cat*_*lan 63 iphone cocoa-touch
我尝试在UIImage上得到圆角,到目前为止我读到的,最简单的方法是使用蒙版图像.为此我使用了TheElements iPhone Example中的代码和我找到的一些图像大小调整代码.我的问题是resizedImage总是为nil而且我没有找到错误...
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize
{
CGSize imageSize = [self size];
float width = imageSize.width;
float height = imageSize.height;
// scaleFactor will be the fraction that we'll
// use to adjust the size. For example, if we shrink
// an image by half, scaleFactor will be 0.5. the
// scaledWidth and scaledHeight will be the original,
// multiplied by the scaleFactor.
//
// IMPORTANT: the "targetHeight" is the size of the space
// we're drawing into. The "scaledHeight" is the height that
// the image actually is drawn at, once we take into
// account the ideal of maintaining proportions
float scaleFactor = 0.0;
float scaledWidth = targetSize.width;
float scaledHeight = targetSize.height;
CGPoint thumbnailPoint = CGPointMake(0,0);
// since not all images are square, we want to scale
// proportionately. To do this, we find the longest
// edge and use that as a guide.
if ( CGSizeEqualToSize(imageSize, targetSize) == NO )
{
// use the longeset edge as a guide. if the
// image is wider than tall, we'll figure out
// the scale factor by dividing it by the
// intended width. Otherwise, we'll use the
// height.
float widthFactor = targetSize.width / width;
float heightFactor = targetSize.height / height;
if ( widthFactor < heightFactor )
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
// ex: 500 * 0.5 = 250 (newWidth)
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the thumbnail in the frame. if
// wider than tall, we need to adjust the
// vertical drawing point (y axis)
if ( widthFactor < heightFactor )
thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5;
else if ( widthFactor > heightFactor )
thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5;
}
CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if (mainViewContentContext==NULL)
return NULL;
//CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]);
//CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height));
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage];
CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage);
CGImageRelease(mainViewContentBitmapContext);
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:resizedImage];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(resizedImage);
// return the image
return theImage;
}
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jes*_*rry 212
如果您使用UIImageView显示图像,则只需执行以下操作:
imageView.layer.cornerRadius = 5.0;
imageView.layer.masksToBounds = YES;
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并添加边框:
imageView.layer.borderColor = [UIColor lightGrayColor].CGColor;
imageView.layer.borderWidth = 1.0;
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我相信您必须导入<QuartzCore/QuartzCore.h>并链接它才能使上述代码生效.
epa*_*tel 89
这些线怎么样......
// Get your image somehow
UIImage *image = [UIImage imageNamed:@"image.jpg"];
// Begin a new image that will be the new image with the rounded corners
// (here with the size of an UIImageView)
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, NO, 1.0);
// Add a clip before drawing anything, in the shape of an rounded rect
[[UIBezierPath bezierPathWithRoundedRect:imageView.bounds
cornerRadius:10.0] addClip];
// Draw your image
[image drawInRect:imageView.bounds];
// Get the image, here setting the UIImageView image
imageView.image = UIGraphicsGetImageFromCurrentImageContext();
// Lets forget about that we were drawing
UIGraphicsEndImageContext();
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Bes*_*esi 32
我UIImage在swift中创建了一个-extension,基于@ epatel的好答案:
extension UIImage{
var roundedImage: UIImage {
let rect = CGRect(origin:CGPoint(x: 0, y: 0), size: self.size)
UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
UIBezierPath(
roundedRect: rect,
cornerRadius: self.size.height
).addClip()
self.drawInRect(rect)
return UIGraphicsGetImageFromCurrentImageContext()
}
}
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在故事板中测试:
cat*_*lan 14
问题是使用CGImageCreateWithMask返回全黑图像.我发现的解决方案是使用CGContextClipToMask代替:
CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if (mainViewContentContext==NULL)
return NULL;
CGImageRef maskImage = [[UIImage imageNamed:@"mask.png"] CGImage];
CGContextClipToMask(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height), maskImage);
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:mainViewContentBitmapContext];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(mainViewContentBitmapContext);
// return the image
return theImage;
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在Swift 4中以正确的比例扩展Besi的出色答案:
extension UIImage {
public func rounded(radius: CGFloat) -> UIImage {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
UIBezierPath(roundedRect: rect, cornerRadius: radius).addClip()
draw(in: rect)
return UIGraphicsGetImageFromCurrentImageContext()!
}
}
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你实际上并没有做任何其他事情.你需要做的是通过用CGPath剪切它来"掩盖"图像的角落.例如 -
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextBeginTransparencyLayerWithRect(context, self.frame, NULL);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0);
CGFloat roundRadius = (radius) ? radius : 12.0;
CGFloat minx = CGRectGetMinX(self.frame), midx = CGRectGetMidX(self.frame), maxx = CGRectGetMaxX(self.frame);
CGFloat miny = CGRectGetMinY(self.frame), midy = CGRectGetMidY(self.frame), maxy = CGRectGetMaxY(self.frame);
// draw the arcs, handle paths
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, roundRadius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, roundRadius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, roundRadius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, roundRadius);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFill);
CGContextEndTransparencyLayer(context);
}
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我建议查看Quartz 2D编程指南或其他一些示例.
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