I want to draw a circle on UIImageView. I have tried it but it didn't work.
This is a example image of what i want to achieve:
The circle should be drawn on where user taps on UIImageView and I want to do it without adding any sublayer.
Is it some way to do this?
so far i have used this code from the internet but it didn't worked.
- (UIImage *)imageByDrawingCircleOnImage:(UIImage *)image
pointX:(float) x
PointY:(float) y
{
// begin a graphics context of sufficient size
UIGraphicsBeginImageContext(image.size);
// draw original image into the context
[image drawAtPoint:CGPointZero];
// get the context for CoreGraphics
CGContextRef ctx = UIGraphicsGetCurrentContext();
// set stroking color and draw circle
[[UIColor redColor] setStroke];
// make circle rect 5 px from border
CGRect circleRect = CGRectMake(0, 0,
image.size.width,
image.size.height);
circleRect = CGRectInset(circleRect, x, y);
// draw circle
CGContextStrokeEllipseInRect(ctx, circleRect);
// make image out of bitmap context
UIImage *retImage = UIGraphicsGetImageFromCurrentImageContext();
// free the context
UIGraphicsEndImageContext();
return retImage;
}
Suppose your object's view is square, Set the cornerRadius to half of the width or height.
maskToBounds set your image as per shape of rounded imageView
For example,add this code for your requirement,
yourImageView.layer.cornerRadius = yourImageView.imageView.frame.size.height /2;
yourImageView.layer.masksToBounds = YES;
Hope this will help you :)
I'm trying to overlay a color on a UIImage, but only on the left half of the image (I'm using code from http://coffeeshopped.com/2010/09/iphone-how-to-dynamically-color-a-uiimage to overlay the color). The code I have now is:
- (UIImage *)imageWithColor:(UIColor *)color{
// begin a new image context, to draw our colored image onto
CGSize size = CGSizeMake(self.line.image.size.width/2, self.line.image.size.height);
UIGraphicsBeginImageContextWithOptions(size, NO, [[UIScreen mainScreen] scale]);
// get a reference to that context we created
CGContextRef context = UIGraphicsGetCurrentContext();
// set the fill color
[color setFill];
// translate/flip the graphics context (for transforming from CG* coords to UI* coords
CGContextTranslateCTM(context, 0, 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, size.width, size.height);
CGContextDrawImage(context, rect, self.line.image.CGImage);
// set a mask that matches the shape of the image, then draw (overlay) a colored rectangle
CGContextClipToMask(context, rect, self.line.image.CGImage);
CGContextAddRect(context, rect);
CGContextDrawPath(context,kCGPathFill);
// generate a new UIImage from the graphics context we drew onto
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//return the color-burned image
return coloredImg;
}
I thought setting the size to be half the width would work, but everything still gets color. I guess I'm missing something very fundamental. Any ideas?
In
CGContextAddRect(context, rect);
you are adding a rectangle with the full size.
I am trying to apply a color fill to the MKAnnotation. I found some code that pretty much works but for some reason the filled image is upside down after applying the fill to it.
Here is the current code that I am running on a map pin.
CGRect rect = CGRectMake(0, 0, self.image.size.width, self.image.size.height);
UIGraphicsBeginImageContext(self.image.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClipToMask(context, rect, self.image.CGImage);
CGContextSetFillColorWithColor(context, [[UIColor grayColor] CGColor]);
CGContextFillRect(context, rect);
CGContextRotateCTM(context, 90);
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImage *flippedImage = [UIImage imageWithCGImage:img.CGImage
scale:1.0 orientation:self.image.imageOrientation];
self.image = flippedImage;
Here is what the pins look like after this code runs.
http://d.pr/i/UaPU
I was thinking that if I applied the current image orientation to the flippedImage that would do the trick but that did not work. I also tried setting self.image = img; and removing the flippedImage var completely but the result is still the same.
CGContext coordinate system is flipped vertically in regard to UIView coordinate system.
Just flip it like this:
CGContextTranslateCTM(ctx, 0, imageHeight);,
CGContextScaleCTM(ctx, 1, -1);
I have an jpg Image with a round object in a rect and want to make the envoirement of the round object transparent...
(Remove red area in this example)
With the help of this iOS make part of an UIImage transparent and "UIBezierPath bezierPathWithOvalInRect" i've got a little success, but this make a path around my object, and I need to invert it, to make the outside and not the inside of the path transparent..
Im not shure where I have to change my code to get the right result..
Here is my code:
//BezierPath
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, 100, 100)];
// Create an image context containing the original UIImage.
UIGraphicsBeginImageContext(_imgTemp.image.size);
[_imgTemp.image drawAtPoint:CGPointZero];
// Clip to the bezier path and clear that portion of the image.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context,bezierPath.CGPath);
CGContextClip(context);
CGContextClearRect(context,CGRectMake(0,0,self._imgTemp.image.size.width,self._imgTemp.image.size.height));
// Build a new UIImage from the image context.
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self._imgTemp.image = newImage;
Anybody got the resolving?
To only draw within the black circle you should move [_imgTemp.image drawAtPoint:CGPointZero]; to after CGContextClip(context); and then remove the CGContextClearRect( ... ) call entirely:
//BezierPath
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, 100, 100)];
// Create an image context containing the original UIImage.
UIGraphicsBeginImageContext(_imgTemp.image.size);
// Clip to the bezier path and clear that portion of the image.
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextAddPath(context,bezierPath.CGPath);
CGContextClip(context);
// Draw here when the context is clipped
[_imgTemp.image drawAtPoint:CGPointZero];
// Build a new UIImage from the image context.
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
self._imgTemp.image = newImage;
How can you mask a square image into an image with round corners?
You can use CoreGraphics to create a path for a round rectangle with this code snippet:
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight)
{
float fw, fh;
if (ovalWidth == 0 || ovalHeight == 0) {
CGContextAddRect(context, rect);
return;
}
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, ovalWidth, ovalHeight);
fw = CGRectGetWidth (rect) / ovalWidth;
fh = CGRectGetHeight (rect) / ovalHeight;
CGContextMoveToPoint(context, fw, fh/2);
CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
CGContextClosePath(context);
CGContextRestoreGState(context);
}
And then call CGContextClip(context); to clip it to the rectangle path. Now any drawing done, including drawing an image, will be clipped to the round rectangle shape.
As an example, assuming "image" is a UIImage, and this is in a drawRect: method:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
addRoundedRectToPath(context, self.frame, 10, 10);
CGContextClip(context);
[image drawInRect:self.frame];
CGContextRestoreGState(context);
Here is an even easier method that is available in iPhone 3.0 and up. Every View-based object has an associated layer. Each layer can have a corner radius set, this will give you just what you want:
UIImageView * roundedView = [[UIImageView alloc] initWithImage: [UIImage imageNamed:#"wood.jpg"]];
// Get the Layer of any view
CALayer * layer = [roundedView layer];
[layer setMasksToBounds:YES];
[layer setCornerRadius:10.0];
// You can even add a border
[layer setBorderWidth:4.0];
[layer setBorderColor:[[UIColor blueColor] CGColor]];
To use these methods you might need to add:
#import <QuartzCore/QuartzCore.h>
I realize this is old news but just to boil it down a bit:
There are two possible questions here: (1) how do I apply rounded corners to a UIView (such as a UIImageView), which will be displayed on screen, and (2) how do I mask a square image (that is, a UIImage) to produce a new image with rounded corners.
For (1), the easiest course is to use CoreAnimation and set the view.layer.cornerRadius property
// Because we're using CoreAnimation, we must include QuartzCore.h
// and link QuartzCore.framework in a build phases
#import <QuartzCore/QuartzCore.h>
// start with an image
UIImage * fooImage = [UIImage imageNamed:#"foo.png"];
// put it in a UIImageView
UIView * view = [UIImageView alloc] initWithImage:fooImage];
// round its corners. This mask now applies to the view's layer's *background*
view.layer.cornerRadius = 10.f
// enable masksToBounds, so the mask applies to its foreground, the image
view.layer.masksToBounds = YES;
For (2), the best way is to use the UIKit graphics operations:
// start with an image
UIImage * fooImage = [UIImage imageNamed:#"foo.png"];
CGRect imageRect = CGRectMake(0, 0, fooImage.size.width, fooImage.size.height);
// set the implicit graphics context ("canvas") to a bitmap context for images
UIGraphicsBeginImageContextWithOptions(imageRect.size,NO,0.0);
// create a bezier path defining rounded corners
UIBezierPath * path = [UIBezierPath bezierPathWithRoundedRect:imageRect cornerRadius:10.f];
// use this path for clipping in the implicit context
[path addClip];
// draw the image into the implicit context
[fooImage drawInRect:imageRect];
// save the clipped image from the implicit context into an image
UIImage *maskedImage = UIGraphicsGetImageFromCurrentImageContext();
// cleanup
UIGraphicsEndImageContext();
What's tricky about problem (2) is that you might think you could do the whole operation using the view.layer.mask property in CoreAnimation. But you can't because the CALayer renderInContext: method, which you'd use to generate a UIImage from the masked layer, seems to ignore the mask. Worse, the documentation for renderInContext: doesn't mention this, and only alludes to the behavior for OSX 10.5.
Some further context: the above approach to (2) is using UIKit's wrappers around more basic CoreGraphics functionality. You can do the same thing using the CoreGraphics calls directly – that is what the chosen answer is doing -- but then you need build the rounded rect bezier path manually from curves and lines and you also need to compensate for the fact that CoreGraphics uses a drawing coordinate system which is flipped with respect to UIKit's.
See this Post - Very simple answer
How to set round corners in UI images in iphone
UIImageView * roundedView = [[UIImageView alloc] initWithImage: [UIImage imageNamed:#"wood.jpg"]];
// Get the Layer of any view
CALayer * l = [roundedView layer];
[l setMasksToBounds:YES];
[l setCornerRadius:10.0];
Very simple.
self.profileImageView.layer.cornerRadius = self.profileImageView.frame.size.width / 2;
self.profileImageView.clipsToBounds = YES;
For every view, there is a bundled layer property. So the first line of the above is to set the corner radius of the layer object (i.e. an instance of CALayer class). To make a circular image from a squared image, the radius is set to the half of the width of UIImageView. For instance, if the width of squared image is 100 pixels. The radius is set to 50 pixels. Secondly, you have to set the clipsToBounds property to YES in order to make the layer works.
Both the methods work but the differences shows up depending on where you use it.
For Ex: If you have a table view with the cells showing an image along with other labels, etc., and you use layer to set the cornerRadius, the scrolling will take a big hit. It gets jerky.
I faced this issue when I was using Layer for an image in a table view cell and was trying to figure out the cause of that jerkiness only to find that CALayer was the culprit.
Used the first solution of doing the stuff in drawRect explained by NilObject. That works like a charm with scrolling being smooth as silk.
On the other hand, if you want to use this in static views like popover view, etc., layer is the easiest way to do it.
As I said, both the methods work well just that you need to decide based on where you want to use it.
I use this method.
+ (UIImage *)imageWithColor:(UIColor *)color andSize:(CGSize)size;
{
UIImage *img = nil;
CGRect rect = CGRectMake(0, 0, size.width, size.height);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context,
color.CGColor);
CGContextFillRect(context, rect);
img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Building off of algal, here are a couple methods that are nice to put in an UIImage category:
- (UIImage *) roundedCornerImageWithRadius:(CGFloat)radius
{
CGRect imageRect = CGRectMake(0, 0, self.size.width, self.size.height);
UIGraphicsBeginImageContextWithOptions(imageRect.size,NO,0.0); //scale 0 yields better results
//create a bezier path defining rounded corners and use it for clippping
UIBezierPath * path = [UIBezierPath bezierPathWithRoundedRect:imageRect cornerRadius:radius];
[path addClip];
// draw the image into the implicit context
[self drawInRect:imageRect];
// get image and cleanup
UIImage *roundedCornerImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return roundedCornerImage;
}
+ (UIImage *)imageWithColor:(UIColor *)color size:(CGSize)size andCornerRadius:(CGFloat)radius
{
UIImage *image = nil;
if (size.width == 0 || size.height == 0) {
size = CGSizeMake(1.0, 1.0);
}
CGRect rect = CGRectMake(0.0f, 0.0f, size.width, size.height);
UIGraphicsBeginImageContextWithOptions(rect.size,NO,0.0); //yields sharper results than UIGraphicsBeginImageContext(rect.size)
CGContextRef context = UIGraphicsGetCurrentContext();
if (context)
{
CGContextSetFillColorWithColor(context, [color CGColor]);
if (radius > 0.0) {
//create a bezier path defining rounded corners and use it for clippping
UIBezierPath * path = [UIBezierPath bezierPathWithRoundedRect:rect cornerRadius:radius];
[path addClip];
CGContextAddPath(context, path.CGPath);
}
CGContextFillRect(context, rect);
image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
return image;
}