered after recent changes have been incorporated.
Specify the value NO if you want to render a snapshot in the view
hierarchy’s current state, which might not include recent changes.
So you were taking screenshot that did not included latest changes in the view.

Change background image and return to the previous view in Xcode

I`m making simple game where you can select the background image with this code:
-(IBAction)FirstButtonPressed:(id)sender
{
UIGraphicsBeginImageContext(self.view.frame.size);
[[UIImage imageNamed:#"picture4.jpg"] drawInRect:self.view.bounds];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self.view.backgroundColor = [UIColor colorWithPatternImage:image];
//[[self parentViewController] dismissModalViewControllerAnimated:YES]; <-- Not returning to previous view
}
I couldn`t figure it out which would be the appropriate code to return the user in the previous view. The uncommented code above is not working, selects the image, but stays in current view. Any ideas? Thanks

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