Merge two PNG UIImages in iOS without losing transparency - ios

I have two png format images and both have transparency defined. I need to merge these together into a new png image but without losing any of the transparency in the result.
+(UIImage *) combineImage:(UIImage *)firstImage colorImage:(UIImage *)secondImage
{
UIGraphicsBeginImageContext(firstImage.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
CGContextTranslateCTM(context, 0, firstImage.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGRect rect = CGRectMake(0, 0, firstImage.size.width, firstImage.size.height);
// draw white background to preserve color of transparent pixels
CGContextSetBlendMode(context, kCGBlendModeDarken);
[[UIColor whiteColor] setFill];
CGContextFillRect(context, rect);
CGContextSaveGState(context);
CGContextRestoreGState(context);
// draw original image
CGContextSetBlendMode(context, kCGBlendModeDarken);
CGContextDrawImage(context, rect, firstImage.CGImage);
// tint image (loosing alpha) - the luminosity of the original image is preserved
CGContextSetBlendMode(context, kCGBlendModeDarken);
//CGContextSetAlpha(context, .85);
[[UIColor colorWithPatternImage:secondImage] setFill];
CGContextFillRect(context, rect);
CGContextSaveGState(context);
CGContextRestoreGState(context);
// mask by alpha values of original image
CGContextSetBlendMode(context, kCGBlendModeDestinationIn);
CGContextDrawImage(context, rect, firstImage.CGImage);
// image drawing code here
CGContextRestoreGState(context);
UIImage *coloredImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return coloredImage;
}
needed any help to improve my code in performance.
Thanks in advance

First of all, those calls to CGContextSaveGState and CGContextRestoreGState, one after the other with nothing in between, isn't doing anything for you. See this other answer for an explanation of what CGContextSaveGState and CGContextRestoreGState do: CGContextSaveGState vs UIGraphicsPushContext
Now, it's not 100% clear to me what you mean by "merging" the images. If you just want to draw one on top of the other, and blend their colors using a standard blending mode then you just need to change those blend mode calls to pass kCGBlendModeNormal (or just leave out the calls to CGContextSetBlendMode entirely. If you want to mask the second image by the first image's alpha value then you should draw the second image with the normal blend mode, then switch to kCGBlendModeDestinationIn and draw the first image.
I'm afraid I'm not really sure what you're trying to do with the image tinting code in the middle, but my instinct is that you won't end up needing it. You should be able to get most merging effects by just drawing one image, then setting the blending mode, then drawing the other image.
Also, the code you've got there under the comment "draw white background to preserve color of transparent pixels" might draw white through the whole image, but it certainly doesn't preserve the color of transparent pixels, it makes those pixels white! You should remove that code too unless you really want your "transparent" color to be white.

Used the code given in Vinay's question and Aaron's comments to develop this hybrid that overlays any number of images:
/**
Returns the images overplayed atop each other according to their array position, with the first image being bottom-most, and the last image being top-most.
- parameter images: The images to overlay.
- parameter size: The size of resulting image. Any images not matching this size will show a loss in fidelity.
*/
func combinedImageFromImages(images: [UIImage], withSize size: CGSize) -> UIImage
{
// Setup the graphics context (allocation, translation/scaling, size)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
CGContextTranslateCTM(context, 0, size.height)
CGContextScaleCTM(context, 1.0, -1.0)
let rect = CGRectMake(0, 0, size.width, size.height)
// Combine the images
for image in images {
CGContextDrawImage(context, rect, image.CGImage)
}
let combinedImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return combinedImage
}

Related

How to apply filters/color on selected image area in iOS SDK

I have an image of a my face and I just want to apply some filter or color on lips/eyes etc. I have detected the areas but my issue is how to add color there so that is looks natural and mix with existing image.
Please see the image below to have better idea what I need. See color applied on lips which is pretty much natural,
Use Following code to set any color to given filtered area. For Demo, I have used here rectangle to be get painted, you can use any other bounded area to fill up. Here i have used Yellow color to fill up, you can change that color too.
UIImage *image=...;//Add Code for getting Main Image
CGRect imageRect = CGRectMake(0.0, 0.0, image.size.width, image.size.height);
UIGraphicsBeginImageContext(image.size);
[image drawInRect:imageRect];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 1.0,1.0,0.0,0.5);//set RGBA for color to fill in given area
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 0.0, 1.0);//set RGBA for Border color to add in given area
CGRect rect=CGRectMake(5,5,10,10);//Here, Use the area to be coloured, rightnow i have used Rectangle
CGContextFillRect(context,rect);
CGContextStrokeRectWithWidth(context, rect, 3);//Set Border Width in 3rd argument
CGContextSaveGState(context);
UIImage *newimage = UIGraphicsGetImageFromCurrentImageContext();
[UIImagePNGRepresentation(newimage) writeToFile:FileName] atomically:YES];
UIGraphicsEndImageContext();
There can be multiple ways to do this,one of them can be as mentioned in this link
The other approach can be u can create a UIView of the size same as size of your identified area,with whatever color you want and add that view as a subview on the face .
You can take the image and then apply a CoreImage filter to adjust the colors inside of a masked area that you've defined.
This answer outlines how to do this. Making it look natural more applies to just learning how to create filters that do what you want to the images.
You need to do some drawing customisation for particular image view. Here is some SO Q/A.
how to change the color of an individual pixel in uiimage
iPhone : How to change color of particular pixel of a UIImage?

Drawing a circular image on top of another image - UIGraphicsBeginImageContextWithOptions

I've been struggling with this method for a while. I am drawing an avatar on top of another image. The user picture I want to be a circle, however I can't seem to figure out how. The user picture is a UIImage and not a UIImageView. I am aware of how to make a circle if it is an imageview. Below is the code. There might be a better approach.
-(UIImage *)drawImage:(UIImage*)pinImage withBadge:(UIImage *)user{
UIGraphicsBeginImageContextWithOptions(pinImage.size, NO, 0.0f);
[pinImage drawInRect:CGRectMake(0, 0, pinImage.size.width, pinImage.size.height)];
[user drawInRect:CGRectMake(20.0, 10.0, user.size.width/2, user.size.height/2)];
UIImage *resultImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resultImage;
}
The result is good, but the user image is still square, it is not circle. I have tried making the add the User image to a UIImageView, transform it to a circle, and then use it in the method by calling yourImageView.image, but no luck. I also tried numerous other ways. My logic is more than likely incorrect.
The desired outcome is a rounded image place on top of a pin/annotation. Where the black dot would be an image (a bigger circle than this).
You can clip the image context to the path of an image
// Start the image context
UIGraphicsBeginImageContextWithOptions(pinImage.size, NO, 0.0);
UIImage *resultImage = nil;
// Get the graphics context
CGContextRef context = UIGraphicsGetCurrentContext();
// Draw the first image
[pinImage drawInRect:CGRectMake(0, 0, pinImage.size.width, pinImage.size.height)];
// Get the frame of the second image
CGRect rect = CGRectMake(20.0, 10.0, user.size.width/2, user.size.height/2)
// Add the path of an ellipse to the context
// If the rect is a square the shape will be a circle
CGContextAddEllipseInRect(context, rect);
// Clip the context to that path
CGContextClip(context);
// Do the second image which will be clipped to that circle
[user drawInRect:rect];
// Get the result
UIImage *resultImage = UIGraphicsGetImageFromCurrentImageContext();
// End the image context
UIGraphicsEndImageContext();
Create a circular path and then clip to that?
CGContextAddArc(ctx, ....);
CGContextClip(ctx);

Change color of detail disclosure button dynamically in code

I know similar question(s) have been asked before, but most answers say create a new detail disclosure button image with the required color (e.g. How to change color of detail disclosure button for table cell).
I want to be able to change it to any color I choose, dynamically, at run-time, so using a pre-configured image is not viable.
From reading around, I think there may be a few ways to do this, but I'm not sure which is the best, or exactly how to do it:
Draw the required color circle in code and overlay with an image of shadow round outside of circle and arrow right (with clear alpha channel for rest, so drawn color circle is still visible)
Add image of shadow round outside of circle in UIImageView, and using as a mask, flood fill within this shadow circle, then overlay the arrow.
Add greyscale image, mask it with itself, and overlay the required color (e.g. http://coffeeshopped.com/2010/09/iphone-how-to-dynamically-color-a-uiimage), then overlay that with arrow image.
What is the best way, and does anyone have any code showing exactly how to do it ?
I use the following helper method to tint a grayscale image. It takes the grayscale image, the tint color, and an option mask image used to ensure the tint only happens in part of the grayscale image. This method also ensure the new image has the same (if any) resizable insets as the original image.
+ (UIImage *)tintImage:(UIImage *)baseImage withColor:(UIColor *)color mask:(UIImage *)maskImage {
UIGraphicsBeginImageContextWithOptions(baseImage.size, NO, baseImage.scale);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGRect area = CGRectMake(0, 0, baseImage.size.width, baseImage.size.height);
CGContextScaleCTM(ctx, 1, -1);
CGContextTranslateCTM(ctx, 0, -area.size.height);
CGContextSaveGState(ctx);
if (maskImage) {
CGContextClipToMask(ctx, area, maskImage.CGImage);
} else {
CGContextClipToMask(ctx, area, baseImage.CGImage);
}
[color set];
CGContextFillRect(ctx, area);
CGContextRestoreGState(ctx);
CGContextSetBlendMode(ctx, kCGBlendModeOverlay);
CGContextDrawImage(ctx, area, baseImage.CGImage);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if (!UIEdgeInsetsEqualToEdgeInsets(baseImage.capInsets, UIEdgeInsetsZero)) {
newImage = [newImage resizableImageWithCapInsets:baseImage.capInsets];
}
return newImage;
}
Here is the non-retina grayscale detail disclosure image:
Here is the retina version:
Here is the non-retina mask (between the quotes - it's mostly white):
""
And the retina mask (between the quotes:
""
Consider also using an icon font in a label instead of an image. Something like glyphicons. Then you can set the text colour to whatever you want. You also have good options for scaling. The cost is that you don't have quite such precise control in some cases but it should work well for your case.

Tinting UIImage to a different color, OR, generating UIImage from vector

I have a circle with a black outline, and a white fill that I need to programmatically make the white into another color (via a UIColor). I've tried a handful of other stackoverflow solutions but none of them seem to work correctly, either filling just the outside or an outline.
I have two ways I could do this but I am unsure of how I would get the right results:
Tint just the white color to whatever the UIColor should be,
or,
Make a UIImage from two circles, one being filled and one overlapping that with black.
If you decide to use two circles, one white and one black, then you may find this helpful. This method will tint a uiimage one for you but it addresses the problem of only tinting the opaque part, meaning it will only tint the circle if you provide a png with transparency around the circle. So instead of filling the entire 24x24 frame of the image it fills only the opaque parts. This isn't exactly your question but you'll probably come across this problem if you go with the second option you listed.
-(UIImage*)colorAnImage:(UIColor*)color :(UIImage*)image{
CGRect rect = CGRectMake(0, 0, image.size.width, image.size.height);
UIGraphicsBeginImageContextWithOptions(rect.size, NO, image.scale);
CGContextRef c = UIGraphicsGetCurrentContext();
[image drawInRect:rect];
CGContextSetFillColorWithColor(c, [color CGColor]);
CGContextSetBlendMode(c, kCGBlendModeSourceAtop);
CGContextFillRect(c, rect);
UIImage *result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return result;
}
Extend a UIView and just implement the drawRect method. For example, this will draw a green circle with a black outline.
- (void)drawRect:(CGRect)rect {
[super drawRect:rect];
CGContextRef gc = UIGraphicsGetCurrentContext();
[[UIColor greenColor] setFill];
CGContextFillEllipseInRect(gc, CGRectMake(0,0,24,24));
[[UIColor blackColor] set];
CGContextStrokeEllipseInRect(gc, CGRectMake(0,0,24,24));
}
For such simple shapes, just use CoreGraphics to draw a square and a circle -- adding the ability to set the fill color in your implementation.
If it's just black and white - then altering the white to another color is not so difficult when you know the color representations. Unfortunately, this is more complex to write and execute so… my recommendation is to just go straight to CoreGraphics for the simple task you outlined (bad pun, sorry).
here's a quick demo:
static void InsetRect(CGRect* const pRect, const CGFloat pAmount) {
const CGFloat halfAmount = pAmount * 0.5f;
*pRect = CGRectMake(pRect->origin.x + halfAmount, pRect->origin.y + halfAmount, pRect->size.width - pAmount, pRect->size.height - pAmount);
}
static void DrawBorderedCircleWithWidthInContext(const CGRect pRect, const CGFloat pWidth, CGContextRef pContext) {
CGContextSetLineWidth(pContext, pWidth);
CGContextSetShouldAntialias(pContext, true);
CGRect r = pRect;
/* draw circle's border */
CGContextSetRGBStrokeColor(pContext, 0.8f, 0.7f, 0, 1);
InsetRect(&r, pWidth);
CGContextStrokeEllipseInRect(pContext, r);
/* draw circle's fill */
CGContextSetRGBFillColor(pContext, 0, 0, 0.3f, 1);
InsetRect(&r, pWidth);
CGContextFillEllipseInRect(pContext, r);
}

Cropping ellipse using core image in ios

I want to crop an ellipse from an image in ios. Using core image framework, I know know to crop a reactangular region.
Using core graphics, I am able to clip the elliptical region. But, the size of the cropped image is same as the size of the original image as I am applying mask to area outside the ellipse.
So, the goal is to crop the elliptical region from an image and size of cropped image won't exceed the rectangular bounds of that image.
Any help would be greatly appreciated. Thanks in advance.
You have to create a context in the correct size, try the following code:
- (UIImage *)cropImage:(UIImage *)input inElipse:(CGRect)rect {
CGRect drawArea = CGRectMake(-rect.origin.x, -rect.origin.y, input.size.width, input.size.height);
UIGraphicsBeginImageContext(rect.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextAddEllipseInRect(ctx, CGRectMake(0, 0, rect.size.width, rect.size.height));
CGContextClip(ctx);
[input drawInRect:drawArea];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Maybe you have to adjust the drawArea to your needs as i did not test it.

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