I have a bunch of UIImageViews that are in different proportions. Some of 100x101 some are 130x121.
How can I mask these to 80x80 and NOT stretch the images? I basically just want to mask a square out of each one. (kind of like the Apple's Photo thumbnail view does)
Set the image view's size to 80 x 80
set the image view's contentMode property to UIViewContentModeScaleAspectFill
Finally, to make round corners, use the following code, and import QuartzCore/QuartzCore.h at the beginning of your implementation file.
CALayer * layer = [myImageView layer];
[layer setMasksToBounds:YES];
[layer setCornerRadius:12.0f];
Edited: Yes, by saying size I mean frame, the W and H:
Set its content mode UIViewContentMode, you may be looking for UIViewContentModeScaleAspectFit or UIViewContentModeScaleAspectFill.
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 80, 80)];
[imageView setContentMode:UIViewContentModeScaleAspectFit];
[imageView setImage:[UIImage imageNamed:#"myImage.png"];
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Related
I'm trying to display a top portion of an UIImage.
I know I can use the following code and display the middle portion. I'm just trying to figure out how to do the same for the top portion:
imageView.contentMode = UIViewContentModeScaleAspectFill;
imageView.clipsToBounds = YES;
The UIImage I get from the server is not necessarily the same size, so I cannot use UIViewContentModeTopLeft. I want a way to scale the image and show the top portion.
Thanks.
You want to display an arbitrary rectangle of your image, so the easiest way to go will to be to put your imageView inside a regular view. You can set the frame of the image view to display the bit you want and set the enclosing view to do the clipping.
e.g. you have a 1000 x 1000 px image and you want to display the rectangle 200,200 to 400,400
UIImageView* imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"SomeImage"]];
imageView.frame = CGRectMake( -200, -200, 1000, 1000);
UIView* enclosingView = [[UIView alloc] initWithFrame:CGRectMake( 0, 0, 200, 200);
enclosingView.clipsToBounds = YES;
[enclosingView addSubview: imageView];
Content mode doesn't matter much in this case, since you're setting the dimension of the image view to match the image.
One way is to call CGImageCreateWithImageInRect on your original image to create a new image with just the top portion.
Something like:
CGImageRef newImageRef = CGImageCreateWithImageInRect( oldImage.CGImage, CGRectMake(0,0,50,50) );
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
CGImageRelease( newImageRef );
then display newImage rather than oldImage.
I am developing an application in which I am using one UIImageView and adding one rectangle image to that UIImageView. I am getting some float value from another calculation like 67.4 and I need to place one green image on the 67.4 part of rectangle UIImageView. So please tell me how can I fill that green image onto that UIImageView ?
You can make a "rectangle", i.e. a UIView and color it as you wish. Then add it to your image view.
UIView *greenRect = [[UIView alloc] initWithFrame:
CGRectMake(67.4, 67.4, width, height)];
greenRect.backgroundColor = [UIColor greenColor];
[imageView addSubview:greenRect];
I have a Background.png image with size of 200*100, and i set background image for a uiview as:
UIView view= UIView alloc] initWithFrame:CGRectMake(50, 100, 200, 100)];
view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:#"Background.png"]];
Now, I reset the frame UIView by:
[view setFrame:CGRectMake(50,100,400,200)];
I need to resize the background image in proportion of the uiview, but i have only one fixed size Background.png image. what shall i do.
Take your size accordingly
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIView view= UIView alloc] initWithFrame:CGRectMake(50, 100, 200, 100)];
view.backgroundColor = [[UIColor alloc] initWithPatternImage:newImage];
Else take an imageview and set contentMode, If u dont want to tile images
Depending on what your needs are, it might be simplest just to add a UIImageView as a subview of your view, and set its image, letting it handling the resizing for you. Otherwise, you'll probably have some complex resizing and drawing code to write.
Is it possible to add an image in the UIView with specific coordinates?
If so, anyone who is keen on explaining how to?
You need to create an UIImageView and set it's frame to the desired coordinate.
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:<#imageName#>]];
imageView.frame = CGRectMake(<#x#>, <#y#>, <#width#>, <#height#>);
[yourViewController.view addSubView:imageView];
Let me know if this works for you.
Something like this?
UIImageView *myImage = [[UIImageView alloc] initWithImage:someImage];
myImage.frame = CGRectMake(40, 40, myImage.frame.size.width, myImage.frame.size.height);
[myView addSubview:myImage];
That'll add an image, contained in an image view, at specific coordinates.
Yes, you have either to draw the image in -(void)drawRect:(CGRect)aRect;, by subclassing UIView, or to add an UIImageView as a subview of the main view, displaying the image.
Have a look on these :
UIImageView Class Reference.
UIView
I have been looking into ways of masking images on the iPhone. I came across this solution
http://iosdevelopertips.com/cocoa/how-to-mask-an-image.html
which works great for still images. What I want to do is mask an animation in a UIImageView. From what I have read I don't think this is possible whilst also achieving a decent frame rate.
This leads me to ask whether the following is possible, could I "clip" the images inside the UIImageView? ie not re-size the UIImageView to the size of the images so some parts are chopped off?
I haven't tried this for performance, but you can use a Core Animation layer as a mask. You can define a path to use in a CAShapeLayer and fill the shape. Then specify the layer mask of your UIImageView's layer. Something like:
CGMutablePathRef path = CGPathCreateMutable();
// build the path by adding points
// ...
CAShapeLayer *shapeLayer = [[CAShapeLayer alloc] init];
[shapeLayer setPath:path];
[shapeLayer setFillColor:[[UIColor blackColor] CGColor]];
// Set shape layer bounds and position
// ...
// Set the mask for the image view's layer
[[imageView layer] setMask:shapeLayer];
Keep in mind that this isn't actually creating a new image as the link you reference does. This just creates a mask for display over top of your image view--which may not be what you want.
I searched high and low and finally found a solution with practically no limitations at all. So, here you go:
UIImageView *maskeeImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"MaskeeImage.png"]];
[maskeeImage setAnimationRepeatCount:-1];
[maskeeImage setAnimationImages:[[NSArray alloc] initWithObjects:[UIImage imageNamed:#"MaskeeImage1.png"], [UIImage imageNamed:#"MaskeeImage2.png"], [UIImage imageNamed:#"MaskeeImage3.png"], nil]];
[maskeeImage startAnimating];
CALayer *maskeeLayer = [maskeeImage layer];
maskeeLayer = CGRectMake(0, 0, 768, 1004);
[[[self view] layer] addSublayer:maskeeLayer];
UIImage *maskImage = [UIImage imageNamed:#"ImageMask.png"];
CALayer *maskLayer = [CALayer layer];
maskLayer.contents = (id) myImageMask.CGImage;
maskLayer.frame = CGRectMake(0, 0, 768, 1004);
[maskeeLayer setMask:maskLayer];
There you go! It's actually really easy, once you know how. I tried to show a few different options; Using UIImageViews or UIImages, Animations (Which can also be used for the mask).
To sum it all up, you basically have to set the mask property on your view's CALayer. Every UIView subclass has a CALayer attached to it, so you aren't restricted at all in terms of where you get your mask or maskee from.
Hope this helped. Cheers, Dylan.