Swiftui getting an image's displaying dimensions - swift

I'm trying to get the dimensions of a displayed image to draw bounding boxes over the text I have recognized using apple's Vision framework.
So I run the VNRecognizeTextRequest uppon the press of a button with this funcion
func readImage(image:NSImage, completionHandler:#escaping(([VNRecognizedText]?,Error?)->()), comp:#escaping((Double?,Error?)->())) {
var recognizedTexts = [VNRecognizedText]()
var rr = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
let requestHandler = VNImageRequestHandler(cgImage: image.cgImage(forProposedRect: &rr, context: nil, hints: nil)!
, options: [:])
let textRequest = VNRecognizeTextRequest { (request, error) in
guard let observations = request.results as? [VNRecognizedTextObservation] else { completionHandler(nil,error)
return
}
for currentObservation in observations {
let topCandidate = currentObservation.topCandidates(1)
if let recognizedText = topCandidate.first {
recognizedTexts.append(recognizedText)
}
}
completionHandler(recognizedTexts,nil)
}
textRequest.recognitionLevel = .accurate
textRequest.recognitionLanguages = ["es"]
textRequest.usesLanguageCorrection = true
textRequest.progressHandler = {(request, value, error) in
comp(value,nil)
}
try? requestHandler.perform([textRequest])
}
and compute the bounding boxes offsets using this struct and function
struct DisplayingRect:Identifiable {
var id = UUID()
var width:CGFloat = 0
var height:CGFloat = 0
var xAxis:CGFloat = 0
var yAxis:CGFloat = 0
init(width:CGFloat, height:CGFloat, xAxis:CGFloat, yAxis:CGFloat) {
self.width = width
self.height = height
self.xAxis = xAxis
self.yAxis = yAxis
}
}
func createBoundingBoxOffSet(recognizedTexts:[VNRecognizedText], image:NSImage) -> [DisplayingRect] {
var rects = [DisplayingRect]()
let imageSize = image.size
let imageTransform = CGAffineTransform.identity.scaledBy(x: imageSize.width, y: imageSize.height)
for obs in recognizedTexts {
let observationBounds = try? obs.boundingBox(for: obs.string.startIndex..<obs.string.endIndex)
let rectangle = observationBounds?.boundingBox.applying(imageTransform)
print("Rectange: \(rectangle!)")
let width = rectangle!.width
let height = rectangle!.height
let xAxis = rectangle!.origin.x - imageSize.width / 2 + rectangle!.width / 2
let yAxis = -(rectangle!.origin.y - imageSize.height / 2 + rectangle!.height / 2)
let rect = DisplayingRect(width: width, height: height, xAxis: xAxis, yAxis: yAxis)
rects.append(rect)
}
return(rects)
}
I place the rects using this code in the ContentView
ZStack{
Image(nsImage: self.img!)
.scaledToFit()
ForEach(self.rects) { rect in
Rectangle()
.fill(Color.init(.sRGB, red: 1, green: 0, blue: 0, opacity: 0.2))
.frame(width: rect.width, height: rect.height)
.offset(x: rect.xAxis, y: rect.yAxis)
}
}
If I use the original's image dimensions I get these results
But if I add
Image(nsImage: self.img!)
.resizable()
.scaledToFit()
I get these results
Is there a way to get the image dimensions and pass them and get the proper size of the image being displayed? I also need this because I can't show the whole image sometimes and need to scale it.
Thanks a lot

I would use GeometryReader on background so it reads exactly size of image, as below
#State var imageSize: CGSize = .zero // << or initial from NSImage
...
Image(nsImage: self.img!)
.resizable()
.scaledToFit()
.background(rectReader())
// ... somewhere below
private func rectReader() -> some View {
return GeometryReader { (geometry) -> Color in
let imageSize = geometry.size
DispatchQueue.main.async {
print(">> \(imageSize)") // use image actual size in your calculations
self.imageSize = imageSize
}
return .clear
}
}

Rather than pass in the frame to every view, Apple elected to give you a separate GeometryReader view that gets its frame passed in as a parameter to its child closure.
struct Example: View {
var body: some View {
GeometryReader { geometry in
Image(systemName: "check")
.onAppear {
print(geometry.frame(in: .local))
}
}
}
}

Related

Unable to get pixel color from an image in SwiftUI

I want to design a draggable color selector view that will select the color of the present pixel. My strategy is, first, to choose the position of the pixel and then, second, get the pixel color. The position has been correctly changed while dragging the view. The color of the view has also been changed but don't understand its manner of changing. I think it doesn't returns the proper color of its pixel. Additionally, when x or y of the CGImage coordinate is less then 0, the getPixelColor() returns 'UIExtendedSRGBColorSpace 0 0 0 0'.
After a long search, I have not get any proper solution to get pixel color in SwiftUI.
The program is given below:
struct ColorSelectorView: View {
#Binding var position: CGPoint
#State private var isDragging = false
#State private var colorPicked = UIColor.black
var image: UIImage?
var colorPickedCallBack : (UIColor) -> ()
var body: some View {
colorSelectorView()
.onAppear {
colorPicked = getPixelColor(image: image, point: position) ?? .clear
}
.gesture(DragGesture()
.onChanged { value in
self.position.x += CGFloat(Int(value.location.x - value.startLocation.x))
self.position.y += CGFloat(Int(value.location.y - value.startLocation.y))
colorPicked = getPixelColor(image: image, point: position) ?? .clear
}
.onEnded({ value in
colorPickedCallBack(colorPicked)
})
)
.offset(x: position.x, y: position.y)
}
}
func getPixelColor(image: UIImage, point: CGPoint) -> UIColor? {
guard let pixelData = image.cgImage?.dataProvider?.data else { return nil }
let data: UnsafePointer<UInt8> = CFDataGetBytePtr(pixelData)
let pixelInfo: Int = Int((image.size.width * point.y + point.x) * 4.0)
let i = Array(0 ... 3).map { CGFloat(data[pixelInfo + $0]) / CGFloat(255) }
return UIColor(red: i[0], green: i[1], blue: i[2], alpha: 1)
}
}

AVMetaDataObject.bounds to SwiftUI position?

I have two views. The parent view holds a CameraFeed UIViewControllerRepresentable which passes back the bounds of a AVMetadataFaceObject. I'm trying to draw overlays where that bounds should be. I'm getting kind of close, but my mappings aren't quite right. The CameraFeed passes back a scalar-style set of bounds and I'm multiplying my geometry reader by it.
The X and the Y seem to be swapped? (orange square works wrong and blue square works better)
The location doesn't QUITE line up perfectly.
Acknowledgements: Thanks to the HackingWithSwift InstaFilter and Hot Prospects examples, btw. They were very helpful to getting this far.
I do understand that there is a CALayer that I could draw on in the AV object, and if I went that way I could use the more powerful Vision framework but I was seeing if I could try this approach first. I also am aware that there is a CIFaceFeature I could be using too. Also, I don't have a TrueDepth front-facing camera to work with. I just wanted to see if I could hijack this seemingly simplest of solutions to make it work.
What am I missing about the how how the bounds of AVMetaDataObject work and approaches to doing the frame of reference transformation? Thanks in advance. Full Code on GitHub
struct CameraFeedView: View {
#State var foundFace:CGRect?
#State var geometryRect:CGRect = CGRect(x: 0, y: 0, width: 0, height: 0)
//#State var foundFaceAdjusted:CGRect?
//var testRect:CGRect = CGRect(
// x: 0.44112000039964916,
// y: 0.1979580322805941,
// width: 0.3337599992007017,
// height: 0.5941303606941507)
var body: some View {
GeometryReader(content: { geometry in
ZStack {
CameraFeed(codeTypes: [.face], completion: handleCameraReturn)
if (foundFace != nil) {
Rectangle()
.stroke()
.foregroundColor(.orange)
.frame(width: 100, height: 100, alignment: .topLeading)
.position(
x: geometry.size.width * foundFace!.origin.x,
y: geometry.size.height * foundFace!.origin.y)
FoundObject(frameRect: geometryRect, boundsRect: foundFace!)
.stroke()
.foregroundColor(.blue)
}
}
.onAppear(perform: {
let frame = geometry.frame(in: .global)
geometryRect = CGRect(
origin: CGPoint(x: frame.minX, y: frame.minY),
size: geometry.size
)
})
})
}
func handleCameraReturn(result: Result<CGRect, CameraFeed.CameraError>) {
switch result {
case .success(let bounds):
print(bounds)
foundFace = bounds
//TODO: Add a timer
case .failure(let error):
print("Scanning failed: \(error)")
foundFace = nil
}
}
}
struct FoundObject: Shape {
func reMapBoundries(frameRect:CGRect, boundsRect:CGRect) -> CGRect {
//Y bounded to width? Really?
let newY = (frameRect.width * boundsRect.origin.x) + (1.0-frameRect.origin.x)
//X bounded to height? Really?
let newX = (frameRect.height * boundsRect.origin.y) + (1.0-frameRect.origin.y)
let newWidth = 100//(frameRect.width * boundsRect.width)
let newHeight = 100//(frameRect.height * boundsRect.height)
let newRect = CGRect(
origin: CGPoint(x: newX, y: newY),
size: CGSize(width: newWidth, height: newHeight))
return newRect
}
let frameRect:CGRect
let boundsRect:CGRect
func path(in rect: CGRect) -> Path {
var path = Path()
path.addRect(reMapBoundries(frameRect: frameRect, boundsRect: boundsRect))
return path
}
}

Downsampling Images with SwiftUI

I'm displaying images in my app that are downloaded from the network, but I'd like to downsample them so they aren't taking up multiple MB of memory. I could previously do this quite easily with UIKit:
func resizedImage(image: UIImage, for size: CGSize) -> UIImage? {
let renderer = UIGraphicsImageRenderer(size: size)
return renderer.image { (context) in
image.draw(in: CGRect(origin: .zero, size: size))
}
}
There are other methods as well, but they all depend on knowing the image view's desired size, which isn't straightforward in SwiftUI.
Is there a good API/method specifically for downsampling SwiftUI images?
I ended up solving it with geometry reader, which isn't ideal since it messes up the layout a bit.
#State var image: UIImage
var body: some View {
GeometryReader { geo in
Image(uiImage: self.image)
.resizable()
.aspectRatio(contentMode: .fit)
.onAppear {
let imageFrame = CGRect(x: 0, y: 0, width: geo.size.width, height: geo.size.height)
self.downsize(frame: imageFrame) // call whatever downsizing function you want
}
}
}
Use the geometry proxy to determine the image's frame, then downsample to that frame. I wish SwiftUI had their own API for this.
For resizing use this function. It works fast in lists or LazyVStack as well and reduces the memory consumption of the images.
public var body: some View {
GeometryReader { proxy in
let image = UIImage(named: imageName)?
.resize(height: proxy.size.height)
Image(uiImage: image ?? UIImage())
.resizable()
.scaledToFill()
}
}
public extension UIImage {
/// Resizes the image by keeping the aspect ratio
func resize(height: CGFloat) -> UIImage {
let scale = height / self.size.height
let width = self.size.width * scale
let newSize = CGSize(width: width, height: height)
let renderer = UIGraphicsImageRenderer(size: newSize)
return renderer.image { _ in
self.draw(in: CGRect(origin: .zero, size: newSize))
}
}
}
This method use CIFilter to scale down UIImage
https://developer.apple.com/library/archive/documentation/GraphicsImaging/Reference/CoreImageFilterReference/index.html#//apple_ref/doc/filter/ci/CILanczosScaleTransform
public extension UIImage {
func downsampled(by reductionAmount: Float) -> UIImage? {
let image = UIKit.CIImage(image: self)
guard let lanczosFilter = CIFilter(name: "CILanczosScaleTransform") else { return nil }
lanczosFilter.setValue(image, forKey: kCIInputImageKey)
lanczosFilter.setValue(NSNumber.init(value: reductionAmount), forKey: kCIInputScaleKey)
guard let outputImage = lanczosFilter.outputImage else { return nil }
let context = CIContext(options: [CIContextOption.useSoftwareRenderer: false])
guard let cgImage = context.createCGImage(outputImage, from: outputImage.extent) else { return nil}
let scaledImage = UIImage(cgImage: cgImage)
return scaledImage
}
}
And then you can use in SwiftUI View
struct ContentView: View {
var body: some View {
if let uiImage = UIImage(named: "sample")?.downsampled(by: 0.3) {
Image(uiImage: uiImage)
}
}
}

How to stroke on UIImage?

I would like to save the colored shapes along with strokes but the code below (getImage()) generates unstroked shapes:
func getImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(size: CGSize(width: 1024, height: 1024))
let image = renderer.image { (context) in
for key in shapeItemKeys {
let currentShape = shapeItemsByKey[key]!
UIColor.black.setStroke()
context.stroke(renderer.format.bounds)
currentShape.color.setFill()
context.cgContext.addPath(currentShape.path.bezierPath.cgPath)
context.cgContext.fillPath()
context.cgContext.strokePath()
}
}
return image
}
struct ShapeItem: Identifiable {
let id = UUID()
var color: UIColor = UIColor.white
var path: ScaledBezier
init(path: ScaledBezier) {
self.path = path
}
}
struct ScaledBezier: Shape {
let bezierPath: UIBezierPath
let sourceWidth: CGFloat
let sourceHeight: CGFloat
func path(in rect: CGRect) -> Path {
var path = Path(bezierPath.cgPath)
// Figure out how much bigger we need to make our path in order for it to fill the available space without clipping.
let multiplier = min(rect.width/sourceWidth, rect.height/sourceHeight)
// Create an affine transform that uses the multiplier for both dimensions equally.
let transform = CGAffineTransform(scaleX: multiplier, y: multiplier)
// Apply that scale and send back the result.
path.closeSubpath()
return path.applying(transform)
}
}
Does anyone know how to stroke shapes in order to be visible on UIImage?
If you want and to stroke and to fill then you need to use path for each as follows
func getImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(size: CGSize(width: 1024, height: 1024))
let image = renderer.image { (context) in
for key in shapeItemKeys {
let currentShape = shapeItemsByKey[key]!
UIColor.black.setStroke()
context.stroke(renderer.format.bounds)
currentShape.color.setFill()
context.cgContext.addPath(currentShape.path.bezierPath.cgPath)
context.cgContext.strokePath()
context.cgContext.addPath(currentShape.path.bezierPath.cgPath)
context.cgContext.fillPath()
}
}
return image
}
Demo code:
struct DemoView: View {
let shapeItemKeys = [1]
let shapeItemsByKey = [1: ShapeItem(path: ScaledBezier(bezierPath: UIBezierPath(roundedRect: CGRect(x: 10, y: 10, width: 100, height: 200), cornerRadius: 20), sourceWidth: 100, sourceHeight: 200))]
var body: some View {
VStack(spacing: 0) {
Image(uiImage: getImage())
}
}
func getImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(size: CGSize(width: 300, height: 300))
let image = renderer.image { (context) in
for key in shapeItemKeys {
let currentShape = shapeItemsByKey[key]!
UIColor.black.setStroke()
context.stroke(renderer.format.bounds)
currentShape.color.setFill()
context.cgContext.addPath(currentShape.path.bezierPath.cgPath)
context.cgContext.strokePath()
context.cgContext.addPath(currentShape.path.bezierPath.cgPath)
context.cgContext.fillPath()
}
}
return image
}
}

Take a Screenshot of the entire contents of a UICollectionView

The app I'm working on uses collection view cells to display data to the user. I want the user to be able to share the data that's contained in the cells, but there are usually too many cells to try to re-size and fit onto a single iPhone-screen-sized window and get a screenshot.
So the problem I'm having is trying to get an image of all the cells in a collection view, both on-screen and off-screen. I'm aware that off-screen cells don't actually exist, but I'd be interested in a way to kind of fake an image and draw in the data (if that's possible in swift).
In short, is there a way to programmatically create an image from a collection view and the cells it contains, both on and off screen with Swift?
Update
If memory is not a concern :
mutating func screenshot(scale: CGFloat) -> UIImage {
let currentSize = frame.size
let currentOffset = contentOffset // temp store current offset
frame.size = contentSize
setContentOffset(CGPointZero, animated: false)
// it might need a delay here to allow loading data.
let rect = CGRect(x: 0, y: 0, width: self.bounds.size.width, height: self.bounds.size.height)
UIGraphicsBeginImageContextWithOptions(rect.size, false, UIScreen.mainScreen().scale)
self.drawViewHierarchyInRect(rect, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
frame.size = currentSize
setContentOffset(currentOffset, animated: false)
return resizeUIImage(image, scale: scale)
}
This works for me:
github link -> contains up to date code
getScreenshotRects creates the offsets to which to scroll and the frames to capture. (naming is not perfect)
takeScreenshotAtPoint scrolls to the point, sets a delay to allow a redraw, takes the screenshot and returns this via completion handler.
stitchImages creates a rect with the same size as the content and draws all images in them.
makeScreenshots uses the didSet on a nested array of UIImage and a counter to create all images while also waiting for completion. When this is done it fires it own completion handler.
Basic parts :
scroll collectionview -> works
take screenshot with delay for a redraw -> works
crop images that are overlapping -> apparently not needed
stitch all images -> works
basic math -> works
maybe freeze screen or hide when all this is happening (this is not in my answer)
Code :
protocol ScrollViewImager {
var bounds : CGRect { get }
var contentSize : CGSize { get }
var contentOffset : CGPoint { get }
func setContentOffset(contentOffset: CGPoint, animated: Bool)
func drawViewHierarchyInRect(rect: CGRect, afterScreenUpdates: Bool) -> Bool
}
extension ScrollViewImager {
func screenshot(completion: (screenshot: UIImage) -> Void) {
let pointsAndFrames = getScreenshotRects()
let points = pointsAndFrames.points
let frames = pointsAndFrames.frames
makeScreenshots(points, frames: frames) { (screenshots) -> Void in
let stitched = self.stitchImages(images: screenshots, finalSize: self.contentSize)
completion(screenshot: stitched!)
}
}
private func makeScreenshots(points:[[CGPoint]], frames : [[CGRect]],completion: (screenshots: [[UIImage]]) -> Void) {
var counter : Int = 0
var images : [[UIImage]] = [] {
didSet {
if counter < points.count {
makeScreenshotRow(points[counter], frames : frames[counter]) { (screenshot) -> Void in
counter += 1
images.append(screenshot)
}
} else {
completion(screenshots: images)
}
}
}
makeScreenshotRow(points[counter], frames : frames[counter]) { (screenshot) -> Void in
counter += 1
images.append(screenshot)
}
}
private func makeScreenshotRow(points:[CGPoint], frames : [CGRect],completion: (screenshots: [UIImage]) -> Void) {
var counter : Int = 0
var images : [UIImage] = [] {
didSet {
if counter < points.count {
takeScreenshotAtPoint(point: points[counter]) { (screenshot) -> Void in
counter += 1
images.append(screenshot)
}
} else {
completion(screenshots: images)
}
}
}
takeScreenshotAtPoint(point: points[counter]) { (screenshot) -> Void in
counter += 1
images.append(screenshot)
}
}
private func getScreenshotRects() -> (points:[[CGPoint]], frames:[[CGRect]]) {
let vanillaBounds = CGRect(x: 0, y: 0, width: self.bounds.size.width, height: self.bounds.size.height)
let xPartial = contentSize.width % bounds.size.width
let yPartial = contentSize.height % bounds.size.height
let xSlices = Int((contentSize.width - xPartial) / bounds.size.width)
let ySlices = Int((contentSize.height - yPartial) / bounds.size.height)
var currentOffset = CGPoint(x: 0, y: 0)
var offsets : [[CGPoint]] = []
var rects : [[CGRect]] = []
var xSlicesWithPartial : Int = xSlices
if xPartial > 0 {
xSlicesWithPartial += 1
}
var ySlicesWithPartial : Int = ySlices
if yPartial > 0 {
ySlicesWithPartial += 1
}
for y in 0..<ySlicesWithPartial {
var offsetRow : [CGPoint] = []
var rectRow : [CGRect] = []
currentOffset.x = 0
for x in 0..<xSlicesWithPartial {
if y == ySlices && x == xSlices {
let rect = CGRect(x: bounds.width - xPartial, y: bounds.height - yPartial, width: xPartial, height: yPartial)
rectRow.append(rect)
} else if y == ySlices {
let rect = CGRect(x: 0, y: bounds.height - yPartial, width: bounds.width, height: yPartial)
rectRow.append(rect)
} else if x == xSlices {
let rect = CGRect(x: bounds.width - xPartial, y: 0, width: xPartial, height: bounds.height)
rectRow.append(rect)
} else {
rectRow.append(vanillaBounds)
}
offsetRow.append(currentOffset)
if x == xSlices {
currentOffset.x = contentSize.width - bounds.size.width
} else {
currentOffset.x = currentOffset.x + bounds.size.width
}
}
if y == ySlices {
currentOffset.y = contentSize.height - bounds.size.height
} else {
currentOffset.y = currentOffset.y + bounds.size.height
}
offsets.append(offsetRow)
rects.append(rectRow)
}
return (points:offsets, frames:rects)
}
private func takeScreenshotAtPoint(point point_I: CGPoint, completion: (screenshot: UIImage) -> Void) {
let rect = CGRect(x: 0, y: 0, width: self.bounds.size.width, height: self.bounds.size.height)
let currentOffset = contentOffset
setContentOffset(point_I, animated: false)
delay(0.001) {
UIGraphicsBeginImageContextWithOptions(rect.size, false, UIScreen.mainScreen().scale)
self.drawViewHierarchyInRect(rect, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
self.setContentOffset(currentOffset, animated: false)
completion(screenshot: image)
}
}
private func delay(delay:Double, closure:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(delay * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), closure)
}
private func crop(image image_I:UIImage, toRect rect:CGRect) -> UIImage? {
guard let imageRef: CGImageRef = CGImageCreateWithImageInRect(image_I.CGImage, rect) else {
return nil
}
return UIImage(CGImage:imageRef)
}
private func stitchImages(images images_I: [[UIImage]], finalSize : CGSize) -> UIImage? {
let finalRect = CGRect(x: 0, y: 0, width: finalSize.width, height: finalSize.height)
guard images_I.count > 0 else {
return nil
}
UIGraphicsBeginImageContext(finalRect.size)
var offsetY : CGFloat = 0
for imageRow in images_I {
var offsetX : CGFloat = 0
for image in imageRow {
let width = image.size.width
let height = image.size.height
let rect = CGRect(x: offsetX, y: offsetY, width: width, height: height)
image.drawInRect(rect)
offsetX += width
}
offsetX = 0
if let firstimage = imageRow.first {
offsetY += firstimage.size.height
} // maybe add error handling here
}
let stitchedImages = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return stitchedImages
}
}
extension UIScrollView : ScrollViewImager {
}
Draw the bitmap data of your UICollectionView into a UIImage using UIKit graphics functions. Then you'll have a UIImage that you could save to disk or do whatever you need with it. Something like this should work:
// your collection view
#IBOutlet weak var myCollectionView: UICollectionView!
//...
let image: UIImage!
// draw your UICollectionView into a UIImage
UIGraphicsBeginImageContext(myCollectionView.frame.size)
myCollectionView.layer.renderInContext(UIGraphicsGetCurrentContext()!)
image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
For swift 4 to make screenshot of UICollectionView
func makeScreenShotToShare()-> UIImage{
UIGraphicsBeginImageContextWithOptions(CGSize.init(width: self.colHistory.contentSize.width, height: self.colHistory.contentSize.height + 84.0), false, 0)
colHistory.scrollToItem(at: IndexPath.init(row: 0, section: 0), at: .top, animated: false)
colHistory.layer.render(in: UIGraphicsGetCurrentContext()!)
let row = colHistory.numberOfItems(inSection: 0)
let numberofRowthatShowinscreen = self.colHistory.size.height / (self.arrHistoryData.count == 1 ? 130 : 220)
let scrollCount = row / Int(numberofRowthatShowinscreen)
for i in 0..<scrollCount {
colHistory.scrollToItem(at: IndexPath.init(row: (i+1)*Int(numberofRowthatShowinscreen), section: 0), at: .top, animated: false)
colHistory.layer.render(in: UIGraphicsGetCurrentContext()!)
}
let image:UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext();
return image
}