i want to take screenshots in landscape mode.
currently my below code takes screenshots in PORTRAIT mode.
also i want to store the images into the given location not in photo library..
how can i attain this...
thanks for any help
below is my code
UIGraphicsBeginImageContext(self.view.bounds.size) ;
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, self, nil, nil);
As far as I know there is no way to take screenshots in landscape mode. Images taken with the iPhone contain an information called imageOrientation which is then used to rotate an UIImageView displaying that image.
But you should be able to take an image in portrait mode and rotate it by 90 degree before saving it. I can't try it right now but the following should work:
Create a method for rotation and pass the UIImage as an argument.
CGSize size = sizeOfImage;
UIGraphicsBeginImageContext(size);
CGContextRotateCTM(ctx, angleInRadians); // (M_PI/2) or (3M_PI/2) depending on left/right rotation
CGContextDrawImage(UIGraphicsGetCurrentContext(),
CGRectMake(0,0,size.width, size.height),
image);
UIImage *copy = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return copy;
To store into a given location you can use NSData as I have answered on your other question ( Saving images to a given location )
Related
I'm able to crop a view with this code
- (UIImage *)captureScreenInRect:(CGRect)captureFrame {
CALayer *layer;
layer = self.view.layer;
UIGraphicsBeginImageContext(self.view.bounds.size);
CGContextClipToRect (UIGraphicsGetCurrentContext(),captureFrame);
[layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return screenImage;
}
But I have an imageview zoomed in with transform and it isn't shown to scale.
How do I capture EXACTLY what the user sees on the screen
The Stack Overflow question "renderInContext:" and CATransform3D has more info, but the gist is:
QCCompositionLayer, CAOpenGLLayer, and QTMovieLayer layers are not rendered. Additionally, layers that use 3D transforms are not rendered, nor are layers that specify backgroundFilters, filters, compositingFilter, or a mask values.
(from the CALayer docs).
More info is also available in this technical Q&A: http://developer.apple.com/library/ios/#qa/qa1703/_index.html
If your app is not going to the app store you can use the undocumented UIGetScreenImage API:
// Define at top of implementation file
CGImageRef UIGetScreenImage(void);
...
- (void)buttonPressed:(UIButton *)button
{
// Capture screen here...
CGImageRef screen = UIGetScreenImage();
UIImage* image = [UIImage imageWithCGImage:screen];
CGImageRelease(screen);
// Save the captured image to photo album
UIImageWriteToSavedPhotosAlbum(image, self, #selector(image:didFinishSavingWithError:contextInfo:), nil);
}
(from John Muchow)
However, use of this API will make your app not get approved.
I have been unable to find any other workarounds.
Hi everyone,
I'm having an issue rotating a portrait UIImage (i.e. WIDTH < HEIGHT) that somehow has an orientation equal to UIImageOrientationRight. I'm not sure how this comes to be but it happens with a few images in my library captured with an iPhone 4.
This is my code (that does work but only if the orientation is equal to UIImageOrientationUp):
UIGraphicsBeginImageContextWithOptions(rotatedScaledRect.size, NO, 0.0);
CGContextRef myContext = UIGraphicsGetCurrentContext();
CGContextSetInterpolationQuality(myContext, kCGInterpolationHigh);
CGContextTranslateCTM(myContext,
(rotatedScaledRect.size.width/2),
(rotatedScaledRect.size.height/2));
CGContextConcatCTM(myContext, transformation);
CGContextScaleCTM(myContext, 1.0, -1.0);
CGContextDrawImage(myContext, CGRectMake(-roundf(newImage.size.width / 2), -roundf(newImage.size.height / 2), newImage.size.width, newImage.size.height), [newImage CGImage]);
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
I need to apply CGContextConcatCTM because I have several concatenated transformations to the image.
I've tried several different approaches to no avail.
Thanks in advance for your help.
First of all, excuse me for my english, because it's not my native language. I hope it's not so late to give this answer!
I had a similar problem loading photos from library taken with iPhone or iPod cammera because of this. If that's your case, you can found some info here: https://discussions.apple.com/thread/2495567?start=30&tstart=0, specifically from an answer that says "Apple chose to use the Orientation flag in the EXIF data to inform the program displaying the image as to how to rotate it so the image is presented correctly."
So, for load a photo from library taken with iPhone Cammera, you have to do this:
ALAssetRepresentation *assetRep = [photo defaultRepresentation];
CGImageRef imageRef = [assetRep fullResolutionImage];
UIImage *image = [UIImage imageWithCGImage:imageRef scale:[assetRep scale] orientation:[assetRep orientation]];
where photo is an ALAsset object taken from library.
Well, i hope this helps!
I have a UIImageView with is filled with image either taken by camera or picked from the liabray after I assign UIImage to UIImageView I want to rotate it with either clockwise or anticlock wise using 2 button respectively for both on every click image should rotate but without rotationg in superview UIImageView then after I want so save the image in the final position user saved that image...
If there is any method or procedure then please share as i m searching on this query from last many days but not got any acurate solution with proper details and working.
Rotation routine ( found this routine on another post but I forget where):
-(UIImage *)rotateImage:(UIImage *)image angleInRadians:(float)angleInRadians {
UIGraphicsBeginImageContext(image.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextRotateCTM(ctx, angleInRadians);
CGContextDrawImage(ctx, (CGRect){{}, image.size}, image);
UIImage *imageOut = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return imageOut;
}
Angle in raadians could be M_PI/2 or -M_PI/2 to change landscape to portrait or viceversa
I m trying to take snap shot for ipad screen having 2 - 3 views.
I m able to do that.
Now whats my problem is when I m in landscape mode, I just transformrotate one view with
CGAffineTransform transform;
transform = CGAffineTransformMakeRotation(M_PI/2);
imgPlayBoard.transform = transform;
Now, when I take the snap shot, then the image in image view appears portrait.
Whats happening I am not able to get it. I am using following function to take a snapshot.
-(UIImage *)saveImage{
UIGraphicsBeginImageContext(imgPlayBoard.frame.size);
[imgPlayBoard.layer renderInContext:UIGraphicsGetCurrentContext()];
[imagesView.layer renderInContext:UIGraphicsGetCurrentContext()];
[drawBoard.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIImageWriteToSavedPhotosAlbum(resultingImage, nil, nil, nil);
UIGraphicsEndImageContext();
return resultingImage;
}
And this is the image I m getting. The size of the image is same in the snap, but all apears is white.
Ok..
I found the solution myself.
All was working fine. But Since I was transforming an image view, and then rendering it to the context, it was taking the original image of the imageview discarding the transformation. So What I did is all the three views I wanted in an image, I added them to an UIView and then took a snap shot of that uiview.
This solved my issue. :)
So now my function appears as below
-(UIImage *)saveImage{
UIGraphicsBeginImageContext(imgPlayBoard.frame.size);
[containerView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * resultingImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resultingImage;
}
I want to create a Photos Library as existing photo library in iPhone. I add image in scrollviewer which is chosen from Photo library. Before add image i resize the selected image and set it to ImageView Control.But when i compare to added image quality with iPhone Photo library image quality, my control image is not good. How to bring the quality and withou memory overflow issue.
-(UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize
{
// Create a bitmap context.
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
I ran into this issue also. I think you're using an iPhone 4 with Retina Display. Even if you're not, you should account for it. Instead of UIGraphicsBeginImageContext(), use UIGraphicsBeginImageContextWithOptions() and use the scale property of UIScreen for the third argument. All iOS devices have the scale property, on iPhone 4 it's set to 2.0; on the rest, as I write this, it's set to 1.0.
So your code, with those changes, becomes
-(UIImage *)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize
{
// Create a bitmap context.
UIGraphicsBeginImageContextWithOptions(newSize, YES, [UIScreen mainScreen].scale);
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Following the solution from ageektrapped, for PNG's transparent images, you should set the second parameter to NO/false for
UIGraphicsBeginImageContextWithOptions(..., NO, ...);
will solve the black/white background issue