Swift: Image losing aspect ratio when drawing starts - swift

I am attempting to make an image editing VC for my app and encountered the above issue. Whenever I start drawing on my image, the image would warp and then lose the aspect ratio.
Gif is:
My full code is:
class DrawImageController: UIViewController {
var canvasImageView: UIImageView = {
let iv = UIImageView()
iv.translatesAutoresizingMaskIntoConstraints = false
iv.backgroundColor = .yellow
iv.contentMode = .scaleAspectFit
return iv
}()
var lastTouch = CGPoint.zero
override func viewDidLoad() {
super.viewDidLoad()
setupViews()
}
func setupViews() {
view.backgroundColor = .black
view.addSubview(canvasImageView)
canvasImageView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
canvasImageView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor).isActive = true
canvasImageView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor).isActive = true
canvasImageView.heightAnchor.constraint(equalToConstant: 300).isActive = true
canvasImageView.image = UIImage(named: "testImage")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first {
lastTouch = firstTouch.location(in: canvasImageView)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first {
let touchLocation = firstTouch.location(in: canvasImageView)
drawLine(from: lastTouch, to: touchLocation)
lastTouch = touchLocation
}
}
func drawLine(from: CGPoint, to: CGPoint) {
UIGraphicsBeginImageContext(canvasImageView.frame.size)
if let context = UIGraphicsGetCurrentContext() {
canvasImageView.image?.draw(in: CGRect(x: 0, y: 0, width: canvasImageView.frame.size.width, height: canvasImageView.frame.size.height))
context.move(to: from)
context.addLine(to: to)
context.setLineCap(.round)
context.setLineWidth(5.0)
context.setStrokeColor(UIColor.blue.cgColor)
context.strokePath()
let image = UIGraphicsGetImageFromCurrentImageContext()
canvasImageView.image = image
UIGraphicsEndImageContext()
}
}
}
I adapted my draw method from various tutorials on YouTube, GitHub and SO. Where have I gone wrong?
Solved
With the advice from #Sweeper, I have modified my code in setupViews() and drawLine to account for aspect ratio of the image and imageView.
func setupViews() {
view.backgroundColor = .black
view.addSubview(canvasImageView)
canvasImageView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
canvasImageView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor).isActive = true
canvasImageView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor).isActive = true
let aspectRatio = getImageAspectRatio(image: UIImage(named: "testImage")!)
let screenWidth = UIScreen.main.bounds.width
let height = CGFloat(1.0) / aspectRatio * screenWidth
canvasImageView.heightAnchor.constraint(equalToConstant: height).isActive = true
canvasImageView.image = UIImage(named: "testImage")
}
func drawLine(from: CGPoint, to: CGPoint) {
UIGraphicsBeginImageContext(canvasImageView.frame.size)
guard let context = UIGraphicsGetCurrentContext() else {return}
if let canvasImage = canvasImageView.image {
let imageViewAspectRatio = getAspectRatio(frame: canvasImageView.frame)
let imageAspectRatio = getImageAspectRatio(image: canvasImage)
if imageViewAspectRatio > imageAspectRatio {
canvasImageView.image?.draw(in: CGRect(x: 0, y: 0, width: imageAspectRatio * canvasImageView.frame.size.height, height: canvasImageView.frame.size.height))
} else if imageViewAspectRatio < imageAspectRatio {
canvasImageView.image?.draw(in: CGRect(x: 0, y: 0, width: canvasImageView.frame.size.width, height: CGFloat(1.0) / imageAspectRatio * canvasImageView.frame.size.width))
} else {
canvasImageView.image?.draw(in: CGRect(x: 0, y: 0, width: canvasImageView.frame.size.width, height: canvasImageView.frame.size.height))
}
context.move(to: from)
context.addLine(to: to)
context.setLineCap(.round)
context.setLineWidth(5.0)
context.setStrokeColor(UIColor.blue.cgColor)
context.strokePath()
let image = UIGraphicsGetImageFromCurrentImageContext()
canvasImageView.image = image
UIGraphicsEndImageContext()
}
}

The problem is here:
canvasImageView.image?.draw(in: CGRect(x: 0, y: 0, width: canvasImageView.frame.size.width, height: canvasImageView.frame.size.height))
You are drawing the image using the image view's frame. This stretches the image.
You need to draw the image as if contentMode is .scaleAspectFit.
To do this, first determine the image's aspect ratio (W:H). You can do this by access the size property of UIImage. Compare this ratio to the aspect ratio of the image view.
If the image's ratio is smaller than the view's, then that means the height at which you draw the image can be the same as the image view height, and the image width can be calculated using the aspect ratio of the image.
If the image's ratio is larger than the view's, then that means the width at which you draw the image can be the same as the image view width, and the image height can be calculated,

Related

How to dispose from UIView subviews on one ViewController when navigating away from it

I'm starting to learn Swift and decided to build an app but without storyboard.
My SceneDelegate scene function instantiates a TabBarController
window = UIWindow(frame: UIScreen.main.bounds)
let tb = TabBarController()
window?.rootViewController = tb
window?.makeKeyAndVisible()
window?.windowScene = windowSceme
I have a TabBarController that extends from UITabBarController which pretty much styles the tab bar and sets it all up
For each item of the Tabbar I have a ViewController. For the purpose of this question I'm going to specify the first "Home".
In Home, which extends ViewController, I have the following
let homePageView = HomePageView()
override func viewWillLayoutSubviews() {
navigationController?.isNavigationBarHidden = true
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(true)
homePageView.setupHomePage()
view.addSubview(homePageView)
}
override func viewWillDisappear(_ animated: Bool) {
homePageView.dispose()
}
The Controller is pretty much only in charge of calling whatever is going to be displayed on the screen within HomePageView(), the main component. This last, holds two more views. One carrousel HomePageCarrousel() and one header HomePageSocialUp(). This view instantiates the two latter referred to and sets the layout programmatically and adds them as subviews. It also includes a dispose function that sets the instantiated classes to nil such as --> Instantiate - homePageCarrousel = HomePageCarrousel() and the dispose function has homePageCarrousel = nil
That works perfectly fine but when I navigate away from the current view controller via the tab bar and navigate back to it, now I have two instances of HomePageCarrousel() and HomePageSocialUp() within HomeView
I'm probably holding a strong reference somewhere but I can't figure out when. Could someone point me to where should I look to debug it or what might be that is creating the issue.
I'm also providing the code for the two views duplicated in case the issue is there
HomePageSocialUp
class HomePageSocialUp: UIView {
let logo = UIImage(named: "LogoSmiles")
let socialImages: [UIImage] = [UIImage(named: "tripadvisor")!, UIImage(named: "instagram")!, UIImage(named: "facebook")!, UIImage(named: "linkedin")!]
func setupHeaderCircle() {
guard let insetTop = UIApplication.shared.keyWindow?.safeAreaInsets.top else {return}
let circlePath = UIBezierPath(arcCenter: CGPoint(x: UIScreen.main.bounds.width / 2, y: insetTop + 60), radius: CGFloat(90), startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.white.cgColor
layer.addSublayer(shapeLayer)
}
func setupSocialHeader() {
setupHeaderCircle()
layer.masksToBounds = true;
backgroundColor = UIColor.TintColor
layer.shadowColor = UIColor.lightGray.cgColor
layer.shadowOpacity = 0.8
layer.shadowOffset = CGSize(width: 0.0, height: 0.0)
layer.shadowRadius = 3.0
layer.masksToBounds = false
frame = CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 280)
let imageView = UIImageView()
guard let logo = logo else {return}
guard let insetTop = UIApplication.shared.keyWindow?.safeAreaInsets.top else {return}
imageView.frame = CGRect(x: CGFloat(Int((UIScreen.main.bounds.width - (logo.size.width)))) / 2, y: 120 - (logo.size.width / 2), width: logo.size.width, height: logo.size.height)
imageView.image = logo
addSubview(imageView)
}
}
HomePageCarrousel
class HomePageCarrousel: UIScrollView {
var images: [UIImage]?
var originX = 0
var numberOfIterations = 0
var timer: Timer?
func setupCarrousel() {
let x = (Int(UIScreen.main.bounds.width) - (Int(UIScreen.main.bounds.width) - 60)) / 2
frame = CGRect(x: x, y: (Int(frame.origin.y) - 350) / 2, width: Int(UIScreen.main.bounds.width) - 60, height: 350)
let newImage = textToImage(drawText: "Creating Smiles in unique places.", frame: frame, inImage: UIImage(named: "smiles1")!, atPoint: CGPoint(x: frame.origin.x + 20, y: frame.height - 20))
images = [newImage, UIImage(named: "smiles2")!]
guard timer == nil else { return }
timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(startScrolling), userInfo: nil, repeats: true)
guard let imageCount = images?.count, let images = images else { return }
contentSize = CGSize(width: frame.width * CGFloat(images.count), height: frame.height)
for image in 0..<imageCount {
let imageView = UIImageView()
imageView.image = images[image]
imageView.contentMode = .scaleAspectFill
imageView.clipsToBounds = true
let xPosition = frame.width * CGFloat(image)
imageView.frame = CGRect(x: xPosition, y: 0, width: frame.width, height: frame.height)
addSubview(imageView)
}
timer?.fire()
}
func textToImage(drawText text: String, frame: CGRect, inImage image: UIImage, atPoint point: CGPoint) -> UIImage {
let textColor = UIColor.white
let textFont = UIFont(name: "Helvetica Bold" , size: 12)!
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(image.size, false, scale)
let textFontAttributes = [
NSAttributedString.Key.font: textFont,
NSAttributedString.Key.foregroundColor: textColor,
] as [NSAttributedString.Key : Any]
image.draw(in: CGRect(origin: CGPoint.zero, size: image.size))
text.draw(in: frame, withAttributes: textFontAttributes)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
#objc func startScrolling() {
print(originX)
guard let images = images else { return }
if originX == images.count {
originX = 0
numberOfIterations += 1
}
if numberOfIterations > 2 {
timer?.invalidate()
timer = nil
numberOfIterations = 0
}
let x = CGFloat(originX) * frame.size.width
setContentOffset(CGPoint(x: x, y: 0), animated: true)
originX += 1
}
}
Thanks upfront
Did you tried to remove the subviews, something like
homePageView.subviews.forEach { (view) in
//taking appropriate action to whichever view you want
view.removeFromSuperview()//for removing views
}

How to generate a custom UIView that is above a UIImageView that has a circular hole punched in the middle that can see through to the UIImageView?

I am trying to punch a circular hole through a UIView that is above a UIImageView, whereby the hole can see through to the image below (I would like to interact with this image through the hole with a GestureRecognizer later). I have 2 problems, I cannot get the circular hole to centre to the middle of the UIImageView (it is currently centred to the top left of the screen), and that the effect that I am getting is the opposite to what i am trying to achieve (Everything outside of the circle is visible). Below is my code. Please can someone advise?
Result:
class UploadProfileImageViewController: UIViewController {
var scrollView: ReadyToUseScrollView!
let container: UIView = {
let view = UIView()
view.backgroundColor = UIColor.black
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
let imgView: UIImageView = {
let imgView = UIImageView()
imgView.backgroundColor = UIColor.black
imgView.contentMode = .scaleAspectFit
imgView.image = UIImage.init(named: "soldier")!
imgView.translatesAutoresizingMaskIntoConstraints = false
return imgView
}()
var overlay: UIView!
override func viewDidLoad() {
super.viewDidLoad()
setup()
}
private func setup(){
view.backgroundColor = UIColor.white
setupViews()
}
override func viewDidLayoutSubviews() {
overlay.center = imgView.center
print("imgView.center: \(imgView.center)")
overlay.layer.layoutIfNeeded() // I have also tried view.layoutIfNeeded()
}
private func setupViews(){
let s = view.safeAreaLayoutGuide
view.addSubview(imgView)
imgView.topAnchor.constraint(equalTo: s.topAnchor).isActive = true
imgView.leadingAnchor.constraint(equalTo: s.leadingAnchor).isActive = true
imgView.trailingAnchor.constraint(equalTo: s.trailingAnchor).isActive = true
imgView.heightAnchor.constraint(equalTo: s.heightAnchor, multiplier: 0.7).isActive = true
overlay = Overlay.init(frame: .zero, center: imgView.center)
print("setup.imgView.center: \(imgView.center)")
view.addSubview(overlay)
overlay.translatesAutoresizingMaskIntoConstraints = false
overlay.topAnchor.constraint(equalTo: s.topAnchor).isActive = true
overlay.leadingAnchor.constraint(equalTo: s.leadingAnchor).isActive = true
overlay.trailingAnchor.constraint(equalTo: s.trailingAnchor).isActive = true
overlay.bottomAnchor.constraint(equalTo: imgView.bottomAnchor).isActive = true
}
private func deg2rad( number: Double) -> CGFloat{
let rad = number * .pi / 180
return CGFloat.init(rad)
}
}
class Overlay: UIView{
var path: UIBezierPath!
var viewCenter: CGPoint?
init(frame: CGRect, center: CGPoint) {
super.init(frame: frame)
self.viewCenter = center
setup()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setup(){
backgroundColor = UIColor.black.withAlphaComponent(0.8)
guard let path = createCirclePath() else {return}
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.fillRule = CAShapeLayerFillRule.evenOdd
self.layer.mask = shapeLayer
}
private func createCirclePath() -> UIBezierPath?{
guard let center = self.viewCenter else{return nil}
let circlePath = UIBezierPath()
circlePath.addArc(withCenter: center, radius: 200, startAngle: 0, endAngle: deg2rad(number: 360), clockwise: true)
return circlePath
}
private func deg2rad( number: Double) -> CGFloat{
let rad = number * .pi / 180
return CGFloat.init(rad)
}
}
CONSOLE:
setup.imgView.center: (0.0, 0.0)
imgView.center: (207.0, 359.0)
Try getting rid of the overlay you have and instead add the below UIView. It's basically a circular UIView with a giant black border, but it takes up the whole screen so the user can't tell. FYI, you need to use .frame to position items on the screen. The below puts the circle in the center of the screen. If you want the center of the image, replace self.view.frame with self. imgView.frame... Play around with circleSize and borderSize until you get the circle size you want.
let circle = UIView()
let circleSize: CGFloat = self.view.frame.height * 2 //must be bigger than the screen
let x = (self.view.frame.width / 2) - (circleSize / 2)
let y = (self.view.frame.height / 2) - (circleSize / 2)
circle.frame = CGRect(x: x, y: y, width: circleSize, height: circleSize)
let borderSize = (circleSize / 2) * 0.9 //the size of the inner circle will be circleSize - borderSize
circle.backgroundColor = .clear
circle.layer.cornerRadius = circle.frame.height / 2
circle.layer.borderColor = UIColor.black.cgColor
circle.layer.borderWidth = borderSize
view.addSubview(circle)

merging imageviews in drawing app swift

I am working on drawing app. I have three image views -
imageView - Contains base Image
tempImageView - for drawing annotations. drawLineFrom function takes a point and draw then lines on tempImageView
func drawLineFrom(fromPoint: CGPoint, toPoint: CGPoint)
{
//print("drawLineFrom")
let mid1 = CGPoint(x:(prevPoint1.x + prevPoint2.x)*0.5, y:(prevPoint1.y + prevPoint2.y)*0.5)
let mid2 = CGPoint(x:(toPoint.x + prevPoint1.x)*0.5, y:(toPoint.y + prevPoint1.y)*0.5)
UIGraphicsBeginImageContextWithOptions(self.tempImageView.boundsSize, false, 0.0)
if let context = UIGraphicsGetCurrentContext()
{
tempImageView.image?.draw(in: CGRect(x: 0, y: 0, width: self.tempImageView.frame.size.width, height: self.tempImageView.frame.size.height))
let annotaionPath = UIBezierPath()
annotaionPath.move(to: CGPoint(x: mid1.x, y: mid1.y))
annotaionPath.addQuadCurve(to: CGPoint(x:mid2.x,y:mid2.y), controlPoint: CGPoint(x:prevPoint1.x,y:prevPoint1.y))
annotaionPath.lineCapStyle = CGLineCap.round
annotaionPath.lineJoinStyle = CGLineJoin.round
annotaionPath.lineWidth = editorPanelView.brushWidth
context.setStrokeColor(editorPanelView.drawingColor.cgColor)
annotaionPath.stroke()
tempImageView.image = UIGraphicsGetImageFromCurrentImageContext()
tempImageView.alpha = editorPanelView.opacity
UIGraphicsEndImageContext()
}
}
drawingImageView - after each touchesEnded method I am merging tempImageView with drawingImageView and setting tempImageView.image = nil .
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?)
{
isDrawing = false
if !swiped
{
drawLineFrom(fromPoint: lastPoint, toPoint: lastPoint)
}
annotationArray.append(annotationsPoints)
annotationsPoints.removeAll()
// Merge tempImageView into drawingImageView
UIGraphicsBeginImageContext(drawingImageView.frame.size)
drawingImageView.image?.draw(in: CGRect(x: 0, y: 0, width: drawingImageView.frame.size.width, height: drawingImageView.frame.size.height), blendMode: CGBlendMode.normal, alpha: 1.0)
tempImageView.image?.draw(in: CGRect(x: 0, y: 0, width: drawingImageView.frame.size.width, height: drawingImageView.frame.size.height), blendMode: CGBlendMode.normal, alpha: editorPanelView.opacity)
drawingImageView.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
tempImageView.image = nil
}
When save button clicked,
let drawingImage = self.drawingImageView.image
let combinedImage = self.imageView.combineWithOverlay(overlayImageView: self.drawingImageView)
and I am saving combinedImage.
Problem is, when I merge tempImage view with drawing image view, the annotations get blurred.I want to maintain same clarity. I am not able to find any solution for this. Any help (even if it's just a kick in the right direction) would be appreciated.
I think the issue is with using UIGraphicsBeginImageContext(drawingImageView.frame.size).
The default scale it uses is 1.0 so if you're using a retina screen, it will cause the content to be scaled up 2 or 3 times causing the blurry appearance.
You should use UIGraphicsBeginImageContextWithOptions like you have in drawLineFrom with a scale of 0.0 which will default to the screens scale.

How to change UISlider Thumb Appearance when Touch Ends

I am changing the color of a UISlider by calling .thumbTintColor
#IBAction func slider1Master(sender: AnyObject) {
slider1.thumbTintColor = UIColor.orangeColor()}
It works, but I want the color to change back to it's original state when the touch ends (user lifts finger).
Does anyone have any suggestions? Thank you.
You can use "setThumbImage" instead.
Then you have the option of setting an image for a specific state of action.
For the image, just create a rounder image with the color you desire.
//Creating an Image with rounded corners:
extension UIImage {
class func createThumbImage(size: CGFloat, color: UIColor) -> UIImage {
let layerFrame = CGRectMake(0, 0, size, size)
let shapeLayer = CAShapeLayer()
shapeLayer.path = CGPathCreateWithEllipseInRect(layerFrame.insetBy(dx: 1, dy: 1), nil)
shapeLayer.fillColor = color.CGColor
shapeLayer.strokeColor = color.colorWithAlphaComponent(0.65).CGColor
let layer = CALayer.init()
layer.frame = layerFrame
layer.addSublayer(shapeLayer)
return self.imageFromLayer(layer)
}
class func imageFromLayer(layer: CALayer) -> UIImage {
UIGraphicsBeginImageContextWithOptions(layer.frame.size, false, UIScreen.mainScreen().scale)
layer.renderInContext(UIGraphicsGetCurrentContext()!)
let outputImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return outputImage
}
}
//Setting the image for a selected state of UISlider:
func setupSlider() {
let size:CGFloat = 12
let highlightedStateOrangeColorImage = UIImage.createThumbImage(size, color: UIColor.orangeColor())
let defaultStateBlueColorImage = UIImage.createThumbImage(size, color: UIColor.blueColor())
self.slider.setThumbImage(highlightedStateOrangeColorImage, forState: UIControlState.Highlighted)
self.slider.setThumbImage(defaultStateBlueColorImage, forState: UIControlState.Normal)
}
You can safely accept McMatan’s solution as your answer. It is good for several reasons.
the colour changes back to its original state when the user lifts a finger, as you requested
using the extension to create a shape does away with image assets for the UISlider
it could also be used to draw images for circular UIButtons and circular UIViews.
it can also create a shape with colours matching other UISlider design elements (if so desired).
The code below does just that. I used McMatan’s UIImage extension with no changes other than translation to Swift 3. But I have split his function setUpSlider() into two, one for drawing the circular image in its default state, the other for drawing it in its highlighted state.
By accepting McMatan’s solution, you will encourage those who contribute their experience and free time to continue making this forum worthwhile for the rest of us. So please do.
class ViewController: UIViewController {
var slider: UISlider!
let defaultColour = UIColor.blue
let highlightedColour = UIColor.orange
let thumbSize = 20
override func viewDidLoad() {
super.viewDidLoad()
slider = UISlider(frame: CGRect(x: 0, y: 0, width: 200, height: 23))
slider.minimumValue = 0
slider.minimumTrackTintColor = defaultColour
slider.maximumValue = 100
slider.maximumTrackTintColor = highlightedColour
slider.center = view.center
slider.value = slider.maximumValue / 2.0
let highlightedImage = makeHighlightedImage()
let defaultImage = makeDefaultImage()
slider.setThumbImage(highlightedImage, for: UIControlState.highlighted)
slider.setThumbImage(defaultImage, for: UIControlState.normal)
slider.isContinuous = false
view.addSubview(slider)
slider.addTarget(self, action: #selector(sliderValueChanged), for: UIControlEvents.valueChanged)
}
func sliderValueChanged(sender: UISlider){
print(sender.value)
}
func makeHighlightedImage() -> (UIImage) {
let size = CGFloat(thumbSize)
let highlightedStateImage = UIImage.createThumbImage(size: size, color: highlightedColour)
return (highlightedStateImage)
}
func makeDefaultImage() -> (UIImage) {
let size = CGFloat(thumbSize)
let defaultStateImage = UIImage.createThumbImage(size: size, color: defaultColour)
return (defaultStateImage)
}
}
Extension translated to Swift 3
import UIKit
extension UIImage {
class func createThumbImage(size: CGFloat, color: UIColor) -> UIImage {
let layerFrame = CGRect(x: 0, y: 0, width: size, height: size)
let shapeLayer = CAShapeLayer()
shapeLayer.path = CGPath(ellipseIn: layerFrame.insetBy(dx: 1, dy: 1), transform: nil)
shapeLayer.fillColor = color.cgColor
shapeLayer.strokeColor = color.withAlphaComponent(0.65).cgColor
let layer = CALayer.init()
layer.frame = layerFrame
layer.addSublayer(shapeLayer)
return self.imageFromLayer(layer: layer)
}
class func imageFromLayer(layer: CALayer) -> UIImage {
UIGraphicsBeginImageContextWithOptions(layer.frame.size, false, UIScreen.main.scale)
layer.render(in: UIGraphicsGetCurrentContext()!)
let outputImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return outputImage!
}
}
I came up with an answer similar to MCMatan's but without the need for a UIImage extension:
func setThumbnailImage(for slider: UISlider, thumbnailHeight: CGFloat, thumbnailColor: UIColor) {
let cornerRadius: CGFloat = 25
let rect = CGRect(x: 0, y: 0, width: thumbnailHeight, height: thumbnailHeight)
let size = CGSize(width: thumbnailHeight, height: thumbnailHeight)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
// this is what makes it round
UIBezierPath(roundedRect: rect, cornerRadius: cornerRadius).addClip()
thumbnailColor.setFill()
UIRectFill(rect)
if let newImage = UIGraphicsGetImageFromCurrentImageContext() {
slider.setThumbImage(nil, for: .normal)
slider.setThumbImage(newImage, for: .normal)
}
UIGraphicsEndImageContext()
}
To use:
override func viewDidLoad() {
super.viewDidLoad()
setThumbnailImage(for: yourSlider, thumbnailHeight: 20.0, thumbnailColor: UIColor.red)
}
or
func someActionJustFinishedNowUpdateThumbnail() {
setThumbnailImage(for: yourSlider, thumbnailHeight: 40.0, thumbnailColor: UIColor.blue)
}
or
func setThumbnailToSliderHeight() {
let sliderHeight = yourSlider.frame.size.height
setThumbnailImage(for: yourSlider, thumbnailHeight: sliderHeight, thumbnailColor: UIColor.purple)
}

Drawing on UIImage in UIScrollView

The Problem
This is going to sound crazy. I'm making a drawing app and I want users to be able to draw on images that are bigger or smaller than the screen. So when the user selects an image from his photo library it is put into an image view in a scroll view. The user draws on image views that are the same dimensions as the selected image and in another scroll view on top of the other one. The scrolling of the two scroll views is synchronized so when you draw then scroll the drawing appears to be above the image (in the right place). For some reason however, when the user selects a long image (let's say 400 x 2000), the drawing works at the top of the image, but when you scroll down to draw, the lines you draw go to the top. I can't figure out what's going wrong... My code is below.
About The Code
cameraStill is the image view containing the image
drawable is the height of the image
myScroll is the scroll view for the image
mainImageView, tempImageView, undo1, undo2, undo3 are the drawing layers
drawScroll is the scroll view for the drawing layers
Image Selection
func imagePickerController(picker: UIImagePickerController, didFinishPickingImage image: UIImage!, editingInfo: [NSObject : AnyObject]!) {
self.dismissViewControllerAnimated(true, completion: { () -> Void in
})
if (image != nil) {
self.cameraStill.contentMode = UIViewContentMode.ScaleAspectFit
cameraStill.frame = CGRectMake(0, 0, screenWidth, screenWidth*(image.size.height/image.size.width))
// change uiimageivews size
mainImageView.frame = CGRectMake(0, 0, screenWidth, screenWidth*(image.size.height/image.size.width))
tempImageView.frame = CGRectMake(0, 0, screenWidth, screenWidth*(image.size.height/image.size.width))
undo1.frame = CGRectMake(0, 0, screenWidth, screenWidth*(image.size.height/image.size.width))
undo2.frame = CGRectMake(0, 0, screenWidth, screenWidth*(image.size.height/image.size.width))
undo3.frame = CGRectMake(0, 0, screenWidth, screenWidth*(image.size.height/image.size.width))
drawable = screenWidth*(image.size.height/image.size.width)
myScroll.contentSize = CGSize(width: screenWidth,height: screenWidth*(image.size.height/image.size.width))
drawScroll.contentSize = CGSize(width: screenWidth,height: screenWidth*(image.size.height/image.size.width))
if (screenWidth*(image.size.height/image.size.width) > (screenHeight-130)) {
myScroll.scrollEnabled = true
drawScroll.scrollEnabled = true
}
else {
myScroll.scrollEnabled = false
drawScroll.scrollEnabled = false
cameraStill.center = CGPoint(x: screenWidth/2, y: (screenHeight-130)/2)
mainImageView.center = CGPoint(x: screenWidth/2, y: (screenHeight-130)/2)
tempImageView.center = CGPoint(x: screenWidth/2, y: (screenHeight-130)/2)
undo1.center = CGPoint(x: screenWidth/2, y: (screenHeight-130)/2)
undo2.center = CGPoint(x: screenWidth/2, y: (screenHeight-130)/2)
undo3.center = CGPoint(x: screenWidth/2, y: (screenHeight-130)/2)
}
self.camera!.stopCamera()
}
//drawView.alpha = 1.0
}
Drawing
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
println("began")
if (drawingEnabled == true) {
c1 = 3
closeAllExtras()
swiped = false
if let touch = touches.first as? UITouch {
lastPoint = touch.locationInView(self.view)
}
}
}
func drawLineFrom(fromPoint: CGPoint, toPoint: CGPoint) {
//if (fromPoint.y > 50 && fromPoint.y < screenHeight-80 && toPoint.y > 50 && toPoint.y < screenHeight-80) {
// 1
UIGraphicsBeginImageContext(CGSize(width: view.frame.size.width,height: drawable))
let context = UIGraphicsGetCurrentContext()
tempImageView.image?.drawInRect(CGRect(x: 0, y: 0, width: view.frame.size.width, height: drawable))
// 2
CGContextMoveToPoint(context, fromPoint.x, fromPoint.y)
CGContextAddLineToPoint(context, toPoint.x, toPoint.y)
// 3
CGContextSetLineCap(context, kCGLineCapRound)
CGContextSetLineWidth(context, brushWidth)
CGContextSetRGBStrokeColor(context, red, green, blue, 1.0)
CGContextSetBlendMode(context, kCGBlendModeNormal)
// 4
CGContextStrokePath(context)
// 5
tempImageView.image = UIGraphicsGetImageFromCurrentImageContext()
tempImageView.alpha = opacity
UIGraphicsEndImageContext()
//}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
// 6
if (drawingEnabled == true) {
swiped = true
if let touch = touches.first as? UITouch {
let currentPoint = touch.locationInView(view)
drawLineFrom(lastPoint, toPoint: currentPoint)
// 7
lastPoint = currentPoint
}
}
}
func mergeViewContext(v1 : UIImageView, v2: UIImageView) {
UIGraphicsBeginImageContext(v1.frame.size)
v1.image?.drawInRect(CGRect(x: 0, y: 0, width: view.frame.size.width, height: drawable), blendMode: kCGBlendModeNormal, alpha: 1.0)
v2.image?.drawInRect(CGRect(x: 0, y: 0, width: view.frame.size.width, height: drawable), blendMode: kCGBlendModeNormal, alpha: 1.0)
v1.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
v2.image = nil
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
if (drawingEnabled == true) {
if !swiped {
// draw a single point
drawLineFrom(lastPoint, toPoint: lastPoint)
}
mergeViewContext(mainImageView, v2: undo1)
undo1.image = undo2.image
undo2.image = nil
undo2.image = undo3.image
undo3.image = nil
UIGraphicsBeginImageContext(undo3.frame.size)
undo3.image?.drawInRect(CGRect(x: 0, y: 0, width: view.frame.size.width, height: drawable), blendMode: kCGBlendModeNormal, alpha: 1.0)
tempImageView.image?.drawInRect(CGRect(x: 0, y: 0, width: view.frame.size.width, height: drawable), blendMode: kCGBlendModeNormal, alpha: opacity)
undo3.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
tempImageView.image = nil
}
Synching Both Scroll Views
func scrollViewDidScroll(scrollView: UIScrollView) {
if (scrollView == drawScroll) {
var offset = scrollView.contentOffset
myScroll.setContentOffset(offset, animated: false)
}
}
I got it to work by correcting the following values with the offset of the scroll view. However, I get some blurring for long images and a very strange bug with short ones. No idea what's wrong.
CGContextMoveToPoint(context, fromPoint.x, fromPoint.y)
CGContextAddLineToPoint(context, toPoint.x, toPoint.y)