IOS drawing a simple image turns out blurry using Xamarin C# - ios

I'm developing in Xamarin and would like to draw a simple circle with the text "CIRCLE" inside it and display that image in a UIImageView. The problem is that the circle and text appear very blurry. I've read a bit about subpixels but I don't think that's my problem.
Here's the blurry image and code, hoping someone has some ideas :)
UIGraphics.BeginImageContext (new SizeF(150,150));
var context = UIGraphics.GetCurrentContext ();
var content = "CIRCLE";
var font = UIFont.SystemFontOfSize (16);
const float width = 150;
const float height = 150;
context.SetFillColorWithColor (UIColor.Red.CGColor);
context.FillEllipseInRect (new RectangleF (0, 0, width, height));
var contentString = new NSString (content);
var contentSize = contentString.StringSize (font);
var rect = new RectangleF (0, ((height - contentSize.Height) / 2) + 0, width, contentSize.Height);
context.SetFillColorWithColor (UIColor.White.CGColor);
new NSString (content).DrawString (rect, font, UILineBreakMode.WordWrap, UITextAlignment.Center);
var image = UIGraphics.GetImageFromCurrentImageContext ();
imageView.Image = image;

The reason why it's blurry is because it was resized. That bitmap is not 150x150 (like the context you created), it's 333x317 pixels.
It could be because imageView is scaling it's image (there's no source code) or because of pixel doubling (for retina displays). In the later case what you really want to use is:
UIGraphics.BeginImageContextWithOptions (size, false, 0);
which will (using 0) automagically use the right scaling factor for retina (or not) display - and look crisp (and not oversized) on all types of devices.

Related

Removing statusbar from screenshot on iOS

Im trying to remove the top part of an image by cropping, but the result is unexpected.
The code used:
extension UIImage {
class func removeStatusbarFromScreenshot(_ screenshot:UIImage) -> UIImage {
let statusBarHeight = 44.0
let newHeight = screenshot.size.height - statusBarHeight
let newSize = CGSize(width: screenshot.size.width, height: newHeight)
let newOrigin = CGPoint(x: 0, y: statusBarHeight)
let imageRef:CGImage = screenshot.cgImage!.cropping(to: CGRect(origin: newOrigin, size: newSize))!
let cropped:UIImage = UIImage(cgImage:imageRef)
return cropped
}
}
My logic is that I need to make the image smaller in heigh by 44px and move the origin y by 44px, but it ends up only creating an image much smaller of the top left corner.
The only way that I get it to work as expected is by multiplying the width by 2 and height by 2.5 in newSize, but that also double the size of the image produced..
Which anyways doesnt make much sense.. can someone help make it work without using magic values?
There are two main problems with what you're doing:
A UIImage has a scale (usually tied to resolution of your device's screen), but a CGImage does not.
Different devices have different "status bar" heights. In general, what you want to cut off from the top is not the status bar but the safe area. The top of the safe area is where your content starts.
Because of this:
You are wrong to talk about 44 px. There are no pixels here. Pixels are physical atomic illuminations on your screen. In code, there are points. Points are independent of the scale (and the scale is the multiplier between points and pixels).
You are wrong to talk about the number 44 itself as if it were hard-coded. You should get the top of the safe area instead.
By crossing into the CGImage world without taking scale into account, you lose the scale information, because CGImage knows nothing of scale.
By crossing back into the UIImage world without taking scale into account, you end up with a UIImage with a resolution of 1, which may not be the resolution of the original UIImage.
The simplest solution is not to do any of what you are doing. First, get the height of the safe area; call it h. Then just draw the snapshot image into a graphics image context that is the same scale as your image (which, if you play your cards right, it will be automatically), but is h points shorter than the height of your image — and draw it with its y origin at -h, thus cutting off the safe area. Extract the resulting image and you're all set.
Example! This code comes a view controller. First, I'll take a screenshot of my own device's current screen (this view controller's view) as my app runs:
let renderer = UIGraphicsImageRenderer(size: view.bounds.size)
let screenshot = renderer.image { context in
view.layer.render(in: context.cgContext)
}
Now, I'll cut the safe area off the top of that screenshot:
let h = view.safeAreaInsets.top
let size = screenshot.size
let r = UIGraphicsImageRenderer(
size: .init(width: size.width, height: size.height - h)
)
let result = r.image { _ in
screenshot.draw(at: .init(x: 0, y: -h))
}
Experimentation will confirm that this works perfectly on every device, regardless of whether it has a bezel and regardless of its screen resolution: the top of the resulting image, result, is the top of your actual content.

Cropping UIImage Using VNRectangleObservation

I'm using the Vision framework to detect rectangular documents in a captured photo. Detecting and drawing a path around the document is working perfectly. I then want to crop the image to be only the detected document. I'm successfully cropping the image, but it seems the coordinates don't line up and the cropped image is only part of the detected document and the rest is just the desk behind the document. I'm using the following cropping code:
private UIImage CropImage(UIImage image, CGRect rect, float scale)
{
var drawRect = new CGRect(rect.X, rect.Y, rect.Size.Width, rect.Size.Height);
using (var cgImage = image.CGImage.WithImageInRect(drawRect))
{
var croppedImage = UIImage.FromImage(cgImage);
return croppedImage;
};
}
Using the following parameters:
image is the same UIImage that i successfully drew the rectangle path on.
rect is the VNRectangleObservation.BoundingBox. This is normalized so i'm scaling it using the image.size. it's the same scaling i do when drawing the rectangle path.
scale is 1f, but i'm currently ignoring this.
The cropped image generally seems to be the right size, but it is shifted up and to the left which cuts off the lower and right side of the document. Any help would be appreciated.
for anyone else that finds this, the issue seemed to be CGImage rotating when cropping the image which caused the VNRectangleObservation to not line up anymore. I used this article, Tracking and Altering Images, to get a working solution using CIFilter. Cropping code follows:
var ciFilter = CIFilter.FromName("CIPerspectiveCorrection");
if (ciFilter == null) continue;
var width = inputImage.Extent.Width;
var height = inputImage.Extent.Height;
var topLeft = new CGPoint(observation.TopLeft.X * width, observation.TopLeft.Y * height);
var topRight = new CGPoint(observation.TopRight.X * width, observation.TopRight.Y * height);
var bottomLeft = new CGPoint(observation.BottomLeft.X * width, observation.BottomLeft.Y * height);
var bottomRight = new CGPoint(observation.BottomRight.X * width, observation.BottomRight.Y * height);
ciFilter.SetValueForKey(new CIVector(topLeft), new NSString("inputTopLeft"));
ciFilter.SetValueForKey(new CIVector(topRight), new NSString("inputTopRight"));
ciFilter.SetValueForKey(new CIVector(bottomLeft), new NSString("inputBottomLeft"));
ciFilter.SetValueForKey(new CIVector(bottomRight), new NSString("inputBottomRight"));
var ciImage = inputImage.CreateByApplyingOrientation(CGImagePropertyOrientation.Up);
ciFilter.SetValueForKey(ciImage, CIFilterInputKey.Image);
var outputImage = ciFilter.OutputImage;
var uiImage = new UIImage(outputImage);
imageList.Add(uiImage);
imageList is a List<UImage> since i'm handling multiple detected rectangles.
observation is a single observation of type VNRectangleObservation.
The cropped image generally seems to be the right size, but it is shifted up and to the left which cuts off the lower and right side of the document.
From Apple documentation CGImageCreateWithImageInRect , there is a discussion about the cropped size .
CGImageCreateWithImageInRect performs the following tasks to create the subimage:
It calls the CGRectIntegral function to adjust the rect parameter to integral bounds.
It intersects the rect with a rectangle whose origin is (0,0) and size is equal to the size of the image specified by the image parameter.
It reads the pixels within the resulting rectangle, treating the first pixel within as the origin of the subimage.
If W and H are the width and height of image, respectively, then the point (0,0) corresponds to the first pixel of the image data. The point (W–1, 0) is the last pixel of the first row of the image data, while (0, H–1) is the first pixel of the last row of the image data and (W–1, H–1) is the last pixel of the last row of the image data.
Then you can check in your local project with an image (size is : 1920 * 1080) as follow:
UIImageView imageView = new UIImageView(new CGRect(0, 400, UIScreen.MainScreen.Bounds.Size.Width, 300));
UIImage image = new UIImage("th.jpg");
imageView.Image = CropImage(image, new CGRect(0, 0, 1920, 1080), 1);
View.AddSubview(imageView);
The CropImage Method :
private UIImage CropImage(UIImage image, CGRect rect, float scale)
{
var drawRect = new CGRect(rect.X, rect.Y, rect.Size.Width, rect.Size.Height);
using (var cgImage = image.CGImage.WithImageInRect(drawRect))
{
if(null != cgImage)
{
var croppedImage = UIImage.FromImage(cgImage);
return croppedImage;
}
else
{
return image;
}
};
}
This will show the Original Size of Image :
Now you can modify the cropped size as follow :
UIImageView imageView = new UIImageView(new CGRect(0, 400, UIScreen.MainScreen.Bounds.Size.Width, 300));
UIImage image = new UIImage("th.jpg");
imageView.Image = CropImage(image, new CGRect(0, 0, 1920, 100), 1);
View.AddSubview(imageView);
Here I set x = 0 , y = 0 , that means from (0,0) to start , and width is 1920 ,height is 100 . I just crop the height of the original Image . The effect as follow :
Then if you modify the x/y ,the cropped image will move to other area to crop .As follow:
UIImageView imageView = new UIImageView(new CGRect(0, 400, UIScreen.MainScreen.Bounds.Size.Width, 300));
UIImage image = new UIImage("th.jpg");
imageView.Image = CropImage(image, new CGRect(0, 100, 1920, 100), 1);
View.AddSubview(imageView);
Then you will see it's different with the second effect :
So when cropping an image , you should understand the drawRect of image.CGImage.WithImageInRect(drawRect) clearly .
Note from doc :
Be sure to specify the subrectangle's coordinates relative to the original image's full size, even if the UIImageView shows only a scaled version.

Fade UICollectionViewCells with overlap goes wrong

I have an UICollectionView with some UICollectionViewCells. Cells are supposed to overlap each other, but also to fade a bit based on their position. See below the result:
How can I avoid those corners to be visible? (top between 3 and 4, or 4 and 5, or all the right side between 5 and 6). They should overlap, but that should not affect the image.
In order to create a fade effect I would use an overlay like this:
Save the original image in a variable to be able to reset the process for different alpha values
Draw a shape that has same color as background (color alpha should be proportional with the item position) on top of your current image
Replace the result image with your current one
I will give you an example to illustrate better:
private UIImage baseImage;
private UIImage ChangeImageColor(UIImage image, nfloat alpha, UIColor color)
{
var alphaColor = color.ColorWithAlpha(alpha);
if(baseImage == null)
{
baseImage = image;
}
else
{
image = baseImage;
}
UIGraphics.BeginImageContextWithOptions(image.Size, false, UISCreen.MainScreen.Scale);
var context = UIGraphics.GetCurrentContext();
alphaColor.SetFill();
context.TranslateCTM(0, image.Size.Height);
context.ScaleCTM(new nfloat(1.0), new nfloat(-1.0));
context.SetBlendMode(CGBlendMode.Lighten);
var rect = new CGRect(0, 0, image.Size.Width, image.Size.Height);
context.DrawImage(rect, image.CGImage);
context.SetBlendMode(CGBlendMode.SourceAtop);
context.AddRect(rect);
context.DrawPath(CGPathDrawingMode.Fill);
image = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return image;
}

How do I rotate an image from a file with Xamarin on iOS

I have been trying to rotate an image for a couple days now, but the best I get is still a black image.
I suspect it may have something to do with the point I'm rotating around but I'm not sure. I say that because I tried the whole solution proposed here and translated in Xamarin terms, but that didn't work.
Here's my code:
public void Rotate (string sourceFile, bool isCCW){
using (UIImage sourceImage = UIImage.FromFile(sourceFile))
{
var sourceSize = sourceImage.Size;
UIGraphics.BeginImageContextWithOptions(new CGSize(sourceSize.Height, sourceSize.Width), true, 1.0f);
CGContext bitmap = UIGraphics.GetCurrentContext();
// rotating before DrawImage didn't work, just got the image cropped inside a rotated frame
// bitmap.RotateCTM((float)(isCCW ? Math.PI / 2 : -Math.PI / 2));
// swapped Width and Height because the image is rotated
bitmap.DrawImage(new CGRect(0, 0, sourceSize.Height, sourceSize.Width), sourceImage.CGImage);
// rotating after causes the resulting image to be just black
bitmap.RotateCTM((float)(isCCW ? Math.PI / 2 : -Math.PI / 2));
var resultImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
if (targetFile.ToLower().EndsWith("png"))
resultImage.AsPNG().Save(sourceFile, true);
else
resultImage.AsJPEG().Save(sourceFile, true);
}
}
It looks like you want to take a UIImage, and then rotate it either 90 clockwise or 90 degrees counter clockwise. You can actually do this with just a few lines of code:
public void RotateImage(ref UIImage imageToRotate, bool isCCW)
{
var imageRotation = isCCW ? UIImageOrientation.Right : UIImageOrientation.Left;
imageToRotate = UIImage.FromImage(imageToRotate.CGImage, imageToRotate.CurrentScale, imageRotation);
}
We use UIImage.FromImage() that accepts 3 parameters. The first is a CGImage, from which we can get from the UIImage you're trying to rotate. The 2nd parameter is the scale of the image. The 3rd parameter is the important one. We can rotate it using UIImageOrientation.Right (90 degrees CCW) or UIImageOrientation.Left (90 degrees CW). You can check out the Apple documentation for the meaning of the other UIImageOrientation constants:
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIImage_Class/index.html#//apple_ref/c/tdef/UIImageOrientation
UPDATE:
Note that the code above only changes EXIF flags and calling it twice doesn't rotate the image 180deg.
Add this code to make the result cumulative:
UIGraphics.BeginImageContextWithOptions(new CGSize((float)h, (float)w), true, 1.0f);
imageToRotate.Draw(new CGRect(0, 0, (float)h, (float)w));
var resultImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
imageToRotate = resultImage;

how to add some text to a static image programatically, Using MonoTouch?

I have a static image of size 1024*768 with some logo on one side,
i want to have some text added to that image eg: Page 1, (on another side)
i got some code from
public override void ViewDidLoad ()
{
try {
base.ViewDidLoad ();
UIImage ii = new UIImage (Path.Combine (NSBundle.MainBundle.BundleUrl.ToString ().Replace ("%20", " ").Replace ("file://", ""), "images2.png"));
RectangleF wholeImageRect = new RectangleF (0, 0, ii.CGImage.Width, ii.CGImage.Height);
imageView = new UIImageView (wholeImageRect);
this.View.AddSubview (imageView);
imageView.Image = DrawVerticalText ("Trail Text", 100, 100);
Console.Write ("Switch to Simulator now to see ");
Console.WriteLine ("some stupid graphics tricks");
} catch (Exception ex) {
}
}
public static UIImage DrawVerticalText (string text, int width, int height)
{
try {
float centerX = width / 2;
float centerY = height / 2;
//Create the graphics context
byte[] mybyteArray;
CGImage tt = null;
UIImage ii = new UIImage (Path.Combine (NSBundle.MainBundle.BundleUrl.ToString ().Replace ("%20", " ").Replace ("file://", ""), "images2.png"));
using (NSData imagedata = ii.AsPNG ()) {
mybyteArray = new byte[imagedata.Length];
System.Runtime.InteropServices.Marshal.Copy (imagedata.Bytes, mybyteArray, 0, Convert.ToInt32 (imagedata.Length));
using (CGBitmapContext ctx = new CGBitmapContext (mybyteArray, width, height, 8, 4 * width, CGColorSpace.CreateDeviceRGB (), CGImageAlphaInfo.PremultipliedFirst)) {
//Set the font
ctx.SelectFont ("Arial", 16f, CGTextEncoding.MacRoman);
//Measure the text's width - This involves drawing an invisible string to calculate the X position difference
float start, end, textWidth;
//Get the texts current position
start = ctx.TextPosition.X;
//Set the drawing mode to invisible
ctx.SetTextDrawingMode (CGTextDrawingMode.Invisible);
//Draw the text at the current position
ctx.ShowText (text);
//Get the end position
end = ctx.TextPosition.X;
//Subtract start from end to get the text's width
textWidth = end - start;
//Set the fill color to blue
ctx.SetRGBFillColor (0f, 0f, 1f, 1f);
//Set the drawing mode back to something that will actually draw Fill for example
ctx.SetTextDrawingMode (CGTextDrawingMode.Fill);
//Set the text rotation to 90 degrees - Vertical from bottom to top.
ctx.TextMatrix = CGAffineTransform.MakeRotation ((float)(360 * 0.01745329f));
//Draw the text at the center of the image.
ctx.ShowTextAtPoint (2, 2, text);
tt = ctx.ToImage ();
}
}
//Return the image
return UIImage.FromImage (tt);
} catch (Exception ex) {
return new UIImage (Path.Combine (NSBundle.MainBundle.BundleUrl.ToString ().Replace ("%20", " ").Replace ("file://", ""), "images2.png"));
}
}
the output i am getting as following
As you can see it gets completely stretched in terms of width, i need this to be solved Any suggestions ???
At the same time the original image has nothing in the upper part, where as after processing it shows multi coloured layer, how to fix that ??
Why do you not draw your text directly to the image? Perhaps you can try this:
private static UIImage PutTextOnImage(UIImage image, string text, float x, float y)
{
UIGraphics.BeginImageContext(new CGSize(image.Size.Width, image.Size.Height));
using (CGContext context = UIGraphics.GetCurrentContext())
{
// Copy original image
var rect = new CGRect(0, 0, image.Size.Width, image.Size.Height);
context.SetFillColor(UIColor.Black.CGColor);
image.Draw(rect);
// Use ScaleCTM to correct upside-down imaging
context.ScaleCTM(1f, -1f);
// Set the fill color for the text
context.SetTextDrawingMode(CGTextDrawingMode.Fill);
context.SetFillColor(UIColor.FromRGB(255, 0, 0).CGColor);
// Draw the text with textSize
var textSize = 20f;
context.SelectFont("Arial", textSize, CGTextEncoding.MacRoman);
context.ShowTextAtPoint(x, y, text);
}
// Get the resulting image from context
var resultImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return resultImage;
}
The above method draws your text at coords x, y with given color and textsize. If you want it vertically you need to rotate the text with rotateCTM. keep in mind rotateCTM uses radius.
Add this to your using Context block (before DrawTextAtPoint):
var angle = 90;
var radius = 90 * (nfloat)Math.PI / 180;
context.RotateCTM(radius);

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