I try to speed up the scrolling of my UITableView. I do this by do the drawing of the cells by myself instead of adding subviews.
One of the things I want to draw is an image. The image should have rounded edges. When I drew the cell using subviews I altered the layer of the UIImageView to have round corners.
Now I draw the UIImage directly and does not have a layer to modify. How can I draw the image with round edges?
I'm pretty sure I got this code from stackoverflow.
- (UIImage*)maskImage:(UIImage *)image withMask:(UIImage *)maskImage {
CGImageRef maskRef = maskImage.CGImage;
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef),
CGImageGetHeight(maskRef),
CGImageGetBitsPerComponent(maskRef),
CGImageGetBitsPerPixel(maskRef),
CGImageGetBytesPerRow(maskRef),
CGImageGetDataProvider(maskRef), NULL, false);
CGImageRef sourceImage = [image CGImage];
CGImageRef imageWithAlpha = sourceImage;
//add alpha channel for images that don't have one (ie GIF, JPEG, etc...)
//this however has a computational cost
// needed to comment out this check. Some images were reporting that they
// had an alpha channel when they didn't! So we always create the channel.
// It isn't expected that the wheelin application will be doing this a lot so
// the computational cost isn't onerous.
//if (CGImageGetAlphaInfo(sourceImage) == kCGImageAlphaNone) {
imageWithAlpha = CopyImageAndAddAlphaChannel(sourceImage);
//}
CGImageRef masked = CGImageCreateWithMask(imageWithAlpha, mask);
CGImageRelease(mask);
//release imageWithAlpha if it was created by CopyImageAndAddAlphaChannel
if (sourceImage != imageWithAlpha) {
CGImageRelease(imageWithAlpha);
}
UIImage* retImage = [UIImage imageWithCGImage:masked];
CGImageRelease(masked);
return retImage;
}
and I call it with:
customImage = [customImage maskImage:customImage withMask:[UIImage imageNamed:#"CircularMask.png"]];
[customImageView setImage:customImage];
Hope that helps!
It sounds like you simply want to remove the corners from a rectangular image: Create a new image via CGImage APIs -- you will apply a mask your input image.
Do you use caching for the images?
If so I'd recommend that you apply this to the UIImage before you cache it so once it's been drawn with rounded corners you can reuse that image.
Here's a category on UIImage that you can use to get a rounded UIImage.
I might have found this code somewhere so I apologize in advance to the original author for not giving him/her a credit.
#import <Foundation/Foundation.h>
#interface UIImage (DPRounded)
- (UIImage *)imageWithCornerRadius:(CGFloat)radius;
#end
#implementation UIImage (DPRounded)
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight)
{
float fw, fh;
if (ovalWidth == 0 || ovalHeight == 0) {
CGContextAddRect(context, rect);
return;
}
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, ovalWidth, ovalHeight);
fw = CGRectGetWidth (rect) / ovalWidth;
fh = CGRectGetHeight (rect) / ovalHeight;
CGContextMoveToPoint(context, fw, fh/2);
CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
CGContextClosePath(context);
CGContextRestoreGState(context);
}
- (UIImage *)imageWithCornerRadius:(CGFloat)radius
{
UIImage * newImage = nil;
if(self != nil)
{
int w = self.size.width;
int h = self.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextBeginPath(context);
CGRect rect = CGRectMake(0, 0, self.size.width, self.size.height);
addRoundedRectToPath(context, rect, radius, radius);
CGContextClosePath(context);
CGContextClip(context);
CGContextDrawImage(context, CGRectMake(0, 0, w, h), self.CGImage);
CGImageRef imageMasked = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
newImage = [[UIImage imageWithCGImage:imageMasked] retain];
CGImageRelease(imageMasked);
}
return [newImage autorelease];
}
#end
(Before you embark on this, please check that you're dequeueing table view cells correctly. This will do a lot to improve performance.)
Draw the image yourself with rounded corners and have the background of the cell be transparent, say.
If your cells are of variable height,
Use resizableImageWithCapInsets: (iOS5.0 and up), or the deprecated stretchableImageWithLeftCapWidth:topCapHeight: for earlier iOSes, to return an image that will expand by repeating a central block of your image. This will also protect the curvature of the corners when autoresizing is carried out. Or,
Cut up your image into pieces and have separate UIImageView instances for each piece and set autoresizing appropriately for each piece. This is best option as far as performance goes, but you might end up with as many as nine outlets.
Related
i want to draw 12 images in a circle representing the watch numbers, i have read all topics on stackoverflow regarding images with transparent border but it's not working in my case
-(UIImage *)addImageNumber_:(UIImage *)img {
int w = img.size.width;
int h = img.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage);
CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1);
CGContextSetShouldAntialias(context,YES);
CGContextSetAllowsAntialiasing( context ,YES );
CGAffineTransform transform;
for (int x=0; x<=11; x++) {
UIImage *timg1 = [UIImage imageNamed:#"2.png"];
CGRect imageRect = CGRectMake(0, 0, timg1.size.width+2, timg1.size.height+2);
UIGraphicsBeginImageContext(imageRect.size);
[timg1 drawInRect:CGRectMake(1,1,timg1.size.width,timg1.size.height)];
timg1 = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
transform = CGAffineTransformIdentity;
CGContextDrawImage(context, CGRectMake((w-26)/2, 0, 26, 30), timg1.CGImage);
transform = CGAffineTransformConcat(transform, CGAffineTransformMakeTranslation(-w/2, -w/2));
transform = CGAffineTransformConcat(transform, CGAffineTransformMakeRotation(radians(30)));
transform = CGAffineTransformConcat(transform, CGAffineTransformMakeTranslation(w/2, w/2));
CGContextConcatCTM(context, transform);
}
CGImageRef imageMasked = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
return [UIImage imageWithCGImage:imageMasked];
}
UIViewEdgeAntialiasing = YES;
UIImage *img = [UIImage imageNamed:#"test.png"];
UIImage *img2 = [self addImageNumber_:img ];
R1.image = img2;
[self.view addSubview:R1];
test img is the background of the watch , 2.png is a transparent png with transparent borders
numbers at 12'o clock and 6'o clock looks ok because they are not rotated the rest are jaggy
Never say UIGraphicsBeginImageContext(imageRect.size). Say UIGraphicsBeginImageContextWithOptions(imageRect.size, NO, 0). That way, on a double-resolution screen, you'll get a double-resolution graphics context.
You could even try a resolution value of 4 to increase the resolution even further.
Of course, the fact that you're starting with a pre-drawn image of a "2" might limit your resolution; you can't make a silk purse out of a sow's ear. You could be a lot better off drawing the "2" from scratch as a string.
try
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
Swift 3:
context!.interpolationQuality = .high
I have used this solution to apply corner radius to UIImage in Quartz. It works fine like I predicted.
However the corners area outside of the image are not transparent but somewhat colored in white:
The image above shows top left corner of processed image that is opaque and not transparent.
I want cropped-out edges to be totally transparent. How can I achieve this?
EDIT: If I want to do this with UIImageView I would already done this. So please keep in mind that I want to do this with Quartz on UIImage object not UIImageView.
SOLUTION: The problem is actually not in the drawing code but rather in writing that image to the file system. I've saved image as JPEG an not as PNG. That's why corners were not transparent cos JPEG does not have alpha filter.
I usually use a custom category implemented on UIImage to crop the images with round corners. This was taken from this answer.
void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight, BOOL top, BOOL bottom)
{
float fw, fh;
if (ovalWidth == 0 || ovalHeight == 0) {
CGContextAddRect(context, rect);
return;
}
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, ovalWidth, ovalHeight);
fw = CGRectGetWidth (rect) / ovalWidth;
fh = CGRectGetHeight (rect) / ovalHeight;
CGContextMoveToPoint(context, fw, fh/2);
CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 0);
NSLog(#"bottom? %d", bottom);
if (top) {
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 3);
} else {
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 0);
}
if (bottom) {
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 3);
} else {
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 0);
}
CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 0);
CGContextClosePath(context);
CGContextRestoreGState(context);
}
- (UIImage *)roundCornersOfImage:(UIImage *)source roundTop:(BOOL)top roundBottom:(BOOL)bottom {
int w = source.size.width;
int h = source.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextBeginPath(context);
CGRect rect = CGRectMake(0, 0, w, h);
addRoundedRectToPath(context, rect, 4, 4, top, bottom);
CGContextClosePath(context);
CGContextClip(context);
CGContextDrawImage(context, CGRectMake(0, 0, w, h), source.CGImage);
CGImageRef imageMasked = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
return [UIImage imageWithCGImage:imageMasked];
}
add these bellow lines in your drawRect method ..
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
///your another code here
}
after create Context it required to clear another context from that Rect... so after that line add this line CGContextClearRect(context, rect);.
For transparent use this:
const float colorMasking[6] = {1.0, 1.0, 0.0, 0.0, 1.0, 1.0};
yourImage = [UIImage imageWithCGImage: CGImageCreateWithMaskingColors(yourImage.CGImage, colorMasking)];
EDIT : Add this both line in method of UIImage category
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClearRect(context, rect);
The problem is actually not in the drawing code but rather in writing that image to the file system. I've saved image as JPEG an not as PNG. That's why corners were not transparent cos JPEG does not have alpha filter.
Just replaced this line of code:
[UIImageJPEGRepresentation(image, 0.75) writeToFile:path atomically:YES];
... with this one:
[UIImagePNGRepresentation(image) writeToFile:path atomically:YES];
Try this code
Image.layer.cornerRadius = 10.0;
Image.layer.borderColor = [UIColor blackColor].CGColor;
Image.layer.borderWidth = 0.5;
Image.clipsToBounds = YES;
Image.backgroundColor = [UIColor clearColor];
Hope it helps you
EDIT :-
I think you just need to add this :-
Image.clipsToBounds = YES;
I am working on Jigsaw type of game where i have two images for masking,
I have implemented this code for masking
- (UIImage*) maskImage:(UIImage *)image withMaskImage:(UIImage*)maskImage {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGImageRef maskImageRef = [maskImage CGImage];
CGContextRef mainViewContentContext = CGBitmapContextCreate (NULL, maskImage.size.width, maskImage.size.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
if (mainViewContentContext==NULL)
return NULL;
CGFloat ratio = 0;
ratio = maskImage.size.width/ image.size.width;
if(ratio * image.size.height < maskImage.size.height) {
ratio = maskImage.size.height/ image.size.height;
}
CGRect rect1 = {{0, 0}, {maskImage.size.width, maskImage.size.height}};
CGRect rect2 = {{-((image.size.width*ratio)-maskImage.size.width)/2,-((image.size.height*ratio)-maskImage.size.height)/2},{image.size.width*ratio, image.size.height*ratio}};
CGContextClipToMask(mainViewContentContext, rect1, maskImageRef);
CGContextDrawImage(mainViewContentContext, rect2, image.CGImage);
CGImageRef newImage = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
UIImage *theImage = [UIImage imageWithCGImage:newImage];
CGImageRelease(newImage);
return theImage;
}
+
=
This is final result i got after masking.
now i would like to crop image in piece like and and so on parametrically(crop an image by transparency).
if any one has implemented such code or any idea on this scenario please share.
Thanks.
I am using this line of code for as Guntis Treulands's suggestion
int i=1;
for (int x=0; x<=212; x+=106) {
for (int y=0; y<318; y+=106) {
CGRect rect = CGRectMake(x, y, 106, 106);
CGRect rect2x = CGRectMake(x*2, y*2, 212, 212);
UIImage *orgImg = [UIImage imageNamed:#"cat#2x.png"];
UIImage *frmImg = [UIImage imageNamed:[NSString stringWithFormat:#"%d#2x.png",i]];
UIImage *cropImg = [self cropImage:orgImg withRect:rect2x];
UIImageView *tmpImg = [[UIImageView alloc] initWithFrame:rect];
[tmpImg setUserInteractionEnabled:YES];
[tmpImg setImage:[self maskImage:cropImg withMaskImage:frmImg]];
[self.view addSubview:tmpImg];
i++;
}
}
orgImg is original cat image, frmImg frame for holding individual piece, masked in photoshop and cropImg is 106x106 cropped image of original cat#2x.png.
my function for cropping is as following
- (UIImage *) cropImage:(UIImage*)originalImage withRect:(CGRect)rect {
return [UIImage imageWithCGImage:CGImageCreateWithImageInRect([originalImage CGImage], rect)];
}
UPDATE 2
I became really curious to find a better way to create a Jigsaw puzzle, so I spent two weekends and created a demo project of Jigsaw puzzle.
It contains:
provide column/row count and it will generate necessary puzzle pieces with correct width/height. The more columns/rows - the smaller the width/height and outline/inline puzzle form.
each time generate randomly sides
can randomly position / rotate pieces at the beginning of launch
each piece can be rotated by tap, or by two fingers (like a real piece) - but once released, it will snap to 90/180/270/360 degrees
each piece can be moved if touched on its “touchable shape” boundary (which is mostly the - same visible puzzle shape, but WITHOUT inline shapes)
Drawbacks:
no checking if piece is in its right place
if more than 100 pieces - it starts to lag, because, when picking up a piece, it goes through all subviews until it finds correct piece.
UPDATE
Thanks for updated question.
I managed to get this:
As you can see - jigsaw item is cropped correctly, and it is in square imageView (green color is UIImageView backgroundColor).
So - what I did was:
CGRect rect = CGRectMake(105, 0, 170, 170); //~ location on cat image where second Jigsaw item will be.
UIImage *originalCatImage = [UIImage imageNamed:#"cat.png"];//original cat image
UIImage *jigSawItemMask = [UIImage imageNamed:#"JigsawItemNo2.png"];//second jigsaw item mask (visible in my answer) (same width/height as cat image.)
UIImage *fullJigSawItemImage = [jigSawItemMask maskImage:originalCatImage];//masking - so that from full cat image would be visible second jigsaw item
UIImage *croppedJigSawItemImage = [self fullJigSawItemImage withRect:rect];//cropping so that we would get small image with jigsaw item centered in it.
For image masking I am using UIImage category function: (but you can probably use your masking function. But I'll post it anyways.)
- (UIImage*) maskImage:(UIImage *)image
{
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
UIImage *maskImage = self;
CGImageRef maskImageRef = [maskImage CGImage];
// create a bitmap graphics context the size of the image
CGContextRef mainViewContentContext = CGBitmapContextCreate (NULL, maskImage.size.width, maskImage.size.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
if (mainViewContentContext==NULL)
return NULL;
CGFloat ratio = 0;
ratio = maskImage.size.width/ image.size.width;
if(ratio * image.size.height < maskImage.size.height) {
ratio = maskImage.size.height/ image.size.height;
}
CGRect rect1 = {{0, 0}, {maskImage.size.width, maskImage.size.height}};
CGRect rect2 = {{-((image.size.width*ratio)-maskImage.size.width)/2 , -((image.size.height*ratio)-maskImage.size.height)/2}, {image.size.width*ratio, image.size.height*ratio}};
CGContextClipToMask(mainViewContentContext, rect1, maskImageRef);
CGContextDrawImage(mainViewContentContext, rect2, image.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef newImage = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
UIImage *theImage = [UIImage imageWithCGImage:newImage];
CGImageRelease(newImage);
// return the image
return theImage;
}
PREVIOUS ANSWER
Can you prepare a mask for each piece?
For example, you have that frame image. Can you cut it in photoshop in 9 separate images, where in each image it would only show corresponding piece. (all the rest - delete).
Example - second piece mask:
Then you use each of these newly created mask images on cat image - each piece will mask all image, but one peace. Thus you will have 9 piece images using 9 different masks.
For larger or different jigsaw frame - again, create separated image masks.
This is a basic solution, but not perfect, as you need to prepare each peace mask separately.
Hope it helps..
I'm using following code to add rounded corners to my UIImage, but the problem is that the rounded corners are showing "white" area instead of transparent or "clear". What am i doing wrong here:
- (UIImage *)makeRoundCornerImageWithCornerWidth:(int)cornerWidth cornerHeight:(int)cornerHeight {
UIImage * newImage = nil;
if (self != nil) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int w = self.size.width;
int h = self.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextBeginPath(context);
CGRect rect = CGRectMake(0, 0, self.size.width, self.size.height);
[self addRoundedRectToPath:context rect:rect width:cornerWidth height:cornerHeight];
CGContextClosePath(context);
CGContextClip(context);
CGContextDrawImage(context, CGRectMake(0, 0, w, h), self.CGImage);
CGImageRef imageMasked = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
newImage = [[UIImage imageWithCGImage:imageMasked] retain];
CGImageRelease(imageMasked);
[pool release];
}
return [newImage autorelease];
}
- (void)addRoundedRectToPath:(CGContextRef)context rect:(CGRect)rect width:(float)ovalWidth height:(float)ovalHeight {
float fw, fh;
// If the width or height of the corner oval is zero, then it reduces to a right angle,
// so instead of a rounded rectangle we have an ordinary one.
if (ovalWidth == 0 || ovalHeight == 0) {
CGContextAddRect(context, rect);
return;
}
// Save the context's state so that the translate and scale can be undone with a call
// to CGContextRestoreGState.
CGContextSaveGState(context);
// Translate the origin of the contex to the lower left corner of the rectangle.
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
//Normalize the scale of the context so that the width and height of the arcs are 1.0
CGContextScaleCTM (context, ovalWidth, ovalHeight);
// Calculate the width and height of the rectangle in the new coordinate system.
fw = CGRectGetWidth (rect) / ovalWidth;
fh = CGRectGetHeight (rect) / ovalHeight;
// CGContextAddArcToPoint adds an arc of a circle to the context's path (creating the rounded
// corners). It also adds a line from the path's last point to the begining of the arc, making
// the sides of the rectangle.
CGContextMoveToPoint(context, fw, fh/2); // Start at lower right corner
CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1); // Top right corner
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1); // Top left corner
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1); // Lower left corner
CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1); // Back to lower right
// Close the path
CGContextClosePath(context);
// Restore the context's state. This removes the translation and scaling
// but leaves the path, since the path is not part of the graphics state.
CGContextRestoreGState(context);
}
Here's a simpler formulation using UIKit calls:
- (UIImage*) roundCorneredImage: (UIImage*) orig radius:(CGFloat) r {
UIGraphicsBeginImageContextWithOptions(orig.size, NO, 0);
[[UIBezierPath bezierPathWithRoundedRect:(CGRect){CGPointZero, orig.size}
cornerRadius:r] addClip];
[orig drawInRect:(CGRect){CGPointZero, orig.size}];
UIImage* result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return result;
}
Notice the NO parameter - this makes the image context transparent, so the clipped-out region is transparent.
https://github.com/detroit-labs/AmazeKit
sounds like a job for a library
Right after creating the bitmap context clear it with:
CGContextClearRect (context, CGRectMake(0, 0, w, h));
lukya's comment below your question is what you probably want to do.
Make sure you import QuartzCore:
#import <QuartzCore/QuartzCore.h>
Then, if you have a UIImageView of your image that you want to have rounded corners, just call (assuming imageView is a property and cornerRadius is the desired corner radius):
self.imageView.layer.cornerRadius = cornerRadius;
self.imageView.clipsToBounds = YES;
Since you already have self.CGImage, you could do this to create a UIImageView:
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageWithCGImage:self.CGImage]];
Just make sure to release the imageView after you add it as a subview.
profileImageView.layer.cornerRadius = profileImageView.frame.size.height/2;
profileImageView.clipsToBounds = YES;
I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error...
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize
{
CGSize imageSize = [self size];
float width = imageSize.width;
float height = imageSize.height;
// scaleFactor will be the fraction that we'll
// use to adjust the size. For example, if we shrink
// an image by half, scaleFactor will be 0.5. the
// scaledWidth and scaledHeight will be the original,
// multiplied by the scaleFactor.
//
// IMPORTANT: the "targetHeight" is the size of the space
// we're drawing into. The "scaledHeight" is the height that
// the image actually is drawn at, once we take into
// account the ideal of maintaining proportions
float scaleFactor = 0.0;
float scaledWidth = targetSize.width;
float scaledHeight = targetSize.height;
CGPoint thumbnailPoint = CGPointMake(0,0);
// since not all images are square, we want to scale
// proportionately. To do this, we find the longest
// edge and use that as a guide.
if ( CGSizeEqualToSize(imageSize, targetSize) == NO )
{
// use the longeset edge as a guide. if the
// image is wider than tall, we'll figure out
// the scale factor by dividing it by the
// intended width. Otherwise, we'll use the
// height.
float widthFactor = targetSize.width / width;
float heightFactor = targetSize.height / height;
if ( widthFactor < heightFactor )
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
// ex: 500 * 0.5 = 250 (newWidth)
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the thumbnail in the frame. if
// wider than tall, we need to adjust the
// vertical drawing point (y axis)
if ( widthFactor < heightFactor )
thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5;
else if ( widthFactor > heightFactor )
thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5;
}
CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if (mainViewContentContext==NULL)
return NULL;
//CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]);
//CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height));
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
CGImageRef maskImage = [[UIImage imageNamed:#"Mask.png"] CGImage];
CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage);
CGImageRelease(mainViewContentBitmapContext);
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:resizedImage];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(resizedImage);
// return the image
return theImage;
}
If you are using a UIImageView to display the image you can simply do the following:
imageView.layer.cornerRadius = 5.0;
imageView.layer.masksToBounds = YES;
And to add a border:
imageView.layer.borderColor = [UIColor lightGrayColor].CGColor;
imageView.layer.borderWidth = 1.0;
I believe that you'll have to import <QuartzCore/QuartzCore.h> and link against it for the above code to work.
How about these lines...
// Get your image somehow
UIImage *image = [UIImage imageNamed:#"image.jpg"];
// Begin a new image that will be the new image with the rounded corners
// (here with the size of an UIImageView)
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, NO, 1.0);
// Add a clip before drawing anything, in the shape of an rounded rect
[[UIBezierPath bezierPathWithRoundedRect:imageView.bounds
cornerRadius:10.0] addClip];
// Draw your image
[image drawInRect:imageView.bounds];
// Get the image, here setting the UIImageView image
imageView.image = UIGraphicsGetImageFromCurrentImageContext();
// Lets forget about that we were drawing
UIGraphicsEndImageContext();
I created an UIImage-extension in swift, based on #epatel's great answer:
extension UIImage{
var roundedImage: UIImage {
let rect = CGRect(origin:CGPoint(x: 0, y: 0), size: self.size)
UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
defer {
// End context after returning to avoid memory leak
UIGraphicsEndImageContext()
}
UIBezierPath(
roundedRect: rect,
cornerRadius: self.size.height
).addClip()
self.drawInRect(rect)
return UIGraphicsGetImageFromCurrentImageContext()
}
}
Tested in a storyboard:
The problem was the use of CGImageCreateWithMask which returned an all black image. The solution I found was to use CGContextClipToMask instead:
CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if (mainViewContentContext==NULL)
return NULL;
CGImageRef maskImage = [[UIImage imageNamed:#"mask.png"] CGImage];
CGContextClipToMask(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height), maskImage);
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:mainViewContentBitmapContext];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(mainViewContentBitmapContext);
// return the image
return theImage;
Extending Besi's excellent answer, with correct scale, in Swift 4:
extension UIImage {
public func rounded(radius: CGFloat) -> UIImage {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
UIBezierPath(roundedRect: rect, cornerRadius: radius).addClip()
draw(in: rect)
return UIGraphicsGetImageFromCurrentImageContext()!
}
}
You aren't actually doing anything other than scaling there. What you need to do is to "mask" the corners of the image by clipping it with a CGPath. For instance -
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextBeginTransparencyLayerWithRect(context, self.frame, NULL);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0);
CGFloat roundRadius = (radius) ? radius : 12.0;
CGFloat minx = CGRectGetMinX(self.frame), midx = CGRectGetMidX(self.frame), maxx = CGRectGetMaxX(self.frame);
CGFloat miny = CGRectGetMinY(self.frame), midy = CGRectGetMidY(self.frame), maxy = CGRectGetMaxY(self.frame);
// draw the arcs, handle paths
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, roundRadius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, roundRadius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, roundRadius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, roundRadius);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFill);
CGContextEndTransparencyLayer(context);
}
I suggest checking out the Quartz 2D programming guide or some other samples.
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight)
{
float fw, fh;
if (ovalWidth == 0 || ovalHeight == 0) {
CGContextAddRect(context, rect);
return;
}
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, ovalWidth, ovalHeight);
fw = CGRectGetWidth (rect) / ovalWidth;
fh = CGRectGetHeight (rect) / ovalHeight;
CGContextMoveToPoint(context, fw, fh/2);
CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
CGContextClosePath(context);
CGContextRestoreGState(context);
}
+ (UIImage *)imageWithRoundCorner:(UIImage*)img andCornerSize:(CGSize)size
{
UIImage * newImage = nil;
if( nil != img)
{
#autoreleasepool {
int w = img.size.width;
int h = img.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextBeginPath(context);
CGRect rect = CGRectMake(0, 0, img.size.width, img.size.height);
addRoundedRectToPath(context, rect, size.width, size.height);
CGContextClosePath(context);
CGContextClip(context);
CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage);
CGImageRef imageMasked = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
[img release];
newImage = [[UIImage imageWithCGImage:imageMasked] retain];
CGImageRelease(imageMasked);
}
}
return newImage;
}
I think this could be very related:
In iOS 11 there is a very elgant way of rounding each single corner of a (Image)View.
let imageView = UIImageView(image: UIImage(named: "myImage"))
imageView.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
imageView.layer.cornerRadius = 10.0
I liked the answer of #samwize, however it caused me nasty memory leaks when used with collectionView.
To fix it I found that UIGraphicsEndImageContext() was missing
extension UIImage {
/**
Rounds corners of UIImage
- Parameter proportion: Proportion to minimum paramter (width or height)
in order to have the same look of corner radius independetly
from aspect ratio and actual size
*/
func roundCorners(proportion: CGFloat) -> UIImage {
let minValue = min(self.size.width, self.size.height)
let radius = minValue/proportion
let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: self.size)
UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
UIBezierPath(roundedRect: rect, cornerRadius: radius).addClip()
self.draw(in: rect)
let image = UIGraphicsGetImageFromCurrentImageContext() ?? self
UIGraphicsEndImageContext()
return image
}
}
Feel free to just pass the radius instead of proportion. proportion is used because I have collectionView scroll and images have different sizes, therefore when using constant radius it actually looks different in terms of proprtions (example: two images, one is 1000x1000 and another 2000x2000, corner radius of 30 will look different on each one of them)
So if you do image.roundCorners(proportion: 20) all the pictures look like the have the same corner radius.
This answer is also an updated version.
The reason it worked with clipping, not with masking, seems to be the color space.
Apple Documentation's below.
mask
A mask. If the mask is an image, it must be in the DeviceGray color space, must not have an alpha component, and may not itself be masked by an image mask or a masking color. If the mask is not the same size as the image specified by the image parameter, then Quartz scales the mask to fit the image.
Hi guys try this code,
+ (UIImage *)roundedRectImageFromImage:(UIImage *)image withRadious:(CGFloat)radious {
if(radious == 0.0f)
return image;
if( image != nil) {
CGFloat imageWidth = image.size.width;
CGFloat imageHeight = image.size.height;
CGRect rect = CGRectMake(0.0f, 0.0f, imageWidth, imageHeight);
UIWindow *window = [[[UIApplication sharedApplication] windows] objectAtIndex:0];
const CGFloat scale = window.screen.scale;
UIGraphicsBeginImageContextWithOptions(rect.size, NO, scale);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextBeginPath(context);
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, radious, radious);
CGFloat rectWidth = CGRectGetWidth (rect)/radious;
CGFloat rectHeight = CGRectGetHeight (rect)/radious;
CGContextMoveToPoint(context, rectWidth, rectHeight/2.0f);
CGContextAddArcToPoint(context, rectWidth, rectHeight, rectWidth/2.0f, rectHeight, radious);
CGContextAddArcToPoint(context, 0.0f, rectHeight, 0.0f, rectHeight/2.0f, radious);
CGContextAddArcToPoint(context, 0.0f, 0.0f, rectWidth/2.0f, 0.0f, radious);
CGContextAddArcToPoint(context, rectWidth, 0.0f, rectWidth, rectHeight/2.0f, radious);
CGContextRestoreGState(context);
CGContextClosePath(context);
CGContextClip(context);
[image drawInRect:CGRectMake(0.0f, 0.0f, imageWidth, imageHeight)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
return nil;
}
Cheers !!!
It's very easy to create a rounded image when you make use of the image dimension.
cell.messageImage.layer.cornerRadius = image.size.width / 2
cell.messageImage.layer.masksToBounds = true
Found out the best and simple way of doing it is as follows (no answer did that):
UIImageView *imageView;
imageView.layer.cornerRadius = imageView.frame.size.width/2.0f;
imageView.layer.masksToBounds = TRUE;
Pretty simple and done this right.
See here...
IMO unless you absolutely need to do it in code, just overlay an image on top.
Something along the lines of...
- (void)drawRect:(CGRect)rect
{
// Drawing code
[backgroundImage drawInRect:rect];
[buttonOverlay drawInRect:rect];
}
For Creating a Round Corner image we can use quartzcore.
First How to add QuartzCore framework?
Click project -Targets
->project
->BuildPhase
->Link Binary with Libraries
->Then click + symbol finally select from list and add it
or else
Click project -Targets
->Targets
->general
->Linked Frameworks and Libraries
->Then click + symbol finally select from list and add the QuartzCore framework
Now import
#import <QuartzCore/QuartzCore.h>
in your ViewController
Then in viewDidLoad method
self.yourImageView.layer.cornerRadius = 5.0;
self.yourImageView.layer.borderWidth = 1.0f;
self.yourImageView.layer.borderColor = [UIColor blackColor].CGColor;
self.yourImageView.layer.masksToBounds = YES;
I was struggling to round the corners of a UIImage box in my storyboard. I had a IBOutlet for my UIImage called image. After reading a bunch of posts on here, I simply added 3 lines and that worked perfectly.
import UIKit
Then in viewDidLoad:
image.layer.cornerRadius = 20.0
image.layer.masksToBounds = true
This is for iOS 11.1 in Xcode 9.