Is there any way to get the content of a UIWebView and convert it to a PDF or PNG file? I'd like to get similar output to that available on the Mac by selecting the PDF button when printing from Safari, for example. I'm assuming this isn't possible/built in yet, but hopefully I'll be surprised and find a way to get the content from a webview to a file.
Thanks!
You can use the following category on UIView to create a PDF file:
#import <QuartzCore/QuartzCore.h>
#implementation UIView(PDFWritingAdditions)
- (void)renderInPDFFile:(NSString*)path
{
CGRect mediaBox = self.bounds;
CGContextRef ctx = CGPDFContextCreateWithURL((CFURLRef)[NSURL fileURLWithPath:path], &mediaBox, NULL);
CGPDFContextBeginPage(ctx, NULL);
CGContextScaleCTM(ctx, 1, -1);
CGContextTranslateCTM(ctx, 0, -mediaBox.size.height);
[self.layer renderInContext:ctx];
CGPDFContextEndPage(ctx);
CFRelease(ctx);
}
#end
Bad news: UIWebView does not create nice shapes and text in the PDF, but renders itself as an image into the PDF.
Creating a image from a web view is simple:
UIImage* image = nil;
UIGraphicsBeginImageContext(offscreenWebView_.frame.size);
{
[offscreenWebView_.layer renderInContext: UIGraphicsGetCurrentContext()];
image = UIGraphicsGetImageFromCurrentImageContext();
}
UIGraphicsEndImageContext();
Once you have the image you can save it as a PNG.
Creating PDFs is also possible in a very similar way, but only on a yet unreleased iPhone OS version.
#mjdth, try fileURLWithPath:isDirectory: instead. URLWithString wasn't working for me either.
#implementation UIView(PDFWritingAdditions)
- (void)renderInPDFFile:(NSString*)path
{
CGRect mediaBox = self.bounds;
CGContextRef ctx = CGPDFContextCreateWithURL((CFURLRef)[NSURL fileURLWithPath:path isDirectory:NO], &mediaBox, NULL);
CGPDFContextBeginPage(ctx, NULL);
CGContextScaleCTM(ctx, 1, -1);
CGContextTranslateCTM(ctx, 0, -mediaBox.size.height);
[self.layer renderInContext:ctx];
CGPDFContextEndPage(ctx);
CFRelease(ctx);
}
#end
The code below will convert the (full) content of a UIWebView to an UIImage.
After rendering the UIImage I write it to disk as PNG to see the result.
Of course you could do with the UIImage whatever you like.
UIImage *image = nil;
CGRect oldFrame = webView.frame;
// Resize the UIWebView, contentSize could be > visible size
[webView sizeToFit];
CGSize fullSize = webView.scrollView.contentSize;
// Render the layer content onto the image
UIGraphicsBeginImageContext(fullSize);
CGContextRef resizedContext = UIGraphicsGetCurrentContext();
[webView.layer renderInContext:resizedContext];
image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Revert the UIWebView back to its old size
webView.frame = oldFrame;
// Write the UIImage to disk as PNG so that we can see the result
NSString *path= [NSHomeDirectory() stringByAppendingPathComponent:#"Documents/Test.png"];
[UIImagePNGRepresentation(image) writeToFile:path atomically:YES];
Note: make sure the UIWebView is fully loaded (UIWebViewDelegate or loading property).
Related
I have a UIView that uses both UIKit control and OpenGL. I'd like to get a screenshot of that view programatically.
If I use UIGraphicsGetImageFromCurrentImageContext(), the OpenGL content is blank;
If I use the glReadPixels(...) method, the UIKit content is blank;
I'm confused as how to take a complete screenshot.
Thank you!
use following code to take screen shot
-(UIImage *) screenshot
{
CGRect rect;
rect=CGRectMake(0, 0, 320, 480);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context=UIGraphicsGetCurrentContext();
[self.view.layer renderInContext:context];
UIImage *image=UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
-(UIImage *) screenshot
{
CGImageRef UIGetScreenImage(void);
CGImageRef screen = UIGetScreenImage();
UIImage* screenImage = [UIImage imageWithCGImage:screen];
CGImageRelease(screen); // you need to call this.
return screenImage;
}
Well, there are few ways of capturing the iPhone screen programmatically
Using UIKIT http://developer.apple.com/library/ios/#qa/qa1703/_index.html
Using AVFoundation framework http://developer.apple.com/library/ios/#qa/qa1702/_index.html
Using OpenGL ES
http://developer.apple.com/library/ios/#qa/qa1704/_index.html
Starting from iOS 7 you can also use Why does my programmatically created screenshot look so bad on iOS 7?
Using UIWindow
CGRect screenRect = [[UIScreen mainScreen] bounds];
UIGraphicsBeginImageContext(screenRect.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor blackColor] set];
CGContextFillRect(ctx, screenRect);
[self.window.layer renderInContext:ctx];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Using UIView
UIGraphicsBeginImageContext(self.view.frame.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viImage=UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Out of these 6 options, I found the first option very convenient for copy-pasting and for applying level of compression as 1st method gives the image with true pixel data. I also like option 4, as the API comes with SDK.
You get result Uiimage without lose quality of image
- (UIImage *)captureView:(UIView *)view {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
UIGraphicsBeginImageContext(self.view.bounds.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData *data = [UIImagePNGRepresentation(image) retain];
UImage *screenShot = [UIImage imageWithData:data];
You know where the OpenGL content is located in your view. So it should be easy to copy the result of glReadPixels into the snapshot of the UIKit.
maybe.. can you use something from here
- https://stackoverflow.com/questions/12413460/cocos2d-2-0-screenshots-on-ios-6
and here...
Why is glReadPixels() failing in this code in iOS 6.0?
Here is how you can take a simple screenshot programmatically of a UIImage. If you want it for any other object substitute the UIImage with it.
In the .h file add NSData *Data; then in your .m file add this to your code
UIGraphicsBeginImageContext(self.view.frame.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *attachimage = [[UIImage alloc]initWithData:Data];
UIImage *viImage=UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
attachimage = viImage;
UIImageWriteToSavedPhotosAlbum(viImage, nil, nil, nil);
I want to take screenshot programatically. So that i write code for it like,
CGContextRef context = [self createBitmapContextOfSize:self.frame.size];
//not sure why this is necessary...image renders upside-down and mirrored
CGAffineTransform flipVertical = CGAffineTransformMake(1, 0, 0, -1, 0, self.frame.size.height);
CGContextConcatCTM(context, flipVertical);
[self.layer renderInContext:context];
CGImageRef cgImage = CGBitmapContextCreateImage(context);
UIImage* background = [UIImage imageWithCGImage: cgImage];
CGImageRelease(cgImage);
self.currentScreen = background;
Here all code is in custom UIView of UIViewController. Now when i play UIImageView png sequence animation on UIView, then i didn't get updated changes in UIImageView which is subview of custom UIView, why? I got only result is UIImageView with first UIImage.
Basically i need to create an video of my game play like talking tom application.
Take the screenshot of your ImageView with something like this:
[[[yourImageView layer] presentationLayer] renderInContext:context];
Use NSTimer for calling that getScreenshot function.
Hope this helps
you should probably take a look at AVFoundation and specifically AVAssetWriter as a way of creating videos of your screen content.
Following code is use for the capture the image into the iPhone for that following code to be use.
CGRect rect = CGRectMake(0.0, 0.0,self.view.frame.size.width,self.view.frame.size.height-44);
NSValue *rectObj = [NSValue valueWithCGRect:rect];
CGRect rectRestored = [rectObj CGRectValue];
UIGraphicsBeginImageContext(CGSizeMake(rectRestored.size.width, rectRestored.size.height-44));
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil);
Also store the image into the gallery.
My application has a tableview with custom cells(include textfield, label and button), I wanna generate a pdf file from the tableview.
Bellow is the code(now assume the tableview's content is all visible):
UIGraphicsBeginImageContext(self._tableView.bounds.size);
UIGraphicsBeginPDFPageWithInfo(CGRectMake(0, 0, self._tableView.bounds.size.width, self._tableView.bounds.size.height), nil);
// what's the code here?
// [self._tableView drawInRect:];
UIGraphicsEndPDFContext();
I always generate an blank pdf file.
Currently what I do is to generate the tableview as a image, then draw the image to the current context, then will get the pdf file. but any nice idea?
HI , you can convert current view as image through the follwoing code and then you have to use that image to create PDF File through the link
- (UIImage *)captureView:(UIView *)view {
CGRect screenRect = [[UIScreen mainScreen] bounds];
UIGraphicsBeginImageContext(screenRect.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor blackColor] set];
CGContextFillRect(ctx, screenRect);
[view.layer renderInContext:ctx];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
To get good quality image,
Use
UIGraphicsBeginImageContextWithOptions(screenRect.size, NO, 0.0)
instead of
UIGraphicsBeginImageContext(screenRect.size)
#JeffWood: thank a million, for your answer :)
I created a masked image using a function form an iphone blog:
UIImage *imgToSave = [self maskImage:[UIImage imageNamed:#"pic.jpg"] withMask:[UIImage imageNamed:#"sd-face-mask.png"]];
Looks good in a UIImageView
UIImageView *imgView = [[UIImageView alloc] initWithImage:imgToSave];
imgView.center = CGPointMake(160.0f, 140.0f);
[self.view addSubview:imgView];
UIImagePNGRepresentation to save to disk:
[UIImagePNGRepresentation(imgToSave) writeToFile:[self findUniqueSavePath] atomically:YES];
UIImagePNGRepresentation returns NSData of an image that looks different.
The output is inverse image mask.
The area that was cut out in the app is now visible in the file.
The area that was visible in the app is now removed. Visibility is opposite.
My mask is designed to remove everything but the face area in the picture. The UIImage looks right in the app but after I save it on disk, the file looks opposite. The face is removed but everything else this there.
Please let me know if you can help!
In quartz you cam mask either by an image mask (black let through and white blocks), or a normal image (white let through and black blocks) which is the opposite. It seems for some reason saving is treating the image mask as a normal image to mask with. One thought is to render to a bitmap context and then create an image to be saved from that.
I had the exact same issue, when I saved the file it was one way, but the image returned in memory was the exact opposite.
The culprit & the solution was UIImagePNGRepresentation(). It fixes the in-app image before saving it to disk, so I just inserted that function as the last step in creating the masked image and returning that.
This may not be the most elegant solution, but it works. I copied some code from my app and condensed it, not sure if this code below works as is, but if not, its close... maybe just some typos.
Enjoy. :)
// MyImageHelperObj.h
#interface MyImageHelperObj : NSObject
+ (UIImage *) createGrayScaleImage:(UIImage*)originalImage;
+ (UIImage *) createMaskedImageWithSize:(CGSize)newSize sourceImage:(UIImage *)sourceImage maskImage:(UIImage *)maskImage;
#end
// MyImageHelperObj.m
#import <QuartzCore/QuartzCore.h>
#import "MyImageHelperObj.h"
#implementation MyImageHelperObj
+ (UIImage *) createMaskedImageWithSize:(CGSize)newSize sourceImage:(UIImage *)sourceImage maskImage:(UIImage *)maskImage;
{
// create image size rect
CGRect newRect = CGRectZero;
newRect.size = newSize;
// draw source image
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0f);
[sourceImage drawInRect:newRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
// draw mask image
[maskImage drawInRect:newRect blendMode:kCGBlendModeNormal alpha:1.0f];
maskImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// create grayscale version of mask image to make the "image mask"
UIImage *grayScaleMaskImage = [MyImageHelperObj createGrayScaleImage:maskImage];
CGFloat width = CGImageGetWidth(grayScaleMaskImage.CGImage);
CGFloat height = CGImageGetHeight(grayScaleMaskImage.CGImage);
CGFloat bitsPerPixel = CGImageGetBitsPerPixel(grayScaleMaskImage.CGImage);
CGFloat bytesPerRow = CGImageGetBytesPerRow(grayScaleMaskImage.CGImage);
CGDataProviderRef providerRef = CGImageGetDataProvider(grayScaleMaskImage.CGImage);
CGImageRef imageMask = CGImageMaskCreate(width, height, 8, bitsPerPixel, bytesPerRow, providerRef, NULL, false);
CGImageRef maskedImage = CGImageCreateWithMask(newImage.CGImage, imageMask);
CGImageRelease(imageMask);
newImage = [UIImage imageWithCGImage:maskedImage];
CGImageRelease(maskedImage);
return [UIImage imageWithData:UIImagePNGRepresentation(newImage)];
}
+ (UIImage *) createGrayScaleImage:(UIImage*)originalImage;
{
//create gray device colorspace.
CGColorSpaceRef space = CGColorSpaceCreateDeviceGray();
//create 8-bit bimap context without alpha channel.
CGContextRef bitmapContext = CGBitmapContextCreate(NULL, originalImage.size.width, originalImage.size.height, 8, 0, space, kCGImageAlphaNone);
CGColorSpaceRelease(space);
//Draw image.
CGRect bounds = CGRectMake(0.0, 0.0, originalImage.size.width, originalImage.size.height);
CGContextDrawImage(bitmapContext, bounds, originalImage.CGImage);
//Get image from bimap context.
CGImageRef grayScaleImage = CGBitmapContextCreateImage(bitmapContext);
CGContextRelease(bitmapContext);
//image is inverted. UIImage inverts orientation while converting CGImage to UIImage.
UIImage* image = [UIImage imageWithCGImage:grayScaleImage];
CGImageRelease(grayScaleImage);
return image;
}
#end
I have a UITableView, and in every cell there's displayed a UIImage created from a pdf. But now the performance is very bad. Here's my code I use to generate the UIImage from the PDF.
Creating CGPDFDocumentRef and UIImageView (in cellForRowAtIndexPath method):
...
CFURLRef pdfURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), (CFStringRef)formula.icon, NULL, NULL);
CGPDFDocumentRef documentRef = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL);
CFRelease(pdfURL);
UIImageView *imageView = [[UIImageView alloc] initWithImage:[self imageFromPDFWithDocumentRef:documentRef]];
...
Generate UIImage:
- (UIImage *)imageFromPDFWithDocumentRef:(CGPDFDocumentRef)documentRef {
CGPDFPageRef pageRef = CGPDFDocumentGetPage(documentRef, 1);
CGRect pageRect = CGPDFPageGetBoxRect(pageRef, kCGPDFCropBox);
UIGraphicsBeginImageContext(pageRect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, CGRectGetMinX(pageRect),CGRectGetMaxY(pageRect));
CGContextScaleCTM(context, 1, -1);
CGContextTranslateCTM(context, -(pageRect.origin.x), -(pageRect.origin.y));
CGContextDrawPDFPage(context, pageRef);
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return finalImage;
}
What can I do to increas the speed and keep the memory low?
Generating image from PDF for each cell in runtime seems like a huge performance hit.
You should try to consider maybe performing the actual rendering in the background thread and store the rendered result UIImages and populate them into the UITableView in runtime. This will at-least free up the UI thread and add responsiveness to application.
For the cells that are not yet rendered you can display a 'loading' message or add a 'activity indicator' spinner.