I have a camera app to load photo into a device with mask. Everything is OK. When I try to use renderInContext to save the view to an image, I only see the image without any mask.
UIGraphicsBeginImageContext(contentView.bounds.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[contentView.layer renderInContext:context];
UIImage *outImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(outImage, self, #selector(image: didFinishSavingWithError: contextInfo:), context);
I have read some paper from Apple to say that renderInContext don't support mask and composition. I've made some search on the internet to get the information that UIView needed to draw as a context first and then use renderInContext to save the image.
Now my question is what method to do the job? What about drawRect, drawInRect, drawLayer, drawInContent, or other method. Can anyone give me a hint. Thanks a lots.
I started from here: http://chinkisingh.com/2013/03/03/draw-on-iphoneipad-screen-using-bezier-paths-core-graphics-ios-app-development/
I have a UIBezierPath and I wanted to apply a gradient to it and apply to an existing image, see if the following code helps
CGRect r = CGRectMake(0, 0, HEART_SIZE, HEART_SIZE);
UIBezierPath *heart = [Bezier heartShape:r]; //this is only in my case
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
UIColor *darkPink = [UIColor colorWithHue:0.915 saturation:1.000 brightness:0.941 alpha:1.000];
UIColor *lightPink = [UIColor colorWithHue:0.917 saturation:0.647 brightness:1.000 alpha:1.000];
NSArray *gradientColors = [NSArray arrayWithObjects:
(id)darkPink.CGColor,
(id)lightPink.CGColor,
(id)darkPink.CGColor, nil];
CGFloat gradientLocations[] = {0, 0.5, 1};
CGGradientRef gradient = CGGradientCreateWithColors(colorSpace, (__bridge CFArrayRef)gradientColors, gradientLocations);
CGColorSpaceRelease(colorSpace);
UIGraphicsBeginImageContext(r.size);
heart.lineCapStyle = kCGLineCapRound;
heart.lineWidth = 10.0f;
[[UIColor blackColor] setStroke];
[[UIColor redColor] setFill];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
[heart stroke]; //removed the black stroke around
[heart fill];
CGContextAddPath(context, heart.CGPath);
CGContextClip(context);
CGContextDrawLinearGradient(context, gradient, CGPointMake(10, 10), CGPointMake(210, 210), kCGGradientDrawsAfterEndLocation); //check that gradient is drawn in the right place
CGGradientRelease(gradient);
UIImage *theRightImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Related
I am creating one category for UIImage in which I pass an image and get that imaged mask with filled color which I provided. Now I want to add gradient instead of single color filled. Below is method how I generate masked image with single filled color. How can I add gradient instead of single color?
- (UIImage *)imageMaskedWithGradientColor:(UIColor *)maskColor
{
NSParameterAssert(maskColor != nil);
CGRect imageRect = CGRectMake(0.0f, 0.0f, self.size.width, self.size.height);
UIImage *newImage = nil;
UIGraphicsBeginImageContextWithOptions(imageRect.size, NO, self.scale);
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextScaleCTM(context, 1.0f, -1.0f);
CGContextTranslateCTM(context, 0.0f, -(imageRect.size.height));
CGContextClipToMask(context, imageRect, self.CGImage);
CGContextSetFillColorWithColor(context, maskColor.CGColor);
CGContextFillRect(context, imageRect);
newImage = UIGraphicsGetImageFromCurrentImageContext();
}
UIGraphicsEndImageContext();
return newImage;
}
You can add gradient mask by below code
CAGradientLayer *gradientMask = [CAGradientLayer layer];
gradientMask.frame = self.myImageView.bounds;
gradientMask.colors = #[(id)[UIColor whiteColor].CGColor,
(id)[UIColor clearColor].CGColor]; // Change colors as you want
self.myImageView.layer.mask = gradientMask;
for more information read Apple official doc. for CAGradientLayer
I have a function where I fill the image with a color and use a UIBezierPath to erase a point for corners.
CGRect rect = CGRectMake(0.0f, 0.0f, width, height);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(context, kCGBlendModeCopy);
// Fill image
CGContextSetFillColorWithColor(context, [[UIColor redColor] CGColor]);
CGContextFillRect(context, rect);
// Round corners
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithRoundedRect:rect cornerRadius:15.0];
CGContextSetStrokeColorWithColor(context, [[UIColor clearColor] CGColor]);
[bezierPath stroke];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
With the above, I get an image that does have the Bézier path cut out, and the background filled.
However, how can I remove the corners outside of the path, or get at least some way to reference where they are so I can clear them?
A couple of options:
Use CoreGraphics, like you have, but clip it to a path:
CGRect rect = CGRectMake(0.0f, 0.0f, width, height);
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(context, kCGBlendModeCopy);
// Round corners
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithRoundedRect:rect cornerRadius:15.0];
CGContextAddPath(context, bezierPath.CGPath);
CGContextClip(context);
// Fill image
CGContextSetFillColorWithColor(context, [[UIColor redColor] CGColor]);
CGContextFillRect(context, rect);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Alternatively, eliminate CoreGraphics and just fill the UIBezierPath:
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0);
[[UIColor redColor] setFill];
[[UIBezierPath bezierPathWithRoundedRect:rect cornerRadius:15.0] fill];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Note, in both of those examples, I used UIGraphicsBeginImageContextWithOptions, supplying a scale of 0 (a scale optimized for display on the device in question). If you really want, you can supply a scale of 1, which obviously will be a bit pixelated when rendered on a retina device, but that's up to you.
I am using this code to create the rectangle in my app. But i want to make it rounded. How can i do that.
- (void)setCropRect:(CGRect)cropRect
{
if(!CGRectEqualToRect(_cropRect,cropRect)){
_cropRect = CGRectOffset(cropRect, self.frame.origin.x, self.frame.origin.y);
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, 0.f);
CGContextRef context = UIGraphicsGetCurrentContext();
[[UIColor blackColor] setFill];
UIRectFill(self.bounds);
CGContextSetStrokeColorWithColor(context, [[UIColor whiteColor] colorWithAlphaComponent:0.5].CGColor);
CGContextStrokeRect(context, cropRect);
[[UIColor clearColor] setFill];
UIRectFill(CGRectInset(cropRect, 1, 1));
self.imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
}
I am using this code to crop the image in rectangular shape:
- (CGImageRef)newTransformedImage:(CGAffineTransform)transform
sourceImage:(CGImageRef)sourceImage
sourceSize:(CGSize)sourceSize
sourceOrientation:(UIImageOrientation)sourceOrientation
outputWidth:(CGFloat)outputWidth
cropRect:(CGRect)cropRect
imageViewSize:(CGSize)imageViewSize
{
CGImageRef source = sourceImage;
CGAffineTransform orientationTransform;
[self transform:&orientationTransform andSize:&imageViewSize forOrientation:sourceOrientation];
CGFloat aspect = cropRect.size.height/cropRect.size.width;
CGSize outputSize = CGSizeMake(outputWidth, outputWidth*aspect);
CGContextRef context = CGBitmapContextCreate(NULL,
outputSize.width,
outputSize.height,
CGImageGetBitsPerComponent(source),
0,
CGImageGetColorSpace(source),
CGImageGetBitmapInfo(source));
CGContextSetFillColorWithColor(context, [[UIColor clearColor] CGColor]);
CGContextFillRect(context, CGRectMake(0, 0, outputSize.width, outputSize.height));
CGAffineTransform uiCoords = CGAffineTransformMakeScale(outputSize.width/cropRect.size.width,
outputSize.height/cropRect.size.height);
uiCoords = CGAffineTransformTranslate(uiCoords, cropRect.size.width/2.0, cropRect.size.height/2.0);
uiCoords = CGAffineTransformScale(uiCoords, 1.0, -1.0);
CGContextConcatCTM(context, uiCoords);
CGContextConcatCTM(context, transform);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextConcatCTM(context, orientationTransform);
CGContextDrawImage(context, CGRectMake(-imageViewSize.width/2.0,
-imageViewSize.height/2.0,
imageViewSize.width,
imageViewSize.height)
,source);
CGImageRef resultRef = CGBitmapContextCreateImage(context);
CGContextRelease(context);
return resultRef;
}
Is i can use the brazier curve to crop the image also.
You cannot create a “circular CGRect”, or a rounded CGRect (which is what you appear to actually want). A CGRect has an origin and a width and a height. It doesn't store any corner radiuses (radii).
Instead of using UIRectFill, you need to create a UIBezierPath of a rounded rect and then fill the path. Example:
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:self.bounds cornerRadius:10];
[[UIColor blackColor] setFill];
[path fill];
You can also stroke a path if you need to. Example:
path = [UIBezierPath bezierPathWithRoundedRect:cropRect cornerRadius:10];
path.lineWidth = 10;
[[[UIColor whiteColor] colorWithAlphaComponent:0.5] setStroke];
[path stroke];
How can I fill the non-transparent areas of a PNG UIImage with a linear gradient? I'd like to reuse a PNG shape for MKAnnotationViews, but change the gradient per annotation's properties.
To use an image as a mask for a gradient (i.e. to have a gradient in the shape of the non-transparent pixels of your image), you can:
create a simple view with a gradient (you can either create a simple UIView and use the addGradientLayerToView shown below to give it a gradient or you can create the gradient PNG in advance and add it to your bundle).
apply your PNG as a mask to that gradient view:
UIImage *mask = [UIImage imageNamed:#"mask.png"];
CALayer *maskLayer = [CALayer layer];
maskLayer.frame = CGRectMake(0, 0, mask.size.width, mask.size.height);
maskLayer.contents = (id)[mask CGImage];
gradientViewToMask.layer.mask = maskLayer;
To apply a gradient to the transparent pixels, you can either:
Create a new image with a gradient:
- (UIImage *)imageWithGradient:(UIImage *)image
{
UIGraphicsBeginImageContextWithOptions(image.size, NO, 1.0);
CGContextRef context = UIGraphicsGetCurrentContext();
size_t locationCount = 2;
CGFloat locations[2] = { 0.0, 1.0 };
CGFloat components[8] = { 0.0, 0.8, 0.8, 1.0, // Start color
0.9, 0.9, 0.9, 1.0 }; // End color
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColorComponents (colorspace, components, locations, locationCount):
CGPoint startPoint = CGPointMake(0.0, 0.0);
CGPoint endPoint = CGPointMake(0.0, image.size.height);
CGContextDrawLinearGradient (context, gradient, startPoint, endPoint, 0);
CGContextTranslateCTM(context, 0, image.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(0.0, 0.0, image.size.width, image.size.height), [image CGImage]);
UIImage *gradientImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGGradientRelease(gradient);
CGColorSpaceRelease(colorspace);
return gradientImage;
}
You can also add a CAGradientLayer to a view and then add the UIImageView as a subview of that view.
- (void)addGradientLayerToView:(UIView *)view
{
CAGradientLayer *gradient = [CAGradientLayer layer];
gradient.frame = view.bounds;
gradient.colors = #[(id)[[UIColor colorWithRed:0.0 green:0.8 blue:0.8 alpha:1.0] CGColor],
(id)[[UIColor colorWithRed:0.9 green:0.9 blue:0.9 alpha:1.0] CGColor]];
[view.layer insertSublayer:gradient atIndex:0];
}
Note, you have to #import <QuartzCore/QuartzCore.h> as well as add the QuartzCore framework to your project.
I ended up hacking together some bits of Rob's code and an extension to UIImage I found at http://coffeeshopped.com/2010/09/iphone-how-to-dynamically-color-a-uiimage
+ (UIImage *)imageNamed:(NSString *)name withGradient:(CGGradientRef)gradient
{
// load the image
UIImage *img = [UIImage imageNamed:name];
// begin a new image context, to draw our colored image onto
UIGraphicsBeginImageContextWithOptions(img.size, NO, [[UIScreen mainScreen] scale]);
// get a reference to that context we created
CGContextRef context = UIGraphicsGetCurrentContext();
// translate/flip the graphics context (for transforming from CG* coords to UI* coords
CGContextTranslateCTM(context, 0, img.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
// set the blend mode to overlay, and the original image
CGContextSetBlendMode(context, kCGBlendModeOverlay);
CGRect rect = CGRectMake(0, 0, img.size.width, img.size.height);
// set a mask that matches the shape of the image, then draw (overlay) a colored rectangle
CGContextClipToMask(context, rect, img.CGImage);
CGContextAddRect(context, rect);
//gradient
CGPoint startPoint = CGPointMake(0.0, img.size.height);
CGPoint endPoint = CGPointMake(0.0, 0.0);
CGContextDrawLinearGradient (context, gradient, startPoint, endPoint, 0);
// generate a new UIImage from the graphics context we drew onto
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGGradientRelease(gradient);
//return the color-burned image
return coloredImg;
}
My goal is
1. add gradient for my view (done)
2. add drop shadow for the bottom edge of my view ( issue at here )
What I am doing is :
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
UIColor *whiteColor = [UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1.0];
UIColor *lightGrayColor = [UIColor colorWithRed:230.0/255.0 green:230.0/255.0 blue:230.0/255.0 alpha:1.0];
CGRect paperRect = self.bounds;
// Fill with gradient
[self drawLinearGradient:context for:paperRect start:whiteColor.CGColor end:lightGrayColor.CGColor];
CGContextSetStrokeColorWithColor(context, [UIColor lightGrayColor].CGColor);
CGContextSetLineWidth(context, .9);
CGContextStrokeRect(context, paperRect);
// Add shadow
CGContextSetShadowWithColor(context, CGSizeMake(0, self.frame.size.height), 9.0, [UIColor blueColor].CGColor);
}
-(void)drawLinearGradient:(CGContextRef)context for:(CGRect)rect start:(CGColorRef)startColor end:(CGColorRef)endColor {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGFloat locations[] = { 0.0, 1.0 };
NSArray *colors = [NSArray arrayWithObjects:(__bridge id)startColor, (__bridge id)endColor, nil];
CGGradientRef gradient = CGGradientCreateWithColors(colorSpace, (__bridge CFArrayRef) colors, locations);
CGPoint startPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMinY(rect));
CGPoint endPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMaxY(rect));
CGContextSaveGState(context);
CGContextAddRect(context, rect);
CGContextClip(context);
CGContextDrawLinearGradient(context, gradient, startPoint, endPoint, 0);
CGContextRestoreGState(context);
CGGradientRelease(gradient);
CGColorSpaceRelease(colorSpace);
}
However, what I am getting is the picture below without shadow at all
Am I on the right track but missing something in the middle ? Please help if you have any ideas..
You need to set the shadow properties before drawing whatever it is that's supposed to have the shadow. Put your call to CGContextSetShadowWithColor before the call to CGContextStrokeRect.
Also, the offset should probably not be as large as you're making it. The shadow offset controls how much the shadow is offset from the pixels that were drawn with that shadow, so unless you want the shadow to actually start very far away from your rect you probably want an offset of just a pixel or so, like CGSizeMake(0.0, 1.0).