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iOS Screenshot part of the screen
(4 answers)
Closed 8 years ago.
i m using this codes for screen capture for iOS:
CGImageRef screen = UIGetScreenImage();
UIImage *image = [UIImage imageWithCGImage:screen];
CGImageRelease(screen);
UIImageWriteToSavedPhotosAlbum(image, self, #selector(image:didFinishSavingWithError:contextInfo:), nil);
CGRect screenshotFrame;
CGImageRef screenshotRef = CGImageCreateWithImageInRect(screenshotRef, screenshotFrame);
UIImage * screenshot = [[(UIImage *)screenshotRef retain] autorelease];
CGImageRelease(screenshotRef);
But my screen contain tool bar bottom of the screen.i don't want tool bar on my captured screen. How can i crop tool bar ? How can i modified my code ?
I think you can capture the layer of self.view because it the root view
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)]) {
//Retina display
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, [UIScreen mainScreen].scale);
} else {
UIGraphicsBeginImageContext(self.view.bounds.size);
}
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Have fun!
Try this:
UIGraphicsBeginImageContext(/*CGRECT*/);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Here in CGRect pass your rect which you want to take screenshot.
Hope it helps you..
Set your
CGRect screenshotFrame = CGRectMake(0, 0, 320, 436);
// 480(screen height) - 44(toolbar height) = 436
Related
I've been reading resolved questions on how to programmatically take a screenshot but I can't seem to get what I've read to work in sprite kit. For instance:
This question How to take a screenshot programmatically
UIGraphicsBeginImageContext(self.window.bounds.size);
[self.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData * data = UIImagePNGRepresentation(image);
[data writeToFile:#"foo.png" atomically:YES];
UPDATE April 2011: for retina display, change the first line into this:
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(self.window.bounds.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(self.window.bounds.size);
gave me this information, which I tested on my game but it didn't work because window was not recognized on an SKScene. I tried replacing it with scene but that didn't work. Any suggestions?
I also tried this:
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, scale);
[self drawViewHierarchyInRect:self.bounds afterScreenUpdates:YES];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Which I found in this question: ios Sprite Kit screengrab?
But it didn't seem to work either because it didn't recognize scale, or bounds in the second line.
This is the best solution to take a screen shoot in your Sprite-Kit
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, 1);
[self.view drawViewHierarchyInRect:self.view.bounds afterScreenUpdates:YES];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return viewImage;
func screenShot() {
UIGraphicsBeginImageContextWithOptions(UIScreen.mainScreen().bounds.size, false, 0)
self.view!.drawViewHierarchyInRect(self.view!.bounds, afterScreenUpdates: true)
var image:UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
var Image = image //The image is stored in the variable Image
}
screenshot() //Calls the function and takes a screenshot
// Full Screen Shot function. Hope this will work well in spritekit.
func screenShot() -> UIImage {
UIGraphicsBeginImageContext(CGSizeMake(frame.size.width, frame.size.height))
var context:CGContextRef = UIGraphicsGetCurrentContext()
self.view?.drawViewHierarchyInRect(frame, afterScreenUpdates: true)
var screenShot = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
return screenShot
}
you can take screen shot for a any view.UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, self.view.opaque, 0.0);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *gameOverScreenImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
So, I am taking a screenshot of a subclassed UIView that I save into the device's photo stream.
Problem:
The problem is that I use resizableImageWithCapInsets to add a stretched background to my UIView, but this background gets cut off on the right side and I have no idea why. If someone could help me out it would be highly appreciated.
I add the stretched background to my UIView the following way:
[diagramBase addSubview:[self addTileBackgroundOfSize:diagramBase.frame
andType:#"ipad_diagram_border.png"]];
Which calls this method:
- (UIImageView *) addTileBackgroundOfSize:(CGRect)frame
andType:(NSString *)type
{
frame.origin.x = 0.0f;
frame.origin.y = 0.0f;
UIImageView *backgroundView = [[UIImageView alloc] initWithFrame:frame];
UIImage *image = [UIImage imageNamed:type];
UIEdgeInsets insets = UIEdgeInsetsMake(10.0f, 10.0f, 10.0f, 10.0f);
UIImage *backgroundImage = [image resizableImageWithCapInsets:insets];
backgroundView.image = backgroundImage;
return backgroundView;
}
The actual printscreen is done with this method (RINDiagramView is the name of my subclassed UIView, which I am taking a screenshot of). The rotation is in there because I need the image rotated when I save it, but I commented out that part and that is not what does the background to act weird.
- (UIImage *) createSnapshotOfView:(RINDiagram *) view
{
CGRect rect = [view bounds];
rect.size.height = rect.size.height - 81.0f;
UIGraphicsBeginImageContextWithOptions(rect.size, YES, 0.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
[view.layer renderInContext:context];
UIImage *capturedScreen = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImage *finalImage = [[UIImage alloc] initWithCGImage: capturedScreen.CGImage
scale: 1.0
orientation: UIImageOrientationLeft];
return finalImage;
}
I use Xcode 5.1 and everything is done programmatically (no storyboard and such). The base SDK is iOS 7.1.
If you're doing iOS 7+ you can use the new drawViewHierarchyInRect:afterScreenUpdates: and related methods which Apple says are really performant.
Even if you're targeting iOS 6 you should give it a try to see if you get the same problem.
Try using the correct scale?
UIImage *finalImage = [[UIImage alloc] initWithCGImage: capturedScreen.CGImage
scale: [[UIScreen mainScreen] scale]
orientation: UIImageOrientationLeft];
Use a different UIViewContentMode?
UIViewContentModeScaleToFill -> check if you can see the edges
UIViewContentModeScaleAspectFit -> check if you can see the edges, even if position is incorrect
UIViewContentModeScaleAspectFill -> check for edge right side
The reason you got a right-side cut image is caused by this line
UIImage *finalImage = [[UIImage alloc] initWithCGImage: capturedScreen.CGImage
scale: 1.0
orientation: UIImageOrientationLeft];
You made the image orientation to left, the context will thought the left-side is your top-side.And your size has a minus to the height value, so the result turns to the right-side is cut.
About the rotation, I added some code into your code.Hopes it is helpful.
- (UIImage *) createSnapshotOfView:(UIView *) view
{
CGRect rect = [view bounds];
rect.size.height = rect.size.height - 81.0f;
UIGraphicsBeginImageContextWithOptions(rect.size, YES, 0.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
view.transform = CGAffineTransformMakeRotation(M_PI_2);
[view.layer renderInContext:context];
UIImage *capturedScreen = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImage *finalImage = [[UIImage alloc] initWithCGImage: capturedScreen.CGImage
scale: 1.0
orientation: UIImageOrientationLeft];
view.transform = CGAffineTransformMakeRotation(0);
return finalImage;
}
UIGraphicsBeginImageContext(self.window.bounds.size);
[self.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData * data = UIImagePNGRepresentation(image);
[data writeToFile:#"foo.png" atomically:YES];
for retina display, change the first line into this:
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(self.window.bounds.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(self.window.bounds.size);
adjust your size, may you get help..
This is my code..
extern CGImageRef UIGetScreenImage();
CGRect frame = CGRectMake(0, 0, 320, 548);
CGImageRef cgoriginal = UIGetScreenImage();
CGImageRef cgimg = CGImageCreateWithImageInRect(cgoriginal, frame);
UIImage *viewImage = [UIImage imageWithCGImage:cgimg];
CGImageRelease(cgoriginal);
CGImageRelease(cgimg);
It takes screen shot but not full screen. I know this problem in CGRect frame. But I don't know, how to fix that..
Pay attention that UIGetScreenImage is a private API, so it will be rejected. If you want to do something similar you can try to use -renderInContext on the window layer or -drawViewHierchyInRect(only ios7).
This method should be used as a category on UIView:
- (UIImage *) imageByRenderingViewOpaque:(BOOL) yesOrNO {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, yesOrNO, 0);
if ([self respondsToSelector:#selector(drawViewHierarchyInRect:afterScreenUpdates:)]) {
[self drawViewHierarchyInRect:self.bounds afterScreenUpdates:YES];
}
else {
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
}
UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resultingImage;
}
You have also this method that you can call on UIScree instance - (UIView *)snapshotViewAfterScreenUpdates:(BOOL)afterUpdates, but that will return only a view not an image.
I am trying to generate screenshot of UIView which having subview with CATransform3DMakeRotation. Screenshot is generated but it doesn't contain Rotation.
Is it possible to achieve this?
Actual View:
ScreenShot Image
Using following call to Flip the view horizontally...
currentView.layer.transform = CATransform3DConcat(currentView.layer.transform,CATransform3DMakeRotation(M_PI, 0.0, 1.0, 0.0f));
Code for taking screen shot
+ (UIImage *) imageWithView:(UIView *)view
{
CGSize screenDimensions = view.bounds.size;
// Create a graphics context with the target size
// (last parameter takes scale into account)
UIGraphicsBeginImageContextWithOptions(screenDimensions, NO, 0);
// Render the view to a new context
CGContextRef context = UIGraphicsGetCurrentContext();
[view.layer renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
The "renderInContext" only works for Affine transform. So convert the 3D transform into affine transform like this
currentView.layer.affineTransform = CATransform3DGetAffineTransform(CATransform3DConcat(currentView.layer.transform,CATransform3DMakeRotation(M_PI, 0.0, 1.0, 0.0f)));
Try this code
CGSize newSize = CGSizeMake(yourview.frame.size.width , yourview.frame.size.height);
UIGraphicsBeginImageContextWithOptions(newSize,YES,2.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
[yourview.layer renderInContext:context];
[yourview drawRect:yourview.frame];
UIImage *screenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
This might work, try it:
CGRect grabRect = CGRectMake(40,40,300,200);
//for retina displays
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)]) {
UIGraphicsBeginImageContextWithOptions(grabRect.size, NO, [UIScreen mainScreen].scale);
} else {
UIGraphicsBeginImageContext(grabRect.size);
}
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(ctx, -grabRect.origin.x, -grabRect.origin.y);
[self.view.layer renderInContext:ctx];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil);
i have achieved this in one of my application by doing a little tweak like first i capture the whole screen's screen shot and then crop it with the desired frame i need here is a sample code from my app.
- (UIImage *) croppedPhoto
{
[imgcropRectangle setHidden:TRUE];
UIGraphicsBeginImageContext(self.view.frame.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Create bitmap image from original image data,
// using rectangle to specify desired crop area
CGImageRef imageRef = CGImageCreateWithImageInRect([image CGImage], self.imgcropRectangle.frame);
UIImage *result = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
[imgcropRectangle setHidden:FALSE];
return result;
}
here imgcropRectangle is the UIImageView's object that defines my desired rectangle so i use it's frame for cropping from full screen to desired output. Hope it will help you :)
Try rendering view.layer.presentationLayer instead of view.layer
use this and before passing the view check its subviews :
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContext(CGSizeMake(view.frame.size.width, view.frame.size.height));
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return viewImage
}
I am working on an app which will only be in landscape. In that app I have a functionality that is take screenshot of that particular screen. I have implemented this code
UIGraphicsBeginImageContext(self.view.window.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImageView *imageView = [[UIImageView alloc] init];
imageView.image = UIGraphicsGetImageFromCurrentImageContext();;
imageView.transform = CGAffineTransformMakeRotation(3.0 * M_PI / 2.0);
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(imageView.image, nil, nil, nil);
Using this code I get screen shot of my app in portrait mode. I want it in landscape mode.
Don't add that window. If you add it your context size is wrong.
// Just use self.view.bounds.size is OK
UIGraphicsBeginImageContext(self.view.bounds.size);
Perhaps late, but wrapping it in an UIImageView doesn't actually rotate the image itself.
Here's some code I wrote that creates a rotated image from the full window of your application.
UIWindow *keyWindow = [[UIApplication sharedApplication] keyWindow];
CGRect rect = [keyWindow bounds];
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[keyWindow.layer renderInContext:context];
UIImage * image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return [[UIImage alloc] initWithCGImage:[image CGImage] scale:1 orientation:UIImageOrientationLeft];
If you want it rotated right, just replace UIImageOrientationLeft with UIImageOrientationRight