I have been trying to do this since forever. I have a camera overlay. I want to get my final image to be the part of the image viewable from the in-built camera.
What I did was make CGRect with dimensions equal to the square in the camera. Then I tried cropping it using this function.
- (UIImage *)imageByCropping:(UIImage *)imageToCrop toRect:(CGRect)rect
{
CGImageRef imageRef = CGImageCreateWithImageInRect([imageToCrop CGImage], rect);
UIImage *croppedImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
return croppedImage;
}
I called it like this
CGRect rect = CGRectMake(10, 72, 300, 300);
UIImage *realImage = [self imageByCropping:[self.capturedImages objectAtIndex:0] toRect:rect];
What I get is a bad quality image with the wrong orientation.
::EDIT::
With Nitin's answer I can crop the correct part of the screen but the problem is it crops the view that follows the camera view, 'the confirmation view'. I suspect this is because Nitin's code uses
UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext();
and because the ViewController in which all this is happening because the View Controller for the Confirmation View is the Controller in which this code is being executed. I will try to explain this with a small map
CameraOverlay.xib(it uses this xib to create an overlay) <===== CameraOverlayViewController ---------> ConfirmationView
So when first the ViewController is evoked(button on Tab bar), it opens the camera(UIImagePickerController) with an overlay over it. Then once user clicks an image, the image is shown on the ConfirmationView.
What I think is happening is when
UIGraphicsBeginImageContextWithOptions(self.view.frame.size, YES, 1.0);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext();
these lines are being executed, the View at that time is ConfirmationView.
Note: I call the function in
(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info method.
Refer Drawing and printing Guide.
The default coordinate system is different between CoreGraphics and UIKit. I think your issue is because of this fact.
Using these may help you solve the issue
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context , 0.0, rect.size.height);
CGContextScaleCTM(context , 1.0, -1.0);
Related
I am trying to take a screenshot of my UIImageView and a UILabel that is on top of that.
What I have so far grabs the UIImage in the ImageView and then renders the overlay on it but the positioning of the UILabel is all wrong. I am setting the size of the capture to the actual image size(which isn't what i want).
I just want to be able to take a screenshot exactly how it appears on the screen.
CGSize imageSize = self.imageFromOtherView.size;
// define the size and grab a UIImage from it
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
[self.imageFromOtherView drawInRect:CGRectMake(0, 0, imageSize.width, imageSize.height)];
[self.socialLabel.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *capturedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Create a UIView to hold both the UIImageView and UILabel. Then pass this container view through this code. I have my view as a property called viewForPhoto so when the code is called it only captures that view. You can tweak it so that it receives a view. This will return the UIImage that you want.
- (UIImage *)imageByRenderingView
{
UIGraphicsBeginImageContextWithOptions(self.viewForPhotoView.bounds.size, NO, 0.0);
[self.viewForPhotoView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resultingImage;
}
Add both those views to a common container view, and then call - (BOOL)drawViewHierarchyInRect:(CGRect)rect afterScreenUpdates:(BOOL)afterUpdates on the view to render it in a context.
I'm trying in my app to take a screenshot of the current screen contents, where my TilingView (based on CATiledLayers) displays a number of transparent large tiled images.
Also I added some subViews to the TilingView, which are magically captured in the screenshot, however the underlying contents of the TilingView is not captured!??
The following code-snippets takes a snapshot of the visible screen, which seems to work well for a NON CATiledLayer based view-hierarchy, but unfortunately doesn't work for my setup. Even if I pass the topmost superview of the TilingView (being the actual UIViewController.view), I see only in my snapshot the StatusBar, NavigationBar, the TilingViews subViews and the TabBar, but again NOT the TilingViews contents.
- (UIImage*)captureView:(UIView *)viewToCapture {
CGRect rect = [[UIScreen mainScreen] bounds];
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[viewToCapture.layer renderInContext:context];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
Does anybody know or see here what I'm missing? Do I need to delve deeper into the CG-related display stack with some, for me, unknown CG-API calls? Thanks in advance.
By searching some more in StackOverflow I've found code which seems to do what I wanted. Basically I need to change the above method into:
- (UIImage*)captureView:(UIView*)viewToCapture {
UIGraphicsBeginImageContextWithOptions(viewToCapture.bounds.size, NO, [UIScreen mainScreen].scale);
[viewToCapture drawViewHierarchyInRect:viewToCapture.bounds afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
Thanks go to the question/answer at: How to get a screenshot of a view containing GPUImageView?
I would like to add a background to my taken screenshot, but something went wrong. The return of the image is only the background without the screenshot. HereĀ“s my code, can you fix it please?
- (UIImage *)screenshot
{
UIImage *backgroundImage = [UIImage imageNamed:#"iphoneframe.png"];
UIGraphicsBeginImageContext(backgroundImage.size);
[backgroundImage drawInRect:CGRectMake(0, 0, backgroundImage.size.width, backgroundImage.size.height)];
UIGraphicsBeginImageContext(self.view.frame.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIGraphicsEndImageContext();
[screenshot drawInRect:CGRectMake(backgroundImage.size.width - screenshot.size.width, backgroundImage.size.height - screenshot.size.height, screenshot.size.width, screenshot.size.height)];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
return image;
}
Background/Frame I want to put around the screenshot: http://oi45.tinypic.com/2qvv2tv.jpg
Prototype Image, which should be returned: http://i.stack.imgur.com/hg1nW.png
Update: The problem was solved with the tips from #panayot-panayotov and #jrturton - the idea was to remove second UIGraphicsBeginImageContext & place UIGraphicsEndImage Context(); above return Image;, but now the picture is like this: pbs.twimg.com/media/BnlkN9wIAAEG-ue.jpg:large - how can we fix this? Any ideas?
You're creating two image contexts, and drawing a different image in each one. Don't create the second context (UIGraphicsBeginImageContext...), and move the end context call until after you've taken out the final image, and you should be fine.
It's also worth noting that you should use the newer 'with options' version when making an image context - this will allow you to draw properly on retina devices.
I'm working on augmented reality app for iPhone and I'm using sample code "ImageTargets" from Vuforia SDK. I'm using my own images as templates and my own model to augment the scene (just a few vertices in OpenGL). Next thing I wanna do is to save the scene to camera roll after pushing a button. I created the button as well as the method the button responds to. Here comes the tricky part. When I press the button the method gets called, image is properly saved, but the image is completely white showing only the button icon (like this http://tinypic.com/r/16c2kjq/5).
- (void)saveImage {
UIGraphicsBeginImageContext(self.view.layer.frame.size);
[self.view.layer renderInContext: UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, self,
#selector(image:didFinishSavingWithError:contextInfo:), nil);
}
- (void)image: (UIImage *)image didFinishSavingWithError:(NSError *)error
contextInfo: (void *) contextInfo {
NSLog(#"Image Saved");
}
I have these 2 methods in ImageTargetsParentViewController class but I also tried saving the view from ARParentViewController (and even moved the methods to the class). Has anyone found solution to this? I'm not so sure which view to save and/or whether there aren't any tricky parts with saving the view that contains OpeglES. Thanks for any reply.
try to use this code for save photo:
- (void)saveImage {
UIGraphicsBeginImageContext(self.view.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *imagee = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGRect rect;
rect = CGRectMake(0, 0, 320, 480);
CGImageRef imageRef = CGImageCreateWithImageInRect([imagee CGImage], rect);
UIImage *img = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
UIImageWriteToSavedPhotosAlbum(img, Nil, Nil, Nil);
Yep as the title says I need to take a cropped snapshot of my app.
I want to cut top of the screenshot little bit (%20) I already have a code which I used to take a snapshot and send it to facebook and its working but its taking the photo of all of the screen so how can tell my code to ignore the %20 percent of the screen.Maybe with height and width also I looked some questions in the stack overflow and manage to slide my screenshot so I get rid of the unwanted part at the top but this time at the bottom huge white area appeared so it didnt solve my problem.
Here is my snapshot code
UIGraphicsBeginImageContext(self.ekran.bounds.size);
[self.ekran.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
A method to crop the image, that accepts any frame to crop the image against
- (UIImage *)cropImage:(UIImage *)imageToCrop toRect:(CGRect)rect
{
CGImageRef imageRef = CGImageCreateWithImageInRect([imageToCrop CGImage], rect);
UIImage *cropped = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
return cropped;
}
Use it as follows:
UIGraphicsBeginImageContext(self.ekran.bounds.size);
[self.ekran.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGFloat imgHight = resultingImage.size.height;
// Create a frame that crops the top 20% of the image
CGRect* imageFrame = CGRectMake(0, imgHight - (imgHight*0.8), width, imgHight*0.8);
resultingImage = [self cropImage:resultingImage toRect:imageFrame];