Mirroring UIView - ios

I have a UIView with a transparent background, and some buttons. I would like to capture the drawing of the view, shrink it, and redraw (mirror) it elsewhere on the screen. (On top of another view.) The buttons can change, so it isn't static.
What would be the best way to do this?

Check a nice sample code http://saveme-dot-txt.blogspot.com/2011/06/dynamic-view-reflection-using.html following WWDC sessions. It uses
CAReplicatorLayer
for reflection, pretty easy to implement and looks really smooth and impressive.

The general idea will be to get a UIView's layer to draw itself into a context and then grab a UIImage out of it.
UIGraphicsBeginImageContext(view.frame.size);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
You will also need to #import <QuartzCore/QuartzCore.h>

If you don't really need to capture the drawing (from what you describe, it seems unlikely that you need an image), create another instance of the view and apply a transform. Something like...
UIView* original [UIView alloc] initWithFrame:originalFrame];
UIView* copy = [[UIView alloc] initWithFrame:copyFrame];
// Scale down 50% and rotate 45 degrees
//
CGAffineTransform t = CGAffineTransformMakeScale(0.5, 0.5);
copy.transform = CGAffineTransformRotate(t, M_PI_4);
[someSuperView addSubview:original];
[someSuperView addSubview:copy];
// release, etc.
I added the rotation just to show that you can do a variety of different things with transformations.

Related

How to improve performance in rendering image?

I am drawing image on a custom UIView. On resizing the view, the drawing performance goes down and it starts lagging.
My image drawing code is below:
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
UIBezierPath *bpath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, width, height)];
CGContextAddPath(context, bpath.CGPath);
CGContextClip(context);
CGContextDrawImage(context, [self bounds], image.CGImage);
}
Is this approach correct?
You would be better using Instruments to find where the bottleneck is than asking on here.
However, what you will probably find is that every time the frame changes slightly the entire view will be redrawn.
If you're just using the drawRect to clip the view into an oval (I guess there's an image behind it or something) then you would be better off using a CAShapeLayer.
Create a CAShapeLayer and give it a CGPath then add it as a clipping layer to the view.layer.
Then you can change the path on the CAShapeLayer and it will update. You'll find (I think) that it performs much better too.
If your height and width are the same, you could just use a UIImageView instead of needing a custom view, and get the circular clipping by setting properties on the image view's layer. That approach draws nice and quickly.
Just set up a UIImageView (called "image" in my example) and then have your view controller do this once:
image.layer.cornerRadius = image.size.width / 2.0;
image.layer.masksToBounds = YES;

Not doing CG drawings correctly

Just started working with Core Graphics and I probably got no idea what's going on.
In the following code I'm trying to create a small rounded translucent black square overlaid on top of the UINavigationController, but so far nothing showed up...
UIView *notificationView = [[UIView alloc] initWithFrame:[[[self navigationController] view] frame]];
CGRect rect = CGRectMake(self.view.frame.size.width / 2 - 50, self.view.frame.size.height / 2, 100, 100);
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.0);
[[UIColor colorWithWhite:0 alpha:0.5] setFill];
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:rect cornerRadius:10];
[path fill];
[notificationView setNeedsDisplay];
[[[self navigationController] view] addSubview:notificationView];
Option 1 (the most design-friendly one)
UIViews are not really meant for other objects to draw into them. It makes much more design sense to subclass UIView and let it do its own drawing in drawRect. That way, you don't have to paste so much code every time you want to use a notification view.
Option 2 (the easiest one, and probably best)
If you just want a translucent black rounded rectangle (I'm assuming for a loading indicator), you can do it much more easily by creating the UIView at the size you want and centering it in the view. Set its background color to the translucent color, [UIColor colorWithWhite:0.0 alpha:0.5]. Finally, add the line
notificationView.layer.cornerRadius = 10.0;
You may also need to put #import <QuartzCore/QuartzCore.h> in your header file, since this is a CALayer trick.
Option 3 (the roundabout one)
If you really want to do it the way you're already doing, change the notificationView to a UIImageView, then set the frame of the view to be the size of the black rounded rect. Then add this after you fill the path:
UIImage *indicatorImage = UIGraphicsGetImageFromCurrentImageContext();
notificationView.image = indicatorImage;
You don't need to call setNeedsDisplay anymore.
Hopefully one of these sounds good to you!

How to draw a UIBezierPath onto an image in iOS?

What's the easiest and least performance intensive way to achieve this?
Right now i have a UIBezierPath with over 60000 lines. I want to create an image from it that will later be moved around on-screen and stretched.
Just create a graphics context and draw your path into it, like this:
UIGraphicsBeginImageContextWithOptions(path.bounds.size, NO, 0.0); //size of the image, opaque, and scale (set to screen default with 0)
[path fill]; //or [path stroke]
UIImage *myImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
If you're planning on moving the image around, you'll need to draw it into your view, or preferably a UIImageView that's a subview of that view. This is faster than redrawing your view every time the user moves his finger.
Hope this helps!

iOS: Create image clipping path from a UIBezierPath

I'm creating an app that allows users to cut out part of an image. In order to do this, they'll create a bunch of UIBezierPaths to form the clipping path. My current setup is as follows:
A UIImageView displays the image they're cutting.
Above that UIImageView is a custom subclass of UIImageView that
performs the custom drawRect: methods for showing/updating the
UIBezierPaths that the user is adding.
When the user clicks the "Done" button, a new UIBezierPath object is created that incorporates all the individual paths created by the user by looping through the array they're stored in and calling appendPath: on itself. This new UIBezierPath then closes its path.
That's as far as I've gotten. I know UIBezierPath has an addClip method, but I can't figure out from the documentation how to use it.
In general, all examples I've seen for clipping directly use Core Graphics rather than the UIBezierPath wrapper. I realize that UIBezierPath has a CGPath property. So should I be using this at the time of clipping rather than the full UIBezierPath object?
Apple say not to subclass UIImageView, according to the UIImageView class reference. Thank you to #rob mayoff for pointing this out.
However, if you're implementing your own drawRect, start with your own UIView subclass. And, it's within drawRect that you use addClip. You can do this with a UIBezierPath without converting it to a CGPath.
- (void)drawRect:(CGRect)rect
{
// This assumes the clippingPath and image may be drawn in the current coordinate space.
[[self clippingPath] addClip];
[[self image] drawAtPoint:CGPointZero];
}
If you want to scale up or down to fill the bounds, you need to scale the graphics context. (You could also apply a CGAffineTransform to the clippingPath, but that is permanent, so you'd need to copy the clippingPath first.)
- (void)drawRect:(CGRect)rect
{
// This assumes the clippingPath and image are in the same coordinate space, and scales both to fill the view bounds.
if ([self image])
{
CGSize imageSize = [[self image] size];
CGRect bounds = [self bounds];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextScaleCTM(context, bounds.size.width/imageSize.width, bounds.size.height/imageSize.height);
[[self clippingPath] addClip];
[[self image] drawAtPoint:CGPointZero];
}
}
This will scale the image separately on each axis. If you want to preserve its aspect ratio, you'll need to work out the overall scaling, and possibly translate it so it's centered or otherwise aligned.
Finally, all of this is relatively slow if your path gets drawn a lot. You will probably find it's faster to store the image in a CALayer, and mask that with a CAShapeLayer containing the path. Do not use the following methods except for testing. You will need to separately scale the image layer and the mask to make them line up. The advantage is that you can change the mask without the underlying image being rendered.
- (void) setImage:(UIImage *)image;
{
// This method should also store the image for later retrieval.
// Putting an image directly into a CALayer will stretch the image to fill the layer.
[[self layer] setContents:(id) [image CGImage]];
}
- (void) setClippingPath:(UIBezierPath *)clippingPath;
{
// This method should also store the clippingPath for later retrieval.
if (![[self layer] mask])
[[self layer] setMask:[CAShapeLayer layer]];
[(CAShapeLayer*) [[self layer] mask] setPath:[clippingPath CGPath]];
}
If you do make image clipping with layer masks work, you no longer need a drawRect method. Remove it for efficiency.

Core Animation Screenshot on iPad

I'm building a scene with Core Animation which looks similar to the screensaver on the old Apple TV. A continuous stream of images (each a CALayer) passes by vertically, from the bottom to top. To achieve this, after a layer’s animation ends when it moves out of view, it is repositioned back to the bottom, assigned a new image, and reanimated. This takes place in the animationDidStop delegate method. However, I’ve noticed that if I take a screenshot when running the app on an iPad, the layers are never repositioned to the bottom, and aren’t seen again. I've isolated the problem, and I'm certain that taking screenshots is causing it. This leads me to think that taking a screenshot has an effect on animation timing. So...
What impact does taking a screenshot on an iDevice have on animation?
Is there a better way to achieve this effect?
You could always try capturing the screenshot programmatically based upon the contents of the view, then save it as a screenshot. I do not know your objects, but this is what I have done before. All of my content for the screenshot is in CaptureView.
CGRect screenRect = [[UIScreen mainScreen] bounds];
UIGraphicsBeginImageContext(CaptureView.frame.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor clearColor] set];
CGContextFillRect(ctx, screenRect);
[CaptureView.layer renderInContext:ctx];
UIImage *screenImage = UIGraphicsGetImageFromCurrentImageContext();
UIImageWriteToSavedPhotosAlbum(screenImage, nil, nil, nil);
UIGraphicsEndImageContext();
Is your animation in a stationary UIImageView? If it is the image view that you want to detect going off of the screen, just use it's frame.origin.y compared to 0.
You can use presentationLayer to capture screenshot while you animation is animating.
i.e. [CaptureView.layer presentationLayer]
you can also detect touch while animating in presentationLayer of the CALayer.

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