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Draw border around content of UIImageView

I've a UIImageView with a image with is a car with a transparent background:

enter image description here

And I want to draw a border around the car:

enter image description here

How can I reach this effect?

At the moment, I've tested CoreGraphics in this way, but without good results:

    // load the image
    UIImage *img = carImage;

    UIGraphicsBeginImageContext(img.size);
    CGContextRef context = UIGraphicsGetCurrentContext();
    [[UIColor redColor] setFill];
    CGContextTranslateCTM(context, 0, img.size.height);
    CGContextScaleCTM(context, 1.0, -1.0);

    CGContextSetBlendMode(context, kCGBlendModeNormal);
    CGRect rect = CGRectMake(0, 0, img.size.width * 1.1, img.size.height*1.1);
    CGContextDrawImage(context, rect, img.CGImage);

    CGContextClipToMask(context, rect, img.CGImage);
    CGContextAddRect(context, rect);
    CGContextDrawPath(context,kCGPathFill);

    // generate a new UIImage from the graphics context we drew onto
    UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

Any help? Thanks.

like image 674
RFG Avatar asked Sep 12 '14 11:09

RFG


3 Answers

This approach is a little bit different but more simple.

imageView.layer.shadowColor = UIColor.red.cgColor
imageView.layer.shadowOffset = CGSize(width: 0, height: 0)
imageView.layer.shadowOpacity = 1
imageView.layer.shadowRadius = 10.0
imageView.clipsToBounds = false
like image 191
user15226759 Avatar answered Oct 22 '22 13:10

user15226759


haawa answer for Swift 5

extension UIImage {
    func drawOutlie(imageKeof: CGFloat = 1.01, color: UIColor) -> UIImage? {

        let outlinedImageRect = CGRect(x: 0.0, y: 0.0,
                                   width: size.width * imageKeof,
                                   height: size.height * imageKeof)

        let imageRect = CGRect(x: size.width * (imageKeof - 1) * 0.5,
                           y: size.height * (imageKeof - 1) * 0.5,
                           width: size.width,
                           height: size.height)

        UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, imageKeof)

        draw(in: outlinedImageRect)

        guard let context = UIGraphicsGetCurrentContext() else {return nil}
        context.setBlendMode(.sourceIn)
        context.setFillColor(color.cgColor)
        context.fill(outlinedImageRect)
        draw(in: imageRect)

        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()

        return newImage
    }
}
like image 27
Vahid Avatar answered Oct 22 '22 14:10

Vahid


Here's what I did:

I did it in Swift just to check it in playgrounds, think you can translate it to Objective-C easily:

import UIKit


func drawOutlie(#image:UIImage, color:UIColor) -> UIImage
{
  var newImageKoef:CGFloat = 1.08
  
  var outlinedImageRect = CGRect(x: 0.0, y: 0.0, width: image.size.width * newImageKoef, height: image.size.height * newImageKoef)
  
  var imageRect = CGRect(x: image.size.width * (newImageKoef - 1) * 0.5, y: image.size.height * (newImageKoef - 1) * 0.5, width: image.size.width, height: image.size.height)
  
  UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, newImageKoef)
  
  image.drawInRect(outlinedImageRect)
  
  var context = UIGraphicsGetCurrentContext()
  CGContextSetBlendMode(context, kCGBlendModeSourceIn)
  
  CGContextSetFillColorWithColor(context, color.CGColor)
  CGContextFillRect(context, outlinedImageRect)
  image.drawInRect(imageRect)
  
  var newImage = UIGraphicsGetImageFromCurrentImageContext()
  UIGraphicsEndImageContext()
  
  return newImage
  
}

var imageIn = UIImage(named: "158jM")

var imageOut = drawOutlie(image: imageIn, UIColor.redColor())

So how does it work?

  1. We create clean context (aka canvas) with a bit bigger size then original image (for outline)
  2. We draw our image on whole canvas
  3. We fill that image with color
  4. We draw smaller image on top

You can change outline size changing this property : var newImageKoef:CGFloat = 1.08

Here's a result that I had in playgrounds

enter image description here

Swift 5:

extension UIImage {
    
    func drawOutlie(imageKeof: CGFloat = 0.2, color: UIColor = .white)-> UIImage? {
        let outlinedImageRect = CGRect(x: 0.0, y: 0.0, width: size.width * imageKeof, height: size.height * imageKeof)
        let imageRect = CGRect(x: self.size.width * (imageKeof - 1) * 0.5, y: self.size.height * (imageKeof - 1) * 0.5, width: size.width, height: size.height)
        UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, imageKeof)
        draw(in: outlinedImageRect)
        let context = UIGraphicsGetCurrentContext()
        context!.setBlendMode(.sourceIn)
        context!.setFillColor(color.cgColor)
        context!.fill(outlinedImageRect)
        draw(in: imageRect)
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        return newImage
    }
}
like image 15
haawa Avatar answered Oct 22 '22 13:10

haawa