Share MKMapView screenshot - ios

I have a MKMapView and I would like to take a screenshot of it and share it to a social network, for example to Facebook. I've found a nice way to make the screenshot, using MKMapSnapshotter (which is available starting with iOS 7), but my question is: Am I able to share a screenshot of MKMapView? Does Apple allow this?
I found this similar question, but there is not given any clear answer.

Try Google Maps SDK for iOS:
Documentation
And to make the screenshot use the following code:
CGRect rect = [captureView bounds];
UIGraphicsBeginImageContextWithOptions(rect.size,YES,0.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
[captureView.layer renderInContext:context];
UIImage *capturedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

Yes of course, why would apple object you?
You can surely share the image. As you mentioned you have the image you just need to use default sharing sheet. here's the code:
NSArray *activityItems = [NSArray arrayWithObjects:yourImage, nil];
UIActivityViewController *aActivityView = [[UIActivityViewController alloc] initWithActivityItems:activityItems applicationActivities:nil];
aActivityView.modalInPopover = UIModalTransitionStyleCoverVertical;
[self presentViewController:aActivityView animated:YES completion:^{
}];
This will present an UIActivityViewController's view which will have share option in it.
Hope this helps.

My gut feeling would be; why wouldn't Apple allow this?
If you have already managed to grab a UIImage representation of your MKMapView using the Apple provided MKMapSnapshotter, I would hazard a guess that Apple have given you the tools you need to do whatever you want with the image so there would be no restrictions as to what you do with it.

Related

UIActivityViewController to share images to WeChat not work

When I use Apple's UIActivityViewController to share a few images to WeChat (weixin). I find that sometimes it doesn't work. Most of the time it works well when I select only 1~3 images, but if I share 9 images (largest number allowed by WeChat), it will certainly fail, and the console will print
2016-04-01 16:14:34.258 EverPhoto[5567:1981394] plugin
com.tencent.xin.sharetimeline interrupted 2016-04-01 16:14:34.258
EverPhoto[5567:1981394] plugin com.tencent.xin.sharetimeline
invalidated
Here is the code:
__weak typeof(self) __weakSelf = self;
self.activityViewController = [[UIActivityViewController alloc] initWithActivityItems:self.shareItems applicationActivities:nil];
self.activityViewController.excludedActivityTypes = #[UIActivityTypePostToFacebook,
UIActivityTypePostToTwitter,
UIActivityTypePostToVimeo,
UIActivityTypePostToTencentWeibo,
UIActivityTypePrint,
UIActivityTypeCopyToPasteboard,
UIActivityTypeAssignToContact,
UIActivityTypeSaveToCameraRoll,
UIActivityTypeAddToReadingList,
UIActivityTypePostToFlickr,
];
self.activityViewController.completionWithItemsHandler = ^(NSString * __nullable activityType, BOOL completed, NSArray * __nullable returnedItems, NSError * __nullable activityError){
DLog(#"shareCompleted : %#", completed ? #"YES" : #"NO")
__weakSelf.shareItems = nil;
__weakSelf.activityViewController = nil;
};
[self.containerVc presentViewController:self.activityViewController animated:YES completion:nil];
ShareItems is the custom object that implemented the protocol UIActivityItemSource.
P.S. I tried APP Google Photo and found it has done very well in its share function. It can share 9 images with even original HD size of system photo asserts to WeChat using UIActivityViewController.
So, how should I solve this problem?
WeChat's Share Extension is Terminated due to App Extension's Memory Limit.
According to Apple's App Extension Programming Guide: Optimize Efficiency and Performance
Memory limits for running app extensions are significantly lower than the memory limits imposed on a foreground app. On both platforms, the system may aggressively terminate extensions because users want to return to their main goal in the host app. Some extensions may have lower memory limits than others: For example, widgets must be especially efficient because users are likely to have several widgets open at the same time.
1.I created 9 very small images,and shared with WeChat successfully:
- (UIImage *)imageWithColor:(UIColor *)color
{
CGRect rect = CGRectMake(0, 0, 1, 1);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [color CGColor]);
CGContextFillRect(context, rect);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
2.You can scale down your images before sharing them with WeChat,here is some Scale methods
I have the same problem.#wj2061's answer is right but not the solution. I think you probably set shareItem with UIImage. If you have the image's fileUrl, set it to shareItem. If not, try save the UIImage to file first.
in your shareItem class, return the fileUrl.
- (nullable id)activityViewController:(UIActivityViewController*)activityViewController itemForActivityType:(NSString *)activityType{
return _filePathUrl;
}
It's work for me.

How to have an animated background iOS

I want to place an animated background on my app. I have looked into the UIMotionEffect class and yes that does seem beneficial. However, what I am really looking for is something like the dynamic wallpapers provided in iOS settings. The way those colored circles move around is exactly what I am looking for.
I've tried this with no luck:
self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"circle"]];
[UIView animateWithDuration:5.0 animations:^{
self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"circle"]];
}];
My only problem is I have no idea where to start. I looked into OpenGL. I assume it could be done that way, but it seems like a possible rabbit trail that I might not need to take. I also found some videos on YouTube but they involve Adobe Flash, which I do not have. Any suggestions on where to venture for this?
If it's a simple GIF you don't need to get fancy. Just separate the images (many tools to do that) and use the following code (might be some typos):
NSArray *array = [NSArray arrayWithObjects:
[UIImage imageNamed:#"image1.png"],
[UIImage imageNamed:#"image2.png"],
........,
nil];
UIImage *image = [UIImage animatedImageWithImages:array duration:6.0f];
[image startAnimating];

Why does my programmatically created screenshot look so bad on iOS 7?

I am trying to implement sharing app with facebook.
I used this code to take the screenshot:
CGSize imageSize = CGSizeMake(self.view.bounds.size.width, self.view.bounds.size.height);
UIGraphicsBeginImageContext(imageSize);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
It works great on iOS 6, but in iOS 7 the image looks very bad.
I used this answer: iOS: what's the fastest, most performant way to make a screenshot programmatically?
for trying to fix it, and it helped, still the screenshot looks bad.
The screen gets another color, and some objects (like labels) aren't showing on the image taken.
Any help?
----Update----
I managed to solve the most objects, by change them to retain instead of weak. My main problem remained my tableview, that shown as a big white block (It supposed to be transparent, with labels with white text, so all we see is white cells). I did try to define the table background as clearcolor,not helps..
----Last Update---
There are wonderful answers here that not really regarding to my issue.. I wanted to make it work on device that runs with iOS7 but without using iOS7 SDK, since it takes to much effort to switch the project SDK in this point, when the project is almost done.
Anyway, I added the peace of code that finally solved my issue:
This change simply solve the problem:
UIGraphicsBeginImageContextWithOptions(imageSize, NO , 0.0f);
instead of:
UIGraphicsBeginImageContext(imageSize);
New API has been added since iOS 7, that should provide efficient way of getting snapshot
snapshotViewAfterScreenUpdates: renders the view into a UIView with unmodifiable content
resizableSnapshotViewFromRect:afterScreenUpdates:withCapInsets : same thing, but with resizable insets
drawViewHierarchyInRect:afterScreenUpdates: : same thing if you need all subviews to be drawn too (like labels, buttons...)
You can use the UIView returned for any UI effect, or render in into an image like you did if you need to export.
I don't know how good this new method performs VS the one you provided (although I remember Apple engineers saying this new API was more efficient)
you can try this
- (UIImage *) screenshot {
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, [UIScreen mainScreen].scale);
[self.view drawViewHierarchyInRect:self.view.bounds afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
in iOS 8 : this is how i am doing to get ScreenShot
just added one UIImageView and Method to take screenshot in .h file
#property (weak, nonatomic) IBOutlet UIImageView *imageView;
-(IBAction)takeSnapShot:(id)sender;
2 added code snip for taking screen shot and set on UIImageView in .m file
- (IBAction)takeSnapShot:(id)sender
{
UIGraphicsBeginImageContext(self.view.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *snapShotImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
imageView.image = snapShotImage;
}
below is the output i got.
On iOS7 you can have glitches if you use
[view drawViewHierarchyInRect:view.bounds afterScreenUpdates:YES]
during ongoing animation. Set afterScreenUpdates = NO to get rid of glitches.
Make sure that opaque is set to NO

Blur screen with iOS 7's snapshot API

I believe the NDA is down, so I can ask this question. I have a UIView subclass:
BlurView *blurredView = ((BlurView *)[self.view snapshotViewAfterScreenUpdates:NO]);
blurredView.frame = self.view.frame;
[self.view addSubview:blurredView];
It does its job so far in capturing the screen, but now I want to blur that view. How exactly do I go about this? From what I've read I need to capture the current contents of the view (context?!) and convert it to CIImage (no?) and then apply a CIGaussianBlur to it and draw it back on the view.
How exactly do I do that?
P.S. The view is not animated, so it should be OK performance wise.
EDIT: Here is what I have so far. The problem is that I can't capture the snapshot to a UIImage, I get a black screen. But if I add the view as a subview directly, I can see the snapshot is there.
// Snapshot
UIView *view = [self.view snapshotViewAfterScreenUpdates:NO];
// Convert to UIImage
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Apply the UIImage to a UIImageView
BlurView *blurredView = [[BlurView alloc] initWithFrame:CGRectMake(0, 0, 500, 500)];
[self.view addSubview:blurredView];
blurredView.imageView.image = img;
// Black screen -.-
BlurView.m:
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.imageView = [[UIImageView alloc] init];
self.imageView.frame = CGRectMake(20, 20, 200, 200);
[self addSubview:self.imageView];
}
return self;
}
Half of this question didn't get answered, so I thought it worth adding.
The problem with UIScreen's
- (UIView *)snapshotViewAfterScreenUpdates:(BOOL)afterUpdates
and UIView's
- (UIView *)resizableSnapshotViewFromRect:(CGRect)rect
afterScreenUpdates:(BOOL)afterUpdates
withCapInsets:(UIEdgeInsets)capInsets
Is that you can't derive a UIImage from them - the 'black screen' problem.
In iOS7 Apple provides a third piece of API for extracting UIImages, a method on UIView
- (BOOL)drawViewHierarchyInRect:(CGRect)rect
afterScreenUpdates:(BOOL)afterUpdates
It is not as fast as snapshotView, but not bad compared to renderInContext (in the example provided by Apple it is five times faster than renderInContext and three times slower than snapshotView)
Example use:
UIGraphicsBeginImageContextWithOptions(image.size, NULL, 0);
[view drawViewHierarchyInRect:rect];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Then to get a blurred version
UIImage* lightImage = [newImage applyLightEffect];
where applyLightEffect is one of those Blur category methods on Apple's UIImage+ImageEffects category mentioned in the accepted answer (the enticing link to this code sample in the accepted answer doesn't work, but this one will get you to the right page: the file you want is iOS_UIImageEffects).
The main reference is to WWDC2013 session 226, Implementing Engaging UI on iOS
By the way, there is an intriguing note in Apple's reference docs for renderInContext that hints at the black screen problem..
Important: The OS X v10.5 implementation of this method does not support the entire Core Animation composition model. QCCompositionLayer, CAOpenGLLayer, and QTMovieLayer layers are not rendered. Additionally, layers that use 3D transforms are not rendered, nor are layers that specify backgroundFilters, filters, compositingFilter, or a mask values. Future versions of OS X may add support for rendering these layers and properties.
The note hasn't been updated since 10.5, so I guess 'future versions' may still be a while off, and we can add our new CASnapshotLayer (or whatever) to the list.
Sample Code from WWDC ios_uiimageeffects
There is a UIImage category named UIImage+ImageEffects
Here is its API:
- (UIImage *)applyLightEffect;
- (UIImage *)applyExtraLightEffect;
- (UIImage *)applyDarkEffect;
- (UIImage *)applyTintEffectWithColor:(UIColor *)tintColor;
- (UIImage *)applyBlurWithRadius:(CGFloat)blurRadius
tintColor:(UIColor *)tintColor
saturationDeltaFactor:(CGFloat)saturationDeltaFactor
maskImage:(UIImage *)maskImage;
For legal reason I can't show the implementation here, there is a demo project in it. should be pretty easy to get start with.
To summarize how to do this with foundry's sample code, use the following:
I wanted to blur the entire screen just slightly so for my purposes so I'll use the main screen bounds.
CGRect screenCaptureRect = [UIScreen mainScreen].bounds;
UIView *viewWhereYouWantToScreenCapture = [[UIApplication sharedApplication] keyWindow];
//screen capture code
UIGraphicsBeginImageContextWithOptions(screenCaptureRect.size, NO, [UIScreen mainScreen].scale);
[viewWhereYouWantToScreenCapture drawViewHierarchyInRect:screenCaptureRect afterScreenUpdates:NO];
UIImage *capturedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//blur code
UIColor *tintColor = [UIColor colorWithWhite:1.0 alpha:0];
UIImage *blurredImage = [capturedImage applyBlurWithRadius:1.5 tintColor:tintColor saturationDeltaFactor:1.2 maskImage:nil];
//or use [capturedImage applyLightAffect] but I thought that was too much for me
//use blurredImage in whatever way you so desire!
Notes on the screen capture part
UIGraphicsBeginImageContextWithOptions() 2nd argument is opacity. It should be NO unless you have nothing with any alpha other than 1. If you return yes the screen capture will not look at transparency values so it will go faster but will probably be wrong.
UIGraphicsBeginImageContextWithOptions() 3rd argument is the scale. Probably want to put in the scale of the device like I did to make sure and differentiate between retina and non-retina. But I haven't really tested this and I think 0.0f also works.
drawViewHierarchyInRect:afterScreenUpdates: watch out what you return for the screen updates BOOL. I tried to do this right before backgrounding and if I didn't put NO the app would go crazy with glitches when I returned to the foreground. You might be able to get away with YES though if you're not leaving the app.
Notes on blurring
I have a very light blur here. Changing the blurRadius will make it blurrier, and you can change the tint color and alpha to make all sorts of other effects.
Also you need to add a category for the blur methods to work...
How to add the UIImage+ImageEffects category
You need to download the category UIImage+ImageEffects for the blur to work. Download it here after logging in: https://developer.apple.com/downloads/index.action?name=WWDC%202013
Search for "UIImageEffects" and you'll find it. Just pull out the 2 necessary files and add them to your project. UIImage+ImageEffects.h and UIImage+ImageEffects.m.
Also, I had to Enable Modules in my build settings because I had a project that wasn't created with xCode 5. To do this go to your target build settings and search for "modules" and make sure that "Enable Modules" and "Link Frameworks Automatically" are both set to yes or you'll have compiler errors with the new category.
Good luck blurring!
Check WWDC 2013 sample application "running with a snap".
The blurring is there implemented as a category.

iOS (jailbroken) Displaying application via SBAppContextHostManager

Basically, I'm trying to display an application using the private API SBAppContextHostManager of SpringBoard. So far, I have this code:
SBAppContextHostManager *app = [[objc_getClass("SBAppContextHostManager") alloc] init];
[app setAppBundleID:#"com.apple.springboard"]; // just as an example
[app enableHostingForRequester:#"uniqueID" priority:1];
[app orderRequesterFront:#"uniqueID"];
SBHostWrapperView *view = [app hostViewForRequester:#"uniqueID"];
and after which I call
UIGraphicsBeginImageContextWithOptions([UIScreen mainScreen].bounds.size, YES, [UIScreen mainScreen].scale);
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextSetAllowsAntialiasing(c, YES);
[view.layer renderInContext:c];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
to grab a UIImage of the view containing the application. However, the output of this UIImage is completely blank, which leads me to think that my calls to SBAppContextManager are incorrect, thus leading to a blank SBHostWrapperView. Therefore, how should I display an application in this way?
If you are trying to get a preview of the application, rendering an SBHostWrapperView won't work. You see, SBHostWrapperViews don't copy the application's render output, it simply provides a different location on the screen for the app to render to.
Instead, you can use - (SBFullscreenZoomView*)systemGestureSnapshotWithIOSurfaceSnapshotOfApp:(SBApplication*)arg1 includeStatusBar:(BOOL)arg2; in the SBUIController class.
That method returns an SBFullscreenZoomView, a subclass of UIView, with a snapshot of the app provided in arg1. You can use the second snippet of code you provided to get a UIImage of the SBFullscreenZoomView. That should do what you are asking, providing you with a screenshot of only a specific application.

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