Clipping different parts of an image with path - iphone

I've recently asked a question about clipping an image via path at view's drawRect method.
iPhone clip image with path
Krasnyk's code is copied below.
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGMutablePathRef path = CGPathCreateMutable();
//or for e.g. CGPathAddRect(path, NULL, CGRectInset([self bounds], 10, 20));
CGPathAddEllipseInRect(path, NULL, [self bounds]);
CGContextAddPath(context, path);
CGContextClip(context);
CGPathRelease(path);
[[UIImage imageNamed:#"GC.png"] drawInRect:[self bounds]];
}
It works very well. However, when my image is larger than the view itself, how do I show different parts of the image?
I tried tweaking around with translation on the locations (show as bounds above) of ellipse and/or UIImage drawInRect but some complex effects (Unwanted clipping, weird elipse size) I can't explain happens.
EDIT: Maybe I can answer my own question. I can try drawAtPoint instead of drawInRect? Or drawInRect and set the origin to a different location, but expand the size of the rectangle at the same time?
Does that incur performance penalty when I am drawing a larger rectangle than is showing through the view?

Sounds like you've about figured it out for yourself. drawAtPoint is what you should use. drawInRect will scale the image to fit the destination rect, which is computationally more expensive. Assuming your image is larger than your view, you'll be passing negative x and y values to drawAtPoint in order to clip interior portions of the image.
The example below should display the center portion your image, within your view:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddEllipseInRect(path, NULL, [self bounds]);
CGContextAddPath(context, path);
CGContextClip(context);
CGPathRelease(path);
UIImage *bigImage = [UIImage imageNamed:#"GC.png"];
CGPoint topLeftOffset = CGPointMake((self.bounds.size.width - bigImage.size.width) / 2,(self.bounds.size.height - bigImage.size.height) / 2);
[bigImage drawAtPoint: topLeftOffset];
}

Related

Can I use UIBezierPath to draw a shadow image around a UITableView section?

I have a shadow image that I would like to draw around the outer edge of a grouped UITableView section. This is the image:
I can get the UIBezierPath that represents the rect I want to draw around, but I can't figure out how to repeat the image along the route of the rect. So far it just fills the rect with the image:
UIImage *patternImg = [UIImage imageNamed:#"cellShadow"];
UIColor *fill = [UIColor colorWithPatternImage:patternImg];
[fill setFill];
CGRect aSectRect = [self rectForSection:0];
UIBezierPath *aSectPath = [self createRoundedPath:aSectRect];
[aSectPath fill];
Is this possible? What do I need to do?
Unfortunately, there's no way to have UIBezierPath use an image as a "brush" which is essentially what you'd want. But you can have CoreGraphics draw a shadow for you:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetShadow(context, CGSizeZero, myShadowRadius);
// Draw your shape here
Now if you draw just one shape it will get a shadow. But if you draw more shapes, each will get its own shadow which might not be what you want. The solution is called a transparency layer, which is not related to CALayers or something but is just some kind of "grouping" in CoreGraphics:
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetShadow(context, CGSizeZero, myShadowRadius);
CGContextBeginTransparencyLayer(context, NULL);
// Draw your shapes here.
CGContextEndTransparencyLayer(context);
Between the CGContextBeginTransparencyLayer and CGContextEndTransparencyLayer calls the shadow is disabled. After the CGContextEndTransparencyLayer call, the shadow is applied to everything that has been drawn between begin and end as if it were just one shape.

divide image into two parts using divider

I'm working on one app where I need to divide a image into two part using a red line.
left part for labels
right part for prices
Question 1.
How can I draw a red line on image?
Question 2.
How can I divide image to two parts using red line ?( red line position is not fixed. user can move the position wherever it want)
Question 3.
How can I get line current position and how can I use that position two divide image
Thanks in advance
I would approach this in somewhat the same manner as koray was suggesting:
1) I am assuming that your above image/view is going to be managed by a view controller, which I will call ImageSeperatorViewController from here on.
Inside of ImageSeperatorViewController, insert koray's code in the -(void) viewDidLoad{} method. Make sure you change the imageToSplit variable to be an UIImageView instead of a plain UIView.
2) Next, I assume that you know how to detect user gestures. You will detect these gestures, and determine if the user has selected the view (i.e. bar in koray's code). Once you have determined if the user has selected bar, just update its origin's X position with the touch position.
CGRect barFrame = bar.frame;
barFrame.origin.x = *X location of the users touch*
bar.frame = barFrame;
3) For cropping, I would not use github.com/bilalmughal/NLImageCropper, it will not do what you need to do.
Try this on for size:
Header:
#interface UIImage (ImageDivider)
- (UIImage*)imageWithDividerAt:(CGFloat)position width:(CGFloat)width color:(UIColor*)color;
- (UIImage*)imageWithDividerAt:(CGFloat)position patternImage:(UIImage*)patternImage;
- (NSArray*)imagesBySlicingAt:(CGFloat)position;
#end
Implementation:
#implementation UIImage (ImageDivider)
- (UIImage*)imageWithDividerAt:(CGFloat)position patternImage:(UIImage*)patternImage
{
//pattern image
UIColor *patternColor = [UIColor colorWithPatternImage:patternImage];
CGFloat width = patternImage.size.width;
//set up context
UIGraphicsBeginImageContext(self.size);
CGContextRef context = UIGraphicsGetCurrentContext();
//draw the existing image into the context
[self drawAtPoint:CGPointZero];
//set the fill color from the pattern image color
CGContextSetFillColorWithColor(context, patternColor.CGColor);
//this is your divider's area
CGRect dividerRect = CGRectMake(position - (width / 2.0f), 0, width, self.size.height);
//the joy of image color patterns being based on 0,0 origin! must set phase
CGContextSetPatternPhase(context, CGSizeMake(dividerRect.origin.x, 0));
//fill the divider rect with the repeating pattern from the image
CGContextFillRect(context, dividerRect);
//get your new image and viola!
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
- (UIImage*)imageWithDividerAt:(CGFloat)position width:(CGFloat)width color:(UIColor *)color
{
//set up context
UIGraphicsBeginImageContext(self.size);
CGContextRef context = UIGraphicsGetCurrentContext();
//draw the existing image into the context
[self drawAtPoint:CGPointZero];
//set the fill color for your divider
CGContextSetFillColorWithColor(context, color.CGColor);
//this is your divider's area
CGRect dividerRect = CGRectMake(position - (width / 2.0f), 0, width, self.size.height);
//fill the divider's rect with the provided color
CGContextFillRect(context, dividerRect);
//get your new image and viola!
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
- (NSArray*)imagesBySlicingAt:(CGFloat)position
{
NSMutableArray *slices = [NSMutableArray array];
//first image
{
//context!
UIGraphicsBeginImageContext(CGSizeMake(position, self.size.height));
//draw the existing image into the context
[self drawAtPoint:CGPointZero];
//get your new image and viola!
[slices addObject:UIGraphicsGetImageFromCurrentImageContext()];
UIGraphicsEndImageContext();
}
//second
{
//context!
UIGraphicsBeginImageContext(CGSizeMake(self.size.width - position, self.size.height));
//draw the existing image into the context
[self drawAtPoint:CGPointMake(-position, 0)];
//get your new image and viola!
[slices addObject:UIGraphicsGetImageFromCurrentImageContext()];
UIGraphicsEndImageContext();
}
return slices;
}
The concept is simple - you want an image with the divider drawn over it. You could just overlay a view, or override drawRect:, or any number of any solutions. I'd rather give you this category. It just uses some quick Core Graphics calls to generate an image with your desired divider, be it pattern image or color, at the specified position. If you want support for horizontal dividers as well, it is rather trivial to modify this as such. Bonus: You can use a tiled image as your divider!
Now to answer your primary question. Using the category is rather self explanatory - just call one of the two methods on your source background to generate one with the divider, and then apply that image rather than the original source image.
Now, the second question is simple - when the divider has been moved, regenerate the image based on the new divider position. This is actually a relatively inefficient way of doing it, but this ought to be lightweight enough for your purposes as well as only being an issue when moving the divider. Premature optimization is just as much a sin.
Third question is also simple - call imagesBySlicingAt: - it will return an array of two images, as generated by slicing through the image at the provided position. Use them as you wish.
This code has been tested to be functional. I strongly suggest that you fiddle around with it, not for any purpose of utility, but to better understand the mechanisms used so that next time, you can be on the answering side of things
For Crop you can try this,
UIImage *image = [UIImage imageNamed:#"yourImage.png"];
CGImageRef tmpImgRef = image.CGImage;
CGImageRef topImgRef = CGImageCreateWithImageInRect(tmpImgRef, CGRectMake(0, 0, image.size.width, image.size.height / 2.0));
UIImage *topImage = [UIImage imageWithCGImage:topImgRef];
CGImageRelease(topImgRef);
CGImageRef bottomImgRef = CGImageCreateWithImageInRect(tmpImgRef, CGRectMake(0, image.size.height / 2.0, image.size.width, image.size.height / 2.0));
UIImage *bottomImage = [UIImage imageWithCGImage:bottomImgRef];
CGImageRelease(bottomImgRef);
hope this can help you, :)
if you want to draw a line you could just use a UIView with red background and make the height the size of your image and the width around 5 pixels.
UIView *imageToSplit; //the image im trying to split using a red bar
CGRect i = imageToSplit.frame;
int x = i.origin.x + i.size.width/2;
int y = i.origin.y;
int width = 5;
int height = i.size.height;
UIView *bar = [[[UIView alloc] initWithFrame:CGRectMake(x, y, width, height)] autorelease];
bar.backgroundColor = [UIColor redColor];
[self.view addSubview:bar];

iPhone - How to draw something in a view

I'v got this piece of code :
CGColorSpaceRef rgb = CGColorSpaceCreateDeviceRGB();
CGFloat colors[] = {
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
};
CGGradientRef gradientRef = CGGradientCreateWithColorComponents(rgb, colors, NULL, sizeof(colors) / (sizeof(colors[0]) * 4));
CGColorSpaceRelease(rgb);
CGContextRef context = UIGraphicsGetCurrentContext();
CGRect rect = theCell.backgroundView.bounds;
CGPoint start = CGPointMake(rect.origin.x, 0);
CGPoint end = CGPointMake(rect.origin.x, rect.size.height/2);
CGContextDrawLinearGradient(context, gradientRef, start, end, kCGGradientDrawsBeforeStartLocation | kCGGradientDrawsAfterEndLocation);
And I wonder how I can make it draw into a designated view and a clipping rect passed in parameters to my function. Tip: I don't mind about drawRect, I'm not subclassing anything.
Tip 2: I don't want to insert any layers that I won't be able to remove later.
Tip 3: This piece of code does not draw anything that my eyes could see..... :-( Missing a graphic port ?
Tip 4: I'd like to erase the draw simply changing the background color, and it's done...
CGContextRef context = UIGraphicsGetCurrentContext(); will get the graphics context for the current view, so if you call this in the drawRect: method of a UIView it will draw.
I don't understand what you mean by:
I don't mind about drawRect, I'm not
subclassing anything
but if you want to do custom drawing you must either override the drawRect: method or use layers. To use layers you would call CGContextRef context = CGLayerGetContext(theLayer); instead of CGContextRef context = UIGraphicsGetCurrentContext();.
Ok, so I looked at the documentation and it says that you can get a CGContextRef by calling UIGraphicsGetCurrentContext() from the drawRectMethod. Here's what it says: In an iOS application, you set up a UIView object to draw to and implement the drawRect: method to perform drawing. Before calling your custom drawRect: method, the view object automatically configures its drawing environment so that your code can start drawing immediately. As part of this configuration, the UIView object creates a graphics context (a CGContextRef opaque type) for the current drawing environment. You obtain this graphics context by calling the UIKit function UIGraphicsGetCurrentContext. You save and restore graphics contexts using the functions UIGraphicsPushContext and UIGraphicsPopContext.
You can create custom graphics context objects in situations where you want to draw somewhere other than your view. For example, you may want to capture a series of drawing commands and use them to create an image or a PDF file. To create the context, you use the CGBitmapContextCreate or CGPDFContextCreate function. After you have the context, you can pass it to the drawing functions needed to create your content.
When creating custom contexts, the coordinate system for those contexts is different from the native coordinate system used by iOS. Instead of the origin being in the upper-left corner of the drawing surface, it is in the lower-left corner and the axes point up and to the right. The coordinates you specify in your drawing commands must take this into consideration or the resulting image or PDF file may appear wrong when rendered. See “Creating a Bitmap Graphics Context” and “Creating a PDF Graphics Context” for details on using CGBitmapContextCreate and CGPDFContextCreate.
Might I recommend you look into the CAGradientLayer, and add it as a sublayer of your view? Lots simpler, and it will be hardware accelerated which matters for table cells.
Example stolen partly from here:
http://tumbljack.com/post/188089679/gpu-accelerated-awesomeness-with-cagradientlayer
#import <QuartzCore/QuartzCore.h> // Also import this framework
......
CAGradientLayer grad = [CAGradientLayer layer];
UIColor *colorOne = [UIColor colorWithHRed:1.0f Green:1.0f Blue:1.0f alpha:1.0f];
UIColor *colorTwo = [UIColor colorWithHRed:0.0f Green:0.0f Blue:0.0f alpha:1.0f];
NSArray *colors = [NSArray arrayWithObjects:(id)colorOne.CGColor, colorTwo.CGColor, nil];
grad.colors = colors;
CGRect rect = theCell.backgroundView.bounds;
rect.size.height = rect.size.height / 2;
grad.frame = rect;
[self.layer addsublayer:grad]
You may have to play with the colors a bit, not sure if you had the gradient tilted or not...

Proper use of MKOverlayView

I am writing an iPhone app in which I place a large PNG image (1936 × 2967) on an MKMapView using MKOverlayView. I am a little confused about how to appropriately implement the drawMapRect: function in MKOverlayView - should I manually segment my image before drawing it? Or should I let the mechanisms of MKOverlayView handle all that?
My impression from other posts is that before MKOverlayView was available, you were expected to segment images yourself for this kind of task, and use a CATiledLayer. I thought maybe MKOverlayView took care of all the dirty work.
The real reason I ask though is because when I run my app through Instruments using the allocations tool, I find that the number of live bytes my app is using steadily increases with the introduction of the custom image on the map. Right now I am NOT segmenting my image, but I also am seeing no record of memory leaks in the leaks tool in Instruments. Here is my drawMapRect: function:
- (void)drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context{
// Load image from applicaiton bundle
NSString* imageFileName = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:#"map.png"];
CGDataProviderRef provider = CGDataProviderCreateWithFilename([imageFileName UTF8String]);
CGImageRef image = CGImageCreateWithPNGDataProvider(provider, NULL, true, kCGRenderingIntentDefault);
CGDataProviderRelease(provider);
MKMapRect overlayMapRect = [self.overlay boundingMapRect];
CGRect overlayRect = [self rectForMapRect:overlayMapRect];
// draw image
CGContextSaveGState(context);
CGContextDrawImage(context, overlayRect, image);
CGContextRestoreGState(context);
CGImageRelease(image);
}
If my drawMapRect: function is not the cause of these memory issues, does anybody know what it might be? I know through debugging that my viewForOverlay: function for the mapView only gets called once for each overlay, so it's not that memory is leaking there or something.
Any advice is welcome!
Thanks, -Matt
EDIT: so it turns out that the memory issue is actually being caused by MKMapView - every time I move the map at all the memory usage goes up very steadily and never comes down - this doesn't seem good :(
A bit of a late answer, leaving it here if somebody else hits the same problem in the future. The flaw here is trying to render a whole image while documentation clearly says -
In addition, you should avoid drawing the entire contents of the overlay each time this method is called. Instead, always take the mapRect parameter into consideration and avoid drawing content outside that rectangle.
so, you have to only draw the part of the image in the area defined by mapRect
updated: keep in mind that drawRect here can be larger than mapRect, need to adjust the paint and cut regions accordingly
let overlayMapRect = overlay.boundingMapRect
let overlayDrawRect = self.rect(for: overlayMapRect)
// watch out for draw rect adjustment here --
let drawRect = self.rect(for: mapRect).intersection(overlayDrawRect)
let scaleX = CGFloat(image.width) / overlayRect.width
let scaleY = CGFloat(image.height) / overlayRect.height
let transform = CGAffineTransform.init(scaleX: scaleX, y: scaleY)
let imageCut = drawRect.applying(transform)
// omitting optionals checks, you should not
let cutImage = image.cropping(to: imageCut)
// the usual vertical flip issue with image.draw
context.translateBy(x: 0, y: drawRect.maxY + drawRect.origin.y)
context.scaleBy(x: 1, y: -1)
context.draw(image, in: drawRect, byTiling: false)
Here is the objc version based on epolyakov's answer. It works great, but only without any rotation.
- (void) drawMapRect:(MKMapRect)mapRect zoomScale:(MKZoomScale)zoomScale inContext:(CGContextRef)context
{
CGImageRef overlayImage = <your_uiimage>.CGImage;
CGRect overlayRect = [self rectForMapRect:[self.overlay boundingMapRect]];
CGRect drawRect = [self rectForMapRect:mapRect];
CGRect rectPortion = CGRectIntersection(overlayRect, drawRect);
CGFloat scaleX = rotatedImage.size.width / overlayRect.size.width;
CGFloat scaleY = rotatedImage.size.height / overlayRect.size.height;
CGAffineTransform transform = CGAffineTransformMakeScale(scaleX, scaleY);
CGRect imagePortion = CGRectApplyAffineTransform(rectPortion, transform);
CGImageRef cutImage = CGImageCreateWithImageInRect(overlayImage, imagePortion);
CGRect finalRect = rectPortion;
CGContextTranslateCTM(context, 0, finalRect.origin.y + CGRectGetMaxY(finalRect));
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetAlpha(context, self.alpha);
CGContextDrawImage(context, finalRect, cutImage);
}
If you need to manage also the rotation of your image, I found a trick using a rotated version of the original image (this because the map rendering always draw vertical rects and rotating the image in this method will cut it).
So using a rotated version of the original image allows to render with vertical rects as the map expects
UIImage* rotatedImage = [self rotatedImage:<your_uiimage> withAngle:<angle_of_image>];
CGImageRef overlayImage = rotatedImage.CGImage;
And this is the method that produce a rotated image in a bounding rect
- (UIImage*) rotatedImage:(UIImage*)image withAngle:(CGFloat)angle
{
float radians = degreesToRadians(angle);
CGAffineTransform xfrm = CGAffineTransformMakeRotation(radians);
CGRect imageRect = CGRectMake(0, 0, image.size.width, image.size.height);
CGRect rotatedImageBoundingRect = CGRectApplyAffineTransform (imageRect, xfrm);
UIGraphicsBeginImageContext(rotatedImageBoundingRect.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextTranslateCTM (ctx, rotatedImageBoundingRect.size.width/2., rotatedImageBoundingRect.size.height/2.);
CGContextScaleCTM(ctx, 1.0, -1.0);
CGContextRotateCTM (ctx, radians);
CGContextDrawImage (ctx, CGRectMake(-image.size.width / 2, -image.size.height / 2, image.size.width, image.size.height), image.CGImage);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}

How to compensate the flipped coordinate system of core graphics for easy drawing?

It's really a pain, but always when I draw an UIImage in -drawRect:, it's upside-down.
When I flip the coordinates, the image draws correctly, but at the cost of all other CG functions drawing "wrong" (flipped).
What's your strategy when you have to draw images and other things? Is there any rule of thumb how to not get stuck in this problem over and over again?
Also, one nasty thing when I flip the y-axis is, that my CGRect from the UIImageView frame is wrong. Instead of the origin appearing at 10,10 upper left as expected, it appears at the bottom.
But at the same time, all those normal line drawing functions of CGContext take correct coordinates. drawing a line in -drawRect with origin 10,10 upper left, will really start at upper left. But at the same time that's strange, because core graphics actually has a flipped coordinate system with y 0 at the bottom.
So it seems like something is really inconsistent there. Drawing with CGContext functions takes coordinates as "expected" (cmon, nobody thinks in coordinates starting from bottom left, that's silly), while drawing any kind of image still works the "wrong" way.
Do you use helper methods to draw images? Or is there anything useful that makes image drawing not a pain in the butt?
Problem: Origin is at lower-left corner; positive y goes upward (negative y goes downward).
Goal: Origin at upper-left corner; positive y going downward (negative y going upward).
Solution:
Move origin up by the view's height.
Negate (multiply by -1) the y axis.
The way to do this in code is to translate up by the view bounds' height and scale by (1, -1), in that order.
There are a couple of portions of the Quartz 2D Programming Guide that are relevant to this topic, including “Drawing to a Graphics Context on iPhone OS” and the whole chapter on Transforms. Of course, you really should read the whole thing.
You can do that by apply affinetransform on the point you want to convert in UIKit related coordinates. Following is example.
// Create a affine transform object
CGAffineTransform transform = CGAffineTransformMakeScale(1, -1);
// First translate your image View according to transform
transform = CGAffineTransformTranslate(transform, 0, - imageView.bounds.size.height);
// Then whenever you want any point according to UIKit related coordinates apply this transformation on the point or rect.
// To get tranformed point
CGPoint newPointForUIKit = CGPointApplyAffineTransform(oldPointInCGKit, transform);
// To get transformed rect
CGRect newRectForUIKit = CGRectApplyAffineTransform(oldPointInCGKit, transform);
The better answer to this problem is to use the UIImage method drawInRect: to draw your image. I'm assuming you want the image to span the entire bounds of your view. This is what you'd type in your drawRect: method.
Instead of:
CGContextRef ctx = UIGraphicsGetCurrentContext();
UIImage *myImage = [UIImage imageNamed:#"theImage.png"];
CGImageRef img = [myImage CGImage];
CGRect bounds = [self bounds];
CGContextDrawImage(ctx, bounds, img);
Write this:
UIImage *myImage = [UIImage imageNamed:#"theImage.png"];
CGRect bounds = [self bounds];
[myImage drawInRect:bounds];
It's really a pain, but always when I draw an UIImage in -drawRect:, it's upside-down.
Are you telling the UIImage to draw, or getting its CGImage and drawing that?
As noted in “Drawing to a Graphics Context on iPhone OS”, UIImages are aware of the difference in co-ordinate spaces and should draw themselves correctly without you having to flip your co-ordinate space yourself.
CGImageRef flip (CGImageRef im) {
CGSize sz = CGSizeMake(CGImageGetWidth(im), CGImageGetHeight(im));
UIGraphicsBeginImageContextWithOptions(sz, NO, 0);
CGContextDrawImage(UIGraphicsGetCurrentContext(),
CGRectMake(0, 0, sz.width, sz.height), im);
CGImageRef result = [UIGraphicsGetImageFromCurrentImageContext() CGImage];
UIGraphicsEndImageContext();
return result;
}
Call the above method using the code below:
This code deals with getting the left half of an image from an existing UIImageview and setting the thus generated image to a new imageview - imgViewleft
CGContextRef con = UIGraphicsGetCurrentContext();
CGContextDrawImage(con,
CGRectMake(0,0,sz.width/2.0,sz.height),
flip(leftReference));
imgViewLeft = [[UIImageView alloc] initWithImage:UIGraphicsGetImageFromCurrentImageContext()];