How to tint an image/show a colour? - iphone

2 things i want to do, which are related:
Show a block of any colour. So i could change that colour to something else at any time.
Tint a UIImage to be a different colour. An overlay of colour with alpha turned down could work here, but say it was an image which had a transparent background and didn't take up the full square of the image.
Any ideas?

Another option, would be to use category methods on UIImage like this...
// Tint the image, default to half transparency if given an opaque colour.
- (UIImage *)imageWithTint:(UIColor *)tintColor {
CGFloat white, alpha;
[tintColor getWhite:&white alpha:&alpha];
return [self imageWithTint:tintColor alpha:(alpha == 1.0 ? 0.5f : alpha)];
}
// Tint the image
- (UIImage *)imageWithTint:(UIColor *)tintColor alpha:(CGFloat)alpha {
// Begin drawing
CGRect aRect = CGRectMake(0.f, 0.f, self.size.width, self.size.height);
UIGraphicsBeginImageContext(aRect.size);
// Get the graphic context
CGContextRef c = UIGraphicsGetCurrentContext();
// Converting a UIImage to a CGImage flips the image,
// so apply a upside-down translation
CGContextTranslateCTM(c, 0, self.size.height);
CGContextScaleCTM(c, 1.0, -1.0);
// Draw the image
[self drawInRect:aRect];
// Set the fill color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextSetFillColorSpace(c, colorSpace);
// Set the mask to only tint non-transparent pixels
CGContextClipToMask(c, aRect, self.CGImage);
// Set the fill color
CGContextSetFillColorWithColor(c, [tintColor colorWithAlphaComponent:alpha].CGColor);
UIRectFillUsingBlendMode(aRect, kCGBlendModeColor);
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Release memory
CGColorSpaceRelease(colorSpace);
return img;
}

The first one is easy. Make a new UIView and set its background color to whatever color you’d like.
The second is more difficult. As you mentioned, you can put a new view on top of it with transparency turned down, but to get it to clip in the same places, you’d want to use a mask. Something like this:
UIImage *myImage = [UIImage imageNamed:#"foo.png"];
UIImageView *originalImageView = [[UIImageView alloc] initWithImage:myImage];
[originalImageView setFrame:CGRectMake(0.0f, 0.0f, 100.0f, 100.0f)];
[parentView addSubview:originalImageView];
UIView *overlay = [[UIView alloc] initWithFrame:[originalImageView frame]];
UIImageView *maskImageView = [[UIImageView alloc] initWithImage:myImage];
[maskImageView setFrame:[overlay bounds]];
[[overlay layer] setMask:[maskImageView layer]];
[overlay setBackgroundColor:[UIColor redColor]];
[parentView addSubview:overlay];
Keep in mind you’ll have to #import <QuartzCore/QuartzCore.h> in the implementation file.

Here is another way to implement image tinting, especially if you are already using QuartzCore for something else.
Import QuartzCore:
#import <QuartzCore/QuartzCore.h>
Create transparent CALayer and add it as a sublayer for the image you want to tint:
CALayer *sublayer = [CALayer layer];
[sublayer setBackgroundColor:[UIColor whiteColor].CGColor];
[sublayer setOpacity:0.3];
[sublayer setFrame:toBeTintedImage.frame];
[toBeTintedImage.layer addSublayer:sublayer];
Add QuartzCore to your projects Framework list (if it isn't already there), otherwise you'll get compiler errors like this:
Undefined symbols for architecture i386: "_OBJC_CLASS_$_CALayer"

An easy way to achieve 1 is to create a UILabel or even a UIView and change the backgroundColor as you like.
There is a way to multiply colours instead of just overlaying them, and that should work for 2. See this tutorial.

Try this
- (void)viewDidLoad
{
[super viewDidLoad];
UIView* maskedView = [self filledViewForPNG:[UIImage imageNamed:#"mask_effect.png"]
mask:[UIImage imageNamed:#"mask_image.png"]
maskColor:[UIColor colorWithRed:.6 green:.2 blue:.7 alpha:1]];
[self.view addSubview:maskedView];
}
-(UIView*)filledViewForPNG:(UIImage*)image mask:(UIImage*)maskImage maskColor:(UIColor*)maskColor
{
UIImageView *pngImageView = [[UIImageView alloc] initWithImage:image];
UIImageView *maskImageView = [[UIImageView alloc] initWithImage:maskImage];
CGRect bounds;
if (image) {
bounds = pngImageView.bounds;
}
else
{
bounds = maskImageView.bounds;
}
UIView* parentView = [[UIView alloc]initWithFrame:bounds];
[parentView setAutoresizesSubviews:YES];
[parentView setClipsToBounds:YES];
UIView *overlay = [[UIView alloc] initWithFrame:bounds];
[[overlay layer] setMask:[maskImageView layer]];
[overlay setBackgroundColor:maskColor];
[parentView addSubview:overlay];
[parentView addSubview:pngImageView];
return parentView;
}

Related

add subLayer to a imageView.layer

well I know that every imageViews have a layer (we can access it with :imageView.layer).I would like to use the layer of my imageView and add a subLayer to it's layer:shapeLayer(that is a CAShapeLayer) My code doesn't work, it doesn't show the shape layer!
- (void)viewDidLoad
{
imageView = [[UIImageView alloc] initWithFrame:CGRectMake(100, 100, 100, 100)];
[self.view addSubview:imageView];
}
- (void)anotherMethod
{
[imageView.layer addSublayer:shapeLayer];
}
How can I solve this please ?
Try this:
[outputImage.layer insertSublayer:shapeLayer atIndex:0];
I solved similar problem by using UIView below UIImageView and setting a layer to UIView. When you add a layer to UIImageView at index 0, your image will not be visible.
I have a UIView called photoView. It has a subview of class UIImageView, that has same bounds and has a clear background color. And I add a gradientLayer to photoView.
- (void)viewDidLoad
{
[super viewDidLoad];
// Adding gradient background to UIImageView
CAGradientLayer *gradientLayer = [CAGradientLayer layer];
gradientLayer.frame = self.photoImageView.bounds;
gradientLayer.colors = #[(id)[UIColor customUltraLightGrayColor].CGColor, (id)[UIColor customUltraLightGrayColor].CGColor, (id)[UIColor customDarkGrayColor].CGColor];
gradientLayer.locations = #[#(0.0), #(0.6)];
[self.photoView.layer insertSublayer:gradientLayer atIndex:0];
}
As a result I get this:
This could have several reasons, for example:
Did you #import <QuartzCore/QuartzCore.h> (and / or CoreGraphics/CoreGraphics.h> depending on what you are doing in the rest of your code)?
You could have set a wrong CGRectMake when initializing the CALayer which is not inside your visible frame (Like CGRectMake(5000,5000,...,...)) or one of the size properties is 0?
Try setting the frame for layer:
Follow the three steps
CALayer layerToBeAdded = [[CALayer alloc] init];
[layerToBeAdded setFrame:imgView.frame];
[imgView.layer addSublayer:layerToBeAdded];
Instead of allocating CALayer, you can use [imgView layer]
And to add image to layer do it like this
layerToBeAdded.contents = (id)imgXYZ.CGImage;
Assuming that you are talking about just one UIImageView (imageView == outputImage ???)
//in another method:
{
[imageView.layer addSublayer:shapeLayer]; //Where is outputImage initialized?
}
Here is a solution:
CALayer *pulseLayer_ = [[CALayer layer] retain];
pulseLayer_.backgroundColor = [[UIColor whiteColor] CGColor];
pulseLayer_.bounds = CGRectMake(0., 0., 80., 80.);
pulseLayer_.cornerRadius = 12.;
pulseLayer_.position = self.view.center;
[self.view.layer addSublayer:pulseLayer_];
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = pulseLayer_.bounds;
imageLayer.cornerRadius = 10.0;
imageLayer.contents = (id) [UIImage imageNamed:#"jacklogo.png"].CGImage;
imageLayer.masksToBounds = YES;
[pulseLayer_ addSublayer:imageLayer];
[pulseLayer_ setNeedsDisplay];

highlight a part of the cell when selected

I am trying to add a non-standard color to the cell when its highlighted. FOr this i create a view with the background color that i want and set it as the selectedBackgroundView for the cell.
All is fine.
UIView *selectionView = [[UIView alloc] init];
[selectionView setBackgroundColor:[UIColor colorWithRed:(121/255.0) green:(201/255.0) blue:(209/255.0) alpha:1.0]];
[cell setSelectedBackgroundView:selectionView];
My question, can i change the frame of the selectedBackgroundView so that it highlights only a part of the cell (to be precise, i want the selectionBackroundView to have an X-offset of 20 pixels).
is there any easy way of doing this ?
Updated code :
UIView *selectionView = [[UIView alloc] init];
[selectionView setBackgroundColor:[UIColor clearColor]];
UIView *selectionSubView = [[UIView alloc] initWithFrame:(CGRectMake(20.0f, 0.0f, 300.0f, 72.0f))];
[selectionSubView setBackgroundColor:[UIColor colorWithRed:(121/255.0) green:(201/255.0) blue:(209/255.0) alpha:1.0]];
UIView *clearView = [[UIView alloc] initWithFrame:(CGRectMake(0.0f, 0.0f, 20.0f, 72.0f))];
[clearView setBackgroundColor: [UIColor clearColor]];
[selectionView addSubview: selectionSubView];
[selectionView addSubview: clearView];
[cell setSelectedBackgroundView: selectionView];
THis doesn seem to work either. I have added this code in the 'cellForRowAtIndexPath'
Thanks in advance
You could put a smaller UIView as subview of your selectionView and change tha background color of that view.
You can do like this.
You create the separate file for UIView as below.
TestView.m
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code.
[self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
/* Draw a circle */
// Get the contextRef
CGContextRef contextRef = UIGraphicsGetCurrentContext();
// Set the border width
CGContextSetLineWidth(contextRef, 1.0);
// Set the circle fill color to GREEN
CGContextSetRGBFillColor(contextRef, 100.0, 255.0, 0.0, 1.0);
// Set the cicle border color to BLUE
CGContextSetRGBStrokeColor(contextRef, 0.0, 0.0, 255.0, 1.0);
// Fill the circle with the fill color
CGContextFillRect(contextRef, CGRectMake(20, 0, rect.size.width, rect.size.height));
// Draw the circle border
//CGContextStrokeRectWithWidth(contextRef, rect, 10);//(contextRef, rect);
}
And this Custom View you can use as a background View for cell selection like this.
TestView *bgView = [[TestView alloc] initWithFrame:cell.frame]; // Creating a view for the background...this seems to be required.
cell.selectedBackgroundView = bgView;
May be this help you.
Thanks,
Minesh Purohit.
Does the cell have fixed size and highlight area ?
If yes, create an image and use image view as the selectedBackgroundView
Try to set frame size for selectionView where x = 20. I am not sure about this but I guess it should work for your given scenario.

CALayer - backgroundColor flipped?

I'm creating a CALayer like this:
UIColor *color = [UIColor colorWithPatternImage:[UIImage imageNamed:#"MyPattern.png"]];
backgroundLayer = [[CALayer alloc] init];
[backgroundLayer setBackgroundColor:[color CGColor]];
[[self layer] addSublayer:backgroundLayer];
For some reason, the pattern is drawn upside down. I've already tried setting geometryFlipped and applying sublayer transforms, but it doesn't work.
Using [backgroundLayer setTransform:CATransform3DMakeScale(1.0, -1.0, 1.0)]; actually does work.
I would rather use this method:
CALayer *backgroundLayer = [CALayer layer];
backgroundLayer.frame = CGRectMake(50, 50, 200, 200);
UIImage *img = [UIImage imageNamed:#"MyPattern.png"];
CGImageRef imgRef = CGImageRetain(img.CGImage);
backgroundLayer.contents = (id) imgRef;
[self.layer addSublayer:backgroundLayer];
This will provide image content inside the layer and it fits automatically, so it works great for backgrounds. Im not sure why your method isnt working, sorry about that, but I thought it would be nice to provide you with this method.
Instead of using CATransform3DMakeScale you can flip image yourself:
UIImage* img = [UIImage imageNamed:#"MyPattern.png"];
img = [UIImage imageWithCGImage:img.CGImage
scale:img.scale
orientation:UIImageOrientationDownMirrored];
UIColor* color = [UIColor colorWithPatternImage:img];
…
This works fine for me.
Or you can go further and actually redraw the image.
- (UIImage*)flipImage:(UIImage*)image {
UIGraphicsBeginImageContext(image.size);
CGContextDrawImage(UIGraphicsGetCurrentContext(),CGRectMake(0.,0., image.size.width, image.size.height),image.CGImage);
UIImage* img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Details why it can be useful are in this answer.

Drawing a transparent circle on top of a UIImage - iPhone SDK

I am having a lot of trouble trying to find out how to draw a transparent circle on top of a UIImage within my UIImageView. Google-ing gives me clues, but I still can't find a working example.
Are there any examples that anyone knows of that demonstrate this?
Easiest way is simply to create a semi-transparent square UIView, then set the cornerRadius of its layer to be half of its width/height. Something like:
UIView *squareView = [[UIView alloc] initWithFrame:CGRectMake(0,0,100,100)];
squareView.alpha = 0.5;
squareView.layer.cornerRadius = 50;
...
[squareView release];
This has got to be the simplest solution:
CGFloat r = 150;
UILabel *lbl = [[UILabel alloc] initWithFrame:CGRectMake(0,0,1.5*r,1.5*r)];
lbl.text = #"●";
lbl.transform = CGAffineTransformMakeTranslation(0.0f, -r/6);
lbl.textAlignment = UITextAlignmentCenter;
lbl.backgroundColor = [UIColor clearColor];
lbl.textColor = [UIColor redColor];
lbl.font = [UIFont systemFontOfSize:2*r];
lbl.alpha = 0.5;
lbl.center = self.view.center;
[self.view addSubview:lbl];
One way would be to add a CAShapeLayer with a circular path, either directly to the layer of the UIImageView or as the layer of a new UIView that is added to the UIImageView.
If you actually want to modify the image, then create a mutable copy of it by drawing it into a CGBitmapContext then creating a new image from the modified bitmap.
CGPathRef circlePath = CGPathCreateMutable();
CGPathAddEllipseInRect( circlePath , NULL , CGRectMake( 0,0,20,20 ) );
CAShapeLayer *circle = [[CAShapeLayer alloc] init];
circle.path = circlePath;
circle.opacity = 0.5;
[myImageView.layer addSublayer:circle];
CGPathRelease( circlePath );
[circle release];
You can implement a custom sub-class of UIView that draws your image and then the circle in the drawRect method:
#interface CircleImageView : UIView {
UIImage * m_image;
CGRect m_viewRect;
// anything else you need in this view?
}
Implementation of drawRect:
- (void)drawRect:(CGRect)rect {
// first draw the image
[m_image drawInRect:m_viewRect blendMode:kCGBlendModeNormal alpha:1.0];
// then use quartz to draw the circle
CGContextRef context = UIGraphicsGetCurrentContext ()
// stroke and fill black with a 0.5 alpha
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 0.5);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 0.5);
// now draw the circle
CGContextFillEllipseInRect (context, m_viewRect);
}
You will need to set up the m_viewRect and m_image member functions on init.

iPhone: How do I add layers to UIView's root layer to display an image with the content property?

According to the Mac Dev Center docs, you should be able to set the contents property of a CALayer and have that render automatically. However, I still can't get a simple image to show up by adding a sublayer to the UIView's root later. I've tried multiple different variations; here's what I have so far:
(Note: I know there are other ways of rendering images; for my purposes I'd like to use CALayer's for some of the more complicated stuff I'm going to get into).
(in viewDidDisplay() of the ViewController):
CALayer *theLayer = [CALayer layer];
[[[self view] layer] addSublayer:theLayer];
theLayer.contents = (id)[[UIImage imageNamed:#"mypic.png"] CGImage];
theLayer.contentsRect = CGRectMake(0.0f, 0.0f, 300.0f, 300.0f);
theLayer.bounds = CGRectMake(0.0f, 0.0f, 300.0f, 400.0f);
Anyone know what I'm doing wrong?
Thanks!
You could load the image into a UIImageView, which is decended from UIView and therefore has it's own layer property.
UIImageView *imgView = [[UIImageView alloc] initWithFrame:frame];
imgView.image = [UIImage imageNamed:#"mypic.png"];
[[[self view] layer] addSublayer:[imgView layer]];
[imgView release];
You don't need to set the contentsRect (and if you do, it should be in the unit coordinate space, probably just CGRectMake(0, 0, 1.0, 1.0).
You might want to set the layer's position property.
You need to create two CALayer . This is perfect way to display the image within the CALayer.
CALayer *pulseLayer_ = [[CALayer layer] retain];
pulseLayer_.backgroundColor = [[UIColor whiteColor] CGColor];
pulseLayer_.bounds = CGRectMake(0., 0., 80., 80.);
pulseLayer_.cornerRadius = 12.;
pulseLayer_.position = self.view.center;
[self.view.layer addSublayer:pulseLayer_];
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = pulseLayer_.bounds;
imageLayer.cornerRadius = 10.0;
imageLayer.contents = (id) [UIImage imageNamed:#"jacklogo.png"].CGImage;
imageLayer.masksToBounds = YES;
[pulseLayer_ addSublayer:imageLayer];
[pulseLayer_ setNeedsDisplay];
I think its make solution to your problem.