Create UIImage from shadowed view while retaining alpha? - ios

I have a somewhat unusual problem. In my app, I am shadowing a UIImageView using basic Quartz2d layer shadowing. Here's my code:
imageView.layer.shadowOpacity = 1.0; // Pretty self explanatory
imageView.layer.shadowRadius = 8.0; // My softness
imageView.layer.shadowColor = [UIColor blackColor].CGColor; // Color of the shadow
imageView.layer.shadowOffset = CGSizeMake(0.0, 0.0); // Offset of the shadow
This produces a nice blur behind the image view. However, I am doing some animation with this view, and the constant recalculation of the shadowing during the transitions causes a very choppy transition. What I'd like to be able to do is create a UIImage or .png file out of the image view with the blur and its alpha intact. Here's what I've already tried:
UIGraphicsBeginImageContext(CGSizeMake(320, 396));
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil);
Since I have a shadow which "grows outside" of the image view, I can't just pass his size in the UIGraphicsBeginImageContext function. I set the correct size, but the resulting image doesn't save my alpha, instead it places a white background behind the shadow, which won't work for me because my real background is a wood texture. Also, the view isn't centered in the resulting file.
I'm pretty good with UIKit, but I'm a real noobie with Quartz 2d graphics, so if there's an obvious answer to this, send it anyway. :)

Try setting your UIImageView's backgroundColor to [UIColor clearColor] - this may enable your current solution to work.
imageView.backgroundColor = [UIColor clearColor];
UIGraphicsBeginImageContext(CGSizeMake(320, 396));
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Source: Converting a CGLayer to a *transparent* UIImage and PNG file in CoreGraphics iphone

I've had this issue before too. My solution was not to do an image, but instead to set the shadow path to just the outline of the view you are animating.
[imageView setContentMode:UIViewContentModeScaleAspectFit];
imageView.layer.masksToBounds = NO;
imageView.layer.shadowOffset = CGSizeMake(5, 5);
imageView.layer.shadowRadius = 200;
imageView.layer.shadowOpacity = 0.5;
CGRect rect = [self rectFromImageView:imageView];
imageView.layer.shadowPath = [UIBezierPath bezierPathWithRect:rect].CGPath;
Which uses the following function which assumes the image is set to content mode aspect fit:
-(CGRect)rectFromImageView:(UIImageView *)iv {
CGRect rect = (CGRect){{0,0},iv.frame.size};
if (iv.image.size.width/iv.frame.size.width > iv.image.size.height/iv.frame.size.height) {
//rect.origin.x == 0
CGFloat sf = iv.frame.size.width/iv.image.size.width;
rect.size.height = sf*iv.image.size.height;
rect.origin.y = floor((iv.frame.size.height - rect.size.height)/2);
} else {
//rect.origin.y == 0;
CGFloat sf = iv.frame.size.height/iv.image.size.height;
rect.size.width = sf*iv.image.size.width;
rect.origin.x = floor((iv.frame.size.width - rect.size.width)/2);
}
return rect;
}
If your image is just set to fill then just using the imageView.bounds should be sufficient

Add shadow path to view like this
[view.layer setShadowPath:[[UIBezierPath bezierPathWithRect:view.bounds] CGPath]]; //add path
view.layer.shadowColor = [[UIColor blackColor] CGColor];
view.layer.shadowOffset = CGSizeMake(x, y);
view.layer.shadowRadius = rad;
view.layer.shadowOpacity = 0.2f;

Related

Objective- C: Draw border on an UIImage

I currently have the following image on which I am trying to set a border. It consists of an UIImageView with an image inside (a transparent.png)
When I try to set the border for my image (see code), it gives a border to the UIImage, but it doesn't 'snap' around my image. Is it possible to achieve that effect?
See image current implementation here.
- (UIImage*)imageWithBorderFromImage:(UIImage*)source;
{
CGSize size = [source size];
UIGraphicsBeginImageContext(size);
CGRect rect = CGRectMake(0, 0, size.width, size.height);
[source drawInRect:rect blendMode:kCGBlendModeNormal alpha:1.0];
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBStrokeColor(context, 1.0, 0.5, 1.0, 1.0);
CGContextStrokeRect(context, rect);
UIImage *testImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return testImg;
}
Try Adding a layer behind UIImageView and add a border to it that will do the trick
#define kBorderWidth 3.0.
#define kCornerRadius 8.0
CALayer *borderLayer = [CALayer layer];
CGRect borderFrame = CGRectMake(0, 0, (imageView.frame.size.width), (imageView.frame.size.height));
[borderLayer setBackgroundColor:[[UIColor clearColor] CGColor]];
[borderLayer setFrame:borderFrame];
[borderLayer setCornerRadius:kCornerRadius];
[borderLayer setBorderWidth:kBorderWidth];
[borderLayer setBorderColor:[[UIColor redColor] CGColor]];
[imageView.layer addSublayer:borderLayer];
And don't forget to import QuartzCore/QuartzCore.h
This example will draw a boarder on the layer, but change it's frame slightly to make the border around the layer.
Depending on your needs, if you don't want it to be as accurate as possible, a quick and dirty solution could be something like this:
- (UIImage *)borderedImageFromImage:(UIImage *)source andColor:(UIColor *)borderColor{
CGFloat scale = 0.95;//this determines how big the border will be, the smaller it is the bigger the border
UIImage *borderImage = [source imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
UIGraphicsBeginImageContextWithOptions(source.size, NO, source.scale);
[borderColor set];
[borderImage drawInRect:CGRectMake(0, 0, source.size.width, source.size.height)];
[source drawInRect:CGRectMake(source.size.width*(1-scale)/2,
source.size.height*(1-scale)/2,
source.size.width * scale,
source.size.height * scale)];
borderImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return borderImage;
}
and here is how to use it:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.heartImageView.image = [self borderedImageFromImage:[UIImage imageNamed:#"heart"] andColor:[UIColor blackColor]];
}
What this essentially does is draw the image you want twice, once in the colour of the border (slightly scaled) and once with the normal colour. Your mileage may vary depending on the image.

How to draw image inside a circular bezier path

I am trying to create a custom view to draw a music CD with the album artwork on the CD.
Currently I use core graphics to draw two circular disks inside the drawRect method. The inner disk's colour is set to the background colour of the view to make it look like the inner circle is a hollow circle.
My problem is that I can't draw the UIImage inside the the circular bezier path to get the result that I need.
Here's my drawRect code:
// Draw a CD like view using three drawing operations:
// 1st draw the main disk
// 2nd draw the image if it is set
// 3rd draw the inner disk over the image so that it looks like it is a hollow disk with the image painted on the disk.
// Note:) This view expects its aspect ratio to be set as 1:1
- (void)drawRect:(CGRect)rect
{
// Draw the main Circular CD disk
UIBezierPath* outerRing = [UIBezierPath bezierPathWithOvalInRect:self.bounds];
[self.mainColor setFill];
[outerRing fill];
[self.outerRingColor setStroke];
[outerRing stroke];
// Draw the album image if it is set
if(self.artwork){
[self.artwork drawInRect:self.bounds blendMode:kCGBlendModeNormal alpha:1.0];
}
// now draw another smaller disk inside
// this will be a percentage smaller than the whole disk's bounds and will be centered inside it
CGFloat sidePaddingCoord = ((1.0f - INNER_DISK_SIZE_PERCENTAGE) / 2) * self.bounds.size.height;
CGFloat side = INNER_DISK_SIZE_PERCENTAGE * self.bounds.size.width;
UIBezierPath* innerRing = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(sidePaddingCoord, sidePaddingCoord, side, side)];
[self.innerRingColor setFill];
[innerRing fill];
[innerRing stroke];
}
This fills the image as a square. I want the image to be clipped inside the outerRing bezier path so that it looks like a music CD.
I'm sure there is a way to use core graphics to achieve something else besides using the image's drawInRect method. Is there any way to 'clip' the image inside the circular bezier path or only draw inside the bezier path?
I've read really great posts by rob mayoff, UIBezierPath Subtract Path, iOS UIImage clip to paths, many thanks.
Here is an adoption of his code. Keep your creation code of outerRing and innerRing, add them to an array named paths.
[self.paths addObject:outerRing];
[self.paths addObject:innerRing];
Then use this help method.
- (UIImage *)maskedImage
{
CGRect rect = CGRectZero;
rect.size = self.originalImage.size;
UIGraphicsBeginImageContextWithOptions(rect.size, YES, 0.0);
UIBezierPath *clipPath = [UIBezierPath bezierPathWithRect:CGRectInfinite];
[clipPath appendPath:self.paths[1]];
clipPath.usesEvenOddFillRule = YES;
CGContextSaveGState(UIGraphicsGetCurrentContext()); {
[clipPath addClip];
[[UIColor orangeColor] setFill];
[self.paths[0] fill];
} CGContextRestoreGState(UIGraphicsGetCurrentContext());
UIImage *mask = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.0); {
CGContextClipToMask(UIGraphicsGetCurrentContext(), rect, mask.CGImage);
[self.originalImage drawAtPoint:CGPointZero];
}
UIImage *maskedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return maskedImage;
}
In drawRect,
UIImage *maskedImage = [self maskedImage];
[maskedImage drawInRect:self.bounds blendMode:kCGBlendModeNormal alpha:1.0];
Try below code:
UIImageView *userImageView= [[UIImageView alloc] initWithFrame:CGRectMake(85, 55.0, 90, 90)];
userImageView.layer.cornerRadius = 90/2;
userImageView.clipsToBounds = YES;
userImageView.layer.borderWidth = 1.0f;
userImageView.layer.borderColor = [UIColor blueColor];
[self.view addSubview:userImageView]; //or add it to the view you want
UIImage *userImage = [UIImage imageNamed:#"<image you want to set>"];
userImageView= [[UIImageView alloc] initWithFrame:CGRectMake(90, 60.0, 80, 80)];
userImageView.image = userImage;
userImageView.layer.cornerRadius = 80/2;
userImageView.clipsToBounds = YES;
userImageView.layer.borderWidth = 1.0f;
userImageView.layer.borderColor = [UIColor blueColor;
[self.view addSubview:userImageView]; //or add it to the view you want

GPUImageMotionBlurFilter and images with transparency

I'm trying to apply GPUImageMotionBlurFilter to a snapshot of UIView. I want to blur the top and bottom edges of the view too, so I'm leaving a transparent space (insetY) above and below the rect passed to drawViewHierarchyInRect:afterScreenUpdates:. GPUImage seems to ignore the transparency and acts like it was filled with a color a little lighter than -lightGrayColor.
Here's my code (it's in a method in UIView subclass):
CGFloat insetX = 0;
CGFloat insetY = 10;
CGRect snapshotFrame = CGRectInset(self.bounds, -insetX, -insetY);
UIGraphicsBeginImageContextWithOptions(snapshotFrame.size, NO, 0.0f);
[self drawViewHierarchyInRect:CGRectMake(insetX, insetY, CGRectGetWidth(self.frame), CGRectGetHeight(self.frame)) afterScreenUpdates:YES];
UIImage *snapshotImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
GPUImageMotionBlurFilter *motionBlurFilter = [[GPUImageMotionBlurFilter alloc] init];
motionBlurFilter.blurAngle = 90;
motionBlurFilter.blurSize = 20.0f;
UIImage *blurredImage = [motionBlurFilter imageByFilteringImage:snapshotImage];
And here's what I'm getting:
snapshotImage:
blurredImage:
Is what I'm trying to do possible?

Drawing sprites programatically for sprite kit with alpha channel?

I'm trying to prototype an app for sprite kit, and it would be advantageous to me to be able to draw the sprites I need programatically for now, and then make actual sprites later. I've made a rough circle, and when I convert to a UIImage (or CGImage) using renderInContext, it shows up on the sprite view with a black background, ignoring the alpha channel, apparently. If I add the UIImage to a regular view as a UIImageView, the alpha channel is rendered properly. I was wondering what I'm doing wrong, or if theres' a workaround for this.
float rockSize = 100;
UIView* drawingView = [[UIView alloc] initWithFrame:CGRectMake(0,0,100,100)];
drawingView.backgroundColor = [UIColor clearColor];
CALayer* circleLayer = [CALayer layer];
circleLayer.frame = CGRectMake(0,0,rockSize,rockSize);
circleLayer.backgroundColor = [Utils getTiledColorFromColor:[UIColor purpleColor]].CGColor;
circleLayer.cornerRadius = rockSize/2.0;
circleLayer.masksToBounds = YES;
[drawingView.layer addSublayer:circleLayer];
UIGraphicsBeginImageContextWithOptions(CGSizeMake(rockSize, rockSize), NO, [UIScreen mainScreen].scale);
CGContextSetFillColorWithColor(UIGraphicsGetCurrentContext(), [UIColor clearColor].CGColor);
CGContextFillRect(UIGraphicsGetCurrentContext(), CGRectMake(0,0,rockSize,rockSize));
[drawingView.layer renderInContext: UIGraphicsGetCurrentContext()];
UIImage *layerImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
SKSpriteNode *rockNode = [SKSpriteNode spriteNodeWithTexture:[SKTexture textureWithImage:layerImage]];
CGPoint position = CGPointMake(200,100);
rockNode.position = position;
[self addChild:rockNode];
Such an affect when you see black view background frequently happens when the view has opaque property incorrectly set to YES without actually being opaque (usually this happens when the view is created programmatically, opaque = YES is default).
You can fix this for example by setting opaque to NO.

How to crop UIImage on oval shape or circle shape?

Please give ideas for how to crop UIImage on oval shape or circle shape. Please share your ideas.
#import <QuartzCore/QuartzCore.h>
CALayer *imageLayer = YourImageview.layer;
[imageLayer setCornerRadius:5];
[imageLayer setBorderWidth:1];
[imageLayer setMasksToBounds:YES];
by increasing radius it will become more round-able.
As long as the image is a square, you can get a perfect circle by taking half the width as the corner radius:
[imageView.layer setCornerRadius:imageView.frame.size.width/2];
You also need to add
[imageView.layer setMasksToBounds:YES];
Swift 4.2
import QuartzCore
var imageLayer: CALayer? = YourImageview.layer
imageLayer?.cornerRadius = 5
imageLayer?.borderWidth = 1
imageLayer?.masksToBounds = true
I started looking into this a couple of weeks back. I tried all the suggestions here, none of which worked well. In the great tradition of RTFM I went and read Apple's documentation on Quartz 2D Programming and came up with this. Please try it out and let me know how you go.
The code could be fairly easily altered to crop to an elipse, or any other shape defined by a path.
Make sure you include Quartz 2D in your project.
#include <math.h>
+ (UIImage*)circularScaleAndCropImage:(UIImage*)image frame:(CGRect)frame {
// This function returns a newImage, based on image, that has been:
// - scaled to fit in (CGRect) rect
// - and cropped within a circle of radius: rectWidth/2
//Create the bitmap graphics context
UIGraphicsBeginImageContextWithOptions(CGSizeMake(frame.size.width, frame.size.height), NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
//Get the width and heights
CGFloat imageWidth = image.size.width;
CGFloat imageHeight = image.size.height;
CGFloat rectWidth = frame.size.width;
CGFloat rectHeight = frame.size.height;
//Calculate the scale factor
CGFloat scaleFactorX = rectWidth/imageWidth;
CGFloat scaleFactorY = rectHeight/imageHeight;
//Calculate the centre of the circle
CGFloat imageCentreX = rectWidth/2;
CGFloat imageCentreY = rectHeight/2;
// Create and CLIP to a CIRCULAR Path
// (This could be replaced with any closed path if you want a different shaped clip)
CGFloat radius = rectWidth/2;
CGContextBeginPath (context);
CGContextAddArc (context, imageCentreX, imageCentreY, radius, 0, 2*M_PI, 0);
CGContextClosePath (context);
CGContextClip (context);
//Set the SCALE factor for the graphics context
//All future draw calls will be scaled by this factor
CGContextScaleCTM (context, scaleFactorX, scaleFactorY);
// Draw the IMAGE
CGRect myRect = CGRectMake(0, 0, imageWidth, imageHeight);
[image drawInRect:myRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Include the following code in your UIView class replacing "monk2.png" with your own image name.
- (void)drawRect:(CGRect)rect {
UIImage *originalImage = [UIImage imageNamed:[NSString stringWithFormat:#"monk2.png"]];
CGFloat oImageWidth = originalImage.size.width;
CGFloat oImageHeight = originalImage.size.height;
// Draw the original image at the origin
CGRect oRect = CGRectMake(0, 0, oImageWidth, oImageHeight);
[originalImage drawInRect:oRect];
// Set the newRect to half the size of the original image
CGRect newRect = CGRectMake(0, 0, oImageWidth/2, oImageHeight/2);
UIImage *newImage = [self circularScaleAndCropImage:originalImage frame:newRect];
CGFloat nImageWidth = newImage.size.width;
CGFloat nImageHeight = newImage.size.height;
//Draw the scaled and cropped image
CGRect thisRect = CGRectMake(oImageWidth+10, 0, nImageWidth, nImageHeight);
[newImage drawInRect:thisRect];
}
To have imageView in oval shape is not difficult.
You can do the following
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:yourImageView.bounds];
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.path = path.CGPath;
yourImageView.layer.mask = maskLayer;
If the rect passed to bezierPathWithOvalInRect is Square the image will be cropped to circle.
Swift Code
let path = UIBezierPath(ovalIn: yourImageView.bounds)
let maskLayer = CAShapeLayer()
maskLayer.path = path.cgPath
yourImageView.layer.mask = maskLayer
To make a RoundShape Image
Step1: in .h file
#property (strong, nonatomic) IBOutlet UIImageView *songImage;
Step2: in .m file
- (void)viewDidLoad
{
self.songImage.layer.cornerRadius = self.songImage.frame.size.width / 2;
self.songImage.clipsToBounds = YES;
//To give the Border and Border color of imageview
self.songImage.layer.borderWidth = 1.0f;
self.songImage.layer.borderColor = [UIColor colorWithRed:249/255.0f green:117/255.0f blue:44/255.0f alpha:1.0f].CGColor;
}
OR For Swift
cell.songImage.layer.cornerRadius = cell.songImage.frame.size.width / 2;
cell.songImage.clipsToBounds = true
//To give the Border and Border color of imageview
cell.songImage.layer.borderWidth = 1.0
cell.songImage.layer.borderColor = UIColor(red: 50.0/255, green: 150.0/255, blue: 65.0/255, alpha: 1.0).CGColor
After a long search I found the correct way to circle the image
Download the Support archive file from URL http://vocaro.com/trevor/blog/2009/10/12/resize-a-uiimage-the-right-way/
#import "UIImage+RoundedCorner.h"
#import "UIImage+Resize.h"
Following lines used to resize the image and convert in to round with radius
UIImage *mask = [UIImage imageNamed:#"mask.jpg"];
mask = [mask resizedImage:CGSizeMake(47, 47) interpolationQuality:kCGInterpolationHigh ];
mask = [mask roundedCornerImage:23.5 borderSize:1];
SWIFT
var vwImage = UIImageView(image: UIImage(named: "Btn_PinIt_Normal.png"))
vwImage.frame = CGRectMake(0, 0, 100, 100)
vwImage.layer.cornerRadius = vwImage.frame.size.width/2
If you only need a perfect circle, changing the shape of the UIImageView could help.
Simply add the QuartzCore framework to your project and add these lines of code somewhere in the lifecycle before the imageView is displayed:
#import <QuartzCore/QuartzCore.h>
.
.
.
//to crop your UIImageView to show only a circle
yourImageView.layer.cornerRadius = yourImageView.frame.size.width/2;
yourImageView.clipsToBounds = YES;
Check out CGImageCreateWithMask. Create a mask of your oval shape, then apply it to the image.
you should refer This ...
// Create the image from a png file
UIImage *image = [UIImage imageNamed:#"prgBinary.jpg"];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
// Get size of current image
CGSize size = [image size];
// Frame location in view to show original image
[imageView setFrame:CGRectMake(0, 0, size.width, size.height)];
[[self view] addSubview:imageView];
[imageView release];
// Create rectangle that represents a cropped image
// from the middle of the existing image
CGRect rect = CGRectMake(size.width / 4, size.height / 4 ,
(size.width / 2), (size.height / 2)); //oval logic goes here
// Create bitmap image from original image data,
// using rectangle to specify desired crop area
CGImageRef imageRef = CGImageCreateWithImageInRect([image CGImage], rect);
UIImage *img = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
// Create and show the new image from bitmap data
imageView = [[UIImageView alloc] initWithImage:img];
[imageView setFrame:CGRectMake(0, 200, (size.width / 2), (size.height / 2))];
[[self view] addSubview:imageView];
[imageView release];
SWIFT 3 answer comes from #Mohammad Sadiq
let path = UIBezierPath.init(ovalIn: workingImgaeView.bounds)
let maskLayer = CAShapeLayer(layer: layer)
maskLayer.path = path.cgPath
workingImgaeView.layer.mask = maskLayer
This should work,
Try pasting below code in viewDidLoad().
self.myImage.layer.cornerRadius = self.myImage.frame.size.width / 2;
self.myImage.clipsToBounds = YES;

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