Cropping an image without using an image mask? - ios

I'm trying to add a feature in my iPhone app that allows users to record the screen. To do this, I used an open source class called ScreenCaptureView that compiles a series of screenshots of the main view through the renderInContext: method. However, this method ignores masked CALayers, which is key to my app.
EDIT:
I need a way to record the screen so that the masks are included. Although this question specifically asks for a way to create the illusion of an image mask, I'm open to any other modifications I can make to record the screen successfully.
APP DESCRIPTION
In the app, I take a picture and create the effect of a moving mouth by animating the position of the jaw region, as shown below.
Currently, I have the entire face as one CALayer, and the chin region as a separate CALayer. To make the chin layer, I mask the chin region from the complete face using a CGPath. (This path is an irregular shape and must be dynamic).
- (CALayer *)getChinLayerFromPic:(UIImage *)pic frame:(CGRect)frame {
CGMutablePathRef mPath = CGPathCreateMutable();
CGPathMoveToPoint(mPath, NULL, p0.x, p0.y);
CGPoint midpt = CGPointMake( (p2.x + p0.x)/2, (p2.y+ p0.y)/2);
CGPoint c1 = CGPointMake(2*v1.x - midpt.x, 2*v1.y - midpt.y); //control points
CGPoint c2 = CGPointMake(2*v2.x - midpt.x, 2*v2.y - midpt.y);
CGPathAddQuadCurveToPoint(mPath, NULL, c1.x, c1.y, p2.x, p2.y);
CGPathAddQuadCurveToPoint(mPath, NULL, c2.x, c2.y, p0.x, p0.y);
CALayer *chin = [CALayer layer];
CAShapeLayer *chinMask = [CAShapeLayer layer];
chin.frame = frame;
chin.contents = (id)[pic CGImageWithProperOrientation];
chinMask.path = mPath;
chin.mask = chinMask;
CGPathRelease(mPath);
return chin;
}
I then animate the chin layer with a path animation.
As mentioned before, the renderInContext: method ignores the mask, and returns an image of the entire face instead of just the chin. Is there any way I can create an illusion of masking the chin? I would like to use CALayers if possible, since it would be most convenient for animations. However, I'm open to any ideas, including other ways to capture the video. Thanks.
EDIT:
I'm turning the cropped chin into a UIImage, and then setting that new image as the layers contents, instead of directly masking the layer. However, the cropped region is the reverse of the specified path.
CALayer *chin = [CALayer layer];
chin.frame = frame;
CGImageRef imageRef = [pic CGImage];
CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);
int targetWidth = frame.size.width;
int targetHeight = frame.size.height;
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGContextRef bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
CGContextAddPath(bitmap, mPath);
CGContextClip(bitmap);
CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage *chinPic = [UIImage imageWithCGImage:ref];
chin.contents = (id)[chinPic CGImageWithProperOrientation];

Why don't you draw the CALayer of the chin into a seperate CGImage and make a new UIImage with that?
Then you can add this CGImage to a seperate UIImageView, which you can just move around with a PanGestureRecognizer for example?

I suggest that you draw each part alone(you don't need masks), the face without a chin, and the chin, both with alpha pixels around, then just draw the chin over and move it on your path ..
Please inform me if this wasn't helpful to you, regards

If you just need this in order to capture the screen, it is much easier to use a programme such as
http://www.airsquirrels.com/reflector/
that connects your device to the computer via AirPlay, and then record the stream on the computer. This particular programme has screen recording built in, extremely convenient. I think there is a trial version you can use for recordings of up to 10 minutes.

Have you tried taking a look at layer.renderInContext doesn't take layer.mask into account? ?
In particular (notice the coordinate flip):
//Make the drawing right with coordinate switch
CGContextTranslateCTM(context, 0, cHeight);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextClipToMask(context, CGRectMake(maskLayer.frame.origin.x * mod, maskLayer.frame.origin.y * modTwo, maskLayer.frame.size.width * mod,maskLayer.frame.size.height * modTwo), maskLayer.image.CGImage);
//Reverse the coordinate switch
CGAffineTransform ctm = CGContextGetCTM(context);
ctm = CGAffineTransformInvert(ctm);
CGContextConcatCTM(context, ctm);

Related

Rotating CIImage around a point

I would like to rotate a UIImage from file (a jpeg on the file system) a computed amount of radians, but I would like to rotate it around a point in the image, as well as keep the original size of the image (with transparent gaps in the image where image data no longer exists, as well as cropping image data that has moved outside of the original frame). I would like to then store and display the resulting UIImage. I haven't found any resources for this task, any help would be much appreciated!
The closest thing I have found so far (with some slight modifications) is as follows:
-(UIImage*)rotateImage:(UIImage*)image aroundPoint:(CGPoint)point radians:(float)radians newSize:(CGRect)newSize
{
CGRect imageRect = { point, image.size };
UIGraphicsBeginImageContext(image.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, imageRect.origin.x, imageRect.origin.y);
CGContextRotateCTM(context, radians);
CGContextTranslateCTM(context, -imageRect.origin.x, -imageRect.origin.y);
CGContextDrawImage(context, (CGRect){ CGPointZero, imageRect.size }, [image CGImage]);
UIImage *returnImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return returnImg;
}
Unfortunately, this rotates the image incorrectly (in my tests, somewhere in the neighborhood of 180 degrees more than desired).
to rotate that UIImage image, lets say 90 degrees, you can easily do:
imageView.transform = CGAffineTransformMakeRotation(M_PI/2);
to rotate it multiple times you can use:
UIView animateKeyframesWithDuration method
and to anchor it to some point you can use:
[image.layer setAnchorPoint:CGPointMake(....)];

UIImageView rotation without moving Image

Hi,
I want to rotate my UIImageView without moving the whole "png". No code is only to test what happens
_fanImage.transform = CGAffineTransformMakeRotation(45);
It turns but the whole image moves. What can I do that this doesn't happen ?
You can try something like this.. You should rotate the UIImage rather than UIImageView.
- (UIImage *)imageWithTransform:(CGAffineTransform)transform {
CGRect rect = CGRectMake(0, 0, self.size.height, self.size.width);
CGImageRef imageRef = self.CGImage;
// Build a context that's the same dimensions as the new size
CGContextRef bitmap = CGBitmapContextCreate(NULL,
self.size.width,
self.size.height,
CGImageGetBitsPerComponent(imageRef),
0,
CGImageGetColorSpace(imageRef),
CGImageGetBitmapInfo(imageRef));
// Rotate and/or flip the image if required by its orientation
CGContextConcatCTM(bitmap, transform);
// Draw into the context; this scales the image
CGContextDrawImage(bitmap, rect, imageRef);
// Get the resized image from the context and a UIImage
CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
// Clean up
CGContextRelease(bitmap);
CGImageRelease(newImageRef);
return newImage;
}
I think you mean that you want your image view to rotate around it's center point. Is that right? If so, that's what a view should do by default.
You should do a search on "Translating, Scaling, and Rotating Views" in Xcode and read the resulting article.
Note that all of iOS's angles are specified in radians, not degrees.
Your sample images aren't really helpful, since we can't see the frame that the image view is drawn into. It's almost impossible to tell what your image views are doing and what they are supposed to be doing instead based on the pictures you linked from your dropbox.
A full 360 degrees is 2pi.
You should use
CGFloat degrees = 45;
CGFloat radians = degrees/180*M_PI;
_fanImage.transform = CGAffineTransformMakeRotation(radians);
That will fix the rotation amount for your code, but probably not the rotation position.

Scaling an image is slow on an iPad 4th gen, are there faster alternatives?

I'm trying to zoom and translate an image on the screen.
here's my drawRect:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextSetShouldAntialias(context, NO);
CGContextScaleCTM (context, senderScale, senderScale);
[self.image drawAtPoint:CGPointMake(imgposx, imgposy)];
CGContextRestoreGState(context);
}
When senderScale is 1.0, moving the image (imgposx/imgposy) is very smooth. But if senderScale has any other value, performance takes a big hit and the image stutters when I move it.
The image I am drawing is a UIImageobject. I create it with
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, 0.0);
and draw a simple UIBezierPath(stroke):
self.image = UIGraphicsGetImageFromCurrentImageContext();
Am I doing something wrong? Turning off the anti-aliasing did not improve things much.
Edit:
I tried this:
rectImage = CGRectMake(0, 0, self.frame.size.width * senderScale, self.frame.size.height * senderScale);
[image drawInRect:rectImage];
but it was just as slow as the other method.
If you want this to perform well, you should let the GPU do the heavy lifting by using CoreAnimation instead of drawing the image in your -drawRect: method. Try creating a view and doing:
myView.layer.contents = self.image.CGImage;
Then zoom and translate it by manipulating the UIView relative to its superview. If you draw the image in -drawRect: you're making it do the hard work of blitting the image for every frame. Doing it via CoreAnimation only blits once, and then subsequently lets the GPU zoom and translate the layer.

Draw segments from a circle or donut

I've been trying to figure out a way to draw segments as illustrated in the following image:
I'd like to:
draw the segment
include gradients
include shadows
animate the drawing from 0 to n angle
I've been attempting to do this with CGContextAddArc and similar calls but not getting very far.
Can anyone help ?
There are many parts to your question.
Getting the path
Creating the path for such a segment shouldn't be too hard. There are two arcs and two straight lines. I've previously explained how you can break down a path like that so I won't do it here. Instead I'm going to be fancy and create the path by stroking another path. You can of course read the breakdown and construct the path yourself. The arc I'm talking about stroking is the orange arc inside the gray dashed end-result.
To stroke the path we first need it. that is basically as simple as moving to the start point and drawing an arc around the center from the current angle to the angle you want the segment to cover.
CGMutablePathRef arc = CGPathCreateMutable();
CGPathMoveToPoint(arc, NULL,
startPoint.x, startPoint.y);
CGPathAddArc(arc, NULL,
centerPoint.x, centerPoint.y,
radius,
startAngle,
endAngle,
YES);
Then when you have that path (the single arc) you can create the new segment by stroking it with a certain width. The resulting path is going to have the two straight lines and the two arcs. The stroke happens from the center an equal distance inwards and outwards.
CGFloat lineWidth = 10.0;
CGPathRef strokedArc =
CGPathCreateCopyByStrokingPath(arc, NULL,
lineWidth,
kCGLineCapButt,
kCGLineJoinMiter, // the default
10); // 10 is default miter limit
Drawing
Next up is drawing and there are generally two main choices: Core Graphics in drawRect: or shape layers with Core Animation. Core Graphics is going to give you the more powerful drawing but Core Animation is going to give you the better animation performance. Since paths are involved pure Cora Animation won't work. You will end up with strange artifacts. We can however use a combination of layers and Core Graphics by drawing the the graphics context of the layer.
Filling and stroking the segment
We already have the basic shape but before we add gradients and shadows to it I will do a basic fill and stroke (you have a black stroke in your image).
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextAddPath(c, strokedArc);
CGContextSetFillColorWithColor(c, [UIColor lightGrayColor].CGColor);
CGContextSetStrokeColorWithColor(c, [UIColor blackColor].CGColor);
CGContextDrawPath(c, kCGPathFillStroke);
That will put something like this on screen
Adding shadows
I'm going to change the order and do the shadow before the gradient. To draw the shadow we need to configure a shadow for the context and draw fill the shape to draw it with the shadow. Then we need to restore the context (to before the shadow) and stroke the shape again.
CGColorRef shadowColor = [UIColor colorWithWhite:0.0 alpha:0.75].CGColor;
CGContextSaveGState(c);
CGContextSetShadowWithColor(c,
CGSizeMake(0, 2), // Offset
3.0, // Radius
shadowColor);
CGContextFillPath(c);
CGContextRestoreGState(c);
// Note that filling the path "consumes it" so we add it again
CGContextAddPath(c, strokedArc);
CGContextStrokePath(c);
At this point the result is something like this
Drawing the gradient
For the gradient we need a gradient layer. I'm doing a very simple two color gradient here but you can customize it all you want. To create the gradient we need to get the colors and the suitable color space. Then we can draw the gradient on top of the fill (but before the stroke). We also need to mask the gradient to the same path as before. To do this we clip the path.
CGFloat colors [] = {
0.75, 1.0, // light gray (fully opaque)
0.90, 1.0 // lighter gray (fully opaque)
};
CGColorSpaceRef baseSpace = CGColorSpaceCreateDeviceGray(); // gray colors want gray color space
CGGradientRef gradient = CGGradientCreateWithColorComponents(baseSpace, colors, NULL, 2);
CGColorSpaceRelease(baseSpace), baseSpace = NULL;
CGContextSaveGState(c);
CGContextAddPath(c, strokedArc);
CGContextClip(c);
CGRect boundingBox = CGPathGetBoundingBox(strokedArc);
CGPoint gradientStart = CGPointMake(0, CGRectGetMinY(boundingBox));
CGPoint gradientEnd = CGPointMake(0, CGRectGetMaxY(boundingBox));
CGContextDrawLinearGradient(c, gradient, gradientStart, gradientEnd, 0);
CGGradientRelease(gradient), gradient = NULL;
CGContextRestoreGState(c);
This finishes the drawing as we currently have this result
Animation
When it comes to the animation of the shape it has all been written before: Animating Pie Slices Using a Custom CALayer. If you try doing the drawing by simply animating the path property you are going to see some really funky warping of the path during the animation. The shadow and gradient has been left intact for illustrative purposes in the image below.
I suggest that you take the drawing code that I've posted in this answer and adopt it to the animation code from that article. Then you should end up with the what you are asking for.
For reference: the same drawing using Core Animation
Plain shape
CAShapeLayer *segment = [CAShapeLayer layer];
segment.fillColor = [UIColor lightGrayColor].CGColor;
segment.strokeColor = [UIColor blackColor].CGColor;
segment.lineWidth = 1.0;
segment.path = strokedArc;
[self.view.layer addSublayer:segment];
Adding shadows
The layer has some shadow related properties that it's up to you to customize. Howerever you should set the shadowPath property for improved performance.
segment.shadowColor = [UIColor blackColor].CGColor;
segment.shadowOffset = CGSizeMake(0, 2);
segment.shadowOpacity = 0.75;
segment.shadowRadius = 3.0;
segment.shadowPath = segment.path; // Important for performance
Drawing the gradient
CAGradientLayer *gradient = [CAGradientLayer layer];
gradient.colors = #[(id)[UIColor colorWithWhite:0.75 alpha:1.0].CGColor, // light gray
(id)[UIColor colorWithWhite:0.90 alpha:1.0].CGColor]; // lighter gray
gradient.frame = CGPathGetBoundingBox(segment.path);
If we drew the gradient now it would be on top of the shape and not inside it. No, we can't have a gradient fill of the shape (I know you were thinking of it). We need to mask the gradient so that it go outside the segment. To do that we create another layer to be the mask of that segment. It has to be another layer, the documentation is clear that the behavior is "undefined" if the mask is part of the layer hierarchy. Since the mask's coordinate system is going to be the same as that of sublayers to the gradient we will have to translate the segment shape before setting it.
CAShapeLayer *mask = [CAShapeLayer layer];
CGAffineTransform translation = CGAffineTransformMakeTranslation(-CGRectGetMinX(gradient.frame),
-CGRectGetMinY(gradient.frame));
mask.path = CGPathCreateCopyByTransformingPath(segment.path,
&translation);
gradient.mask = mask;
Everything you need is covered in the Quartz 2D Programming Guide. I suggest you look through it.
However, it can be difficult to put it all together, so I'll walk you through it. We'll write a function that takes a size and returns an image that looks roughly like one of your segments:
We start the function definition like this:
static UIImage *imageWithSize(CGSize size) {
We'll need a constant for the thickness of the segment:
static CGFloat const kThickness = 20;
and a constant for the width of the line outlining the segment:
static CGFloat const kLineWidth = 1;
and a constant for the size of the shadow:
static CGFloat const kShadowWidth = 8;
Next we need to create an image context in which to draw:
UIGraphicsBeginImageContextWithOptions(size, NO, 0); {
I put a left brace on the end of that line because I like an extra level of indentation to remind me to call UIGraphicsEndImageContext later.
Since a lot of the functions we need to call are Core Graphics (aka Quartz 2D) functions, not UIKit functions, we need to get the CGContext:
CGContextRef gc = UIGraphicsGetCurrentContext();
Now we're ready to really get started. First we add an arc to the path. The arc runs along the center of the segment we want to draw:
CGContextAddArc(gc, size.width / 2, size.height / 2,
(size.width - kThickness - kLineWidth) / 2,
-M_PI / 4, -3 * M_PI / 4, YES);
Now we'll ask Core Graphics to replace the path with a “stroked” version that outlines the path. We first set the thickness of the stroke to the thickness we want the segment to have:
CGContextSetLineWidth(gc, kThickness);
and we set the line cap style to “butt” so we'll have squared-off ends:
CGContextSetLineCap(gc, kCGLineCapButt);
Then we can ask Core Graphics to replace the path with a stroked version:
CGContextReplacePathWithStrokedPath(gc);
To fill this path with a linear gradient, we have to tell Core Graphics to clip all operations to the interior of the path. Doing so will make Core Graphics reset the path, but we'll need the path later to draw the black line around the edge. So we'll copy the path here:
CGPathRef path = CGContextCopyPath(gc);
Since we want the segment to cast a shadow, we'll set the shadow parameters before we do any drawing:
CGContextSetShadowWithColor(gc,
CGSizeMake(0, kShadowWidth / 2), kShadowWidth / 2,
[UIColor colorWithWhite:0 alpha:0.3].CGColor);
We're going to both fill the segment (with a gradient) and stroke it (to draw the black outline). We want a single shadow for both operations. We tell Core Graphics that by beginning a transparency layer:
CGContextBeginTransparencyLayer(gc, 0); {
I put a left brace on the end of that line because I like to have an extra level of indentation to remind me to call CGContextEndTransparencyLayer later.
Since we're going to change the context's clip region for filling, but we won't want to clip when we stroke the outline later, we need to save the graphics state:
CGContextSaveGState(gc); {
I put a left brace on the end of that line because I like to have an extra level of indentation to remind me to call CGContextRestoreGState later.
To fill the path with a gradient, we need to create a gradient object:
CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColors(rgb, (__bridge CFArrayRef)#[
(__bridge id)[UIColor grayColor].CGColor,
(__bridge id)[UIColor whiteColor].CGColor
], (CGFloat[]){ 0.0f, 1.0f });
CGColorSpaceRelease(rgb);
We also need to figure out a start point and an end point for the gradient. We'll use the path bounding box:
CGRect bbox = CGContextGetPathBoundingBox(gc);
CGPoint start = bbox.origin;
CGPoint end = CGPointMake(CGRectGetMaxX(bbox), CGRectGetMaxY(bbox));
and we'll force the gradient to be drawn either horizontally or vertically, whichever is longer:
if (bbox.size.width > bbox.size.height) {
end.y = start.y;
} else {
end.x = start.x;
}
Now we finally have everything we need to draw the gradient. First we clip to the path:
CGContextClip(gc);
Then we draw the gradient:
CGContextDrawLinearGradient(gc, gradient, start, end, 0);
Then we can release the gradient and restore the saved graphics state:
CGGradientRelease(gradient);
} CGContextRestoreGState(gc);
When we called CGContextClip, Core Graphics reset the context's path. The path isn't part of the saved graphics state; that's why we made a copy earlier. Now it's time to use that copy to set the path in the context again:
CGContextAddPath(gc, path);
CGPathRelease(path);
Now we can stroke the path, to draw the black outline of the segment:
CGContextSetLineWidth(gc, kLineWidth);
CGContextSetLineJoin(gc, kCGLineJoinMiter);
[[UIColor blackColor] setStroke];
CGContextStrokePath(gc);
Next we tell Core Graphics to end the transparency layer. This will make it look at what we've drawn and add the shadow underneath:
} CGContextEndTransparencyLayer(gc);
Now we're all done drawing. We ask UIKit to create a UIImage from the image context, then destroy the context and return the image:
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
You can find the code all together in this gist.
This is a Swift 3 version of Rob Mayoff's answer. Just see how much more efficient this language is! This could be the contents of a MView.swift file:
import UIKit
class MView: UIView {
var size = CGSize.zero
override init(frame: CGRect) {
super.init(frame: frame)
size = frame.size
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var niceImage: UIImage {
let kThickness = CGFloat(20)
let kLineWidth = CGFloat(1)
let kShadowWidth = CGFloat(8)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
let gc = UIGraphicsGetCurrentContext()!
gc.addArc(center: CGPoint(x: size.width/2, y: size.height/2),
radius: (size.width - kThickness - kLineWidth)/2,
startAngle: -45°,
endAngle: -135°,
clockwise: true)
gc.setLineWidth(kThickness)
gc.setLineCap(.butt)
gc.replacePathWithStrokedPath()
let path = gc.path!
gc.setShadow(
offset: CGSize(width: 0, height: kShadowWidth/2),
blur: kShadowWidth/2,
color: UIColor.gray.cgColor
)
gc.beginTransparencyLayer(auxiliaryInfo: nil)
gc.saveGState()
let rgb = CGColorSpaceCreateDeviceRGB()
let gradient = CGGradient(
colorsSpace: rgb,
colors: [UIColor.gray.cgColor, UIColor.white.cgColor] as CFArray,
locations: [CGFloat(0), CGFloat(1)])!
let bbox = path.boundingBox
let startP = bbox.origin
var endP = CGPoint(x: bbox.maxX, y: bbox.maxY);
if (bbox.size.width > bbox.size.height) {
endP.y = startP.y
} else {
endP.x = startP.x
}
gc.clip()
gc.drawLinearGradient(gradient, start: startP, end: endP,
options: CGGradientDrawingOptions(rawValue: 0))
gc.restoreGState()
gc.addPath(path)
gc.setLineWidth(kLineWidth)
gc.setLineJoin(.miter)
UIColor.black.setStroke()
gc.strokePath()
gc.endTransparencyLayer()
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
override func draw(_ rect: CGRect) {
niceImage.draw(at:.zero)
}
}
Call it from a viewController like this:
let vi = MView(frame: self.view.bounds)
self.view.addSubview(vi)
To do the degrees to radians conversions I have created the ° postfix operator. So you can now use e.g. 45° and this does the conversion from 45 degrees to radians.
This example is for Ints, extend these also for the Float types if you have the need:
postfix operator °
protocol IntegerInitializable: ExpressibleByIntegerLiteral {
init (_: Int)
}
extension Int: IntegerInitializable {
postfix public static func °(lhs: Int) -> CGFloat {
return CGFloat(lhs) * .pi / 180
}
}
Put this code into a utilities swift file.

cgcontext rotate rectangle

guys!
I need to draw some image to CGContext.This is the relevant code:
CGContextSaveGState(UIGraphicsGetCurrentContext());
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGRect rect = r;
CGContextRotateCTM(ctx, DEGREES_TO_RADIANS(350));
[image drawInRect:r];
CGContextRestoreGState(UIGraphicsGetCurrentContext());
Actually,the rectangle is rotate and display on a area what is not my purpose.I just want to
rotate the image and display on the same position.
Any ideas ?????
Rotation is about the context's origin, which is the same point that rectangles are relative to. If you imagine a sheet of graph paper in the background, you can see what's going on more clearly:
The line is the “bottom” (y=0) of your window/view/layer/context. Of course, you can draw below the bottom if you want, and if your context is transformed the right way, you might even be able to see it.
Anyway, I'm assuming that what you want to do is rotate the rectangle in place, relative to an unrotated world, not rotate the world and everything in it.
The only way to rotate anything is to rotate the world, so that's how you need to do it:
Save the graphics state.
Translate the origin to the point where you want to draw the rectangle. (You probably want to translate to its center point, not the rectangle's origin.)
Rotate the context.
Draw the rectangle centered on the origin. In other words, your rectangle's origin point should be negative half its width and negative half its height (i.e., (CGPoint){ width / -2.0, height / -2.0 })—don't use the origin it had before, because you already used that in the translate step.
Restore the gstate so that future drawing isn't rotated.
What worked for me was to first use a rotation matrix to calculate the amount of translation required to keep your image centered. Below I assume you've already calculated centerX and centerY to be the center of your drawing frame and 'theta' is your desired rotation angle in radians.
let newX = centerX*cos(theta) - centerY*sin(theta)
let newY = centerX*sin(theta) + centerY*cos(theta)
CGContextTranslateCTM(context,newX,newY)
CGContextRotateCTM(context,theta)
<redraw your image here>
Worked just fine for me. Hope it helps.
use following code to rotate your image
// convert degrees to Radians
CGFloat DegreesToRadians(CGFloat degrees)
{
return degrees * M_PI / 180;
};
write it in drawRect method
// create new context
CGContextRef context = UIGraphicsGetCurrentContext();
// define rotation angle
CGContextRotateCTM(context, DegreesToRadians(45));
// get your UIImage
UIImage *img = [UIImage imageNamed:#"yourImageName"];
// Draw your image at rect
CGContextDrawImage(context, CGRectMake(100, 0, 100, 100), [img CGImage]);
// draw context
UIGraphicsGetImageFromCurrentImageContext();

Resources