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Drawing a PNG Image Into a Graphics Context for Blending Mode Manipulation

I need to draw a series of PNGs into a CGContext so I can blend them together:

CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(context, kCGBlendModeOverlay);

Currently I have my app working based on just drawing each image as a UIImageView and adding them as a subview to the view file via: [self addSubview:someImageView] ...but this doesn't allow for blending mode manipulation, right?

Currently the UIImageView vars are being assigned via:

someImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image-name.png"]];

So I've tried replacing those with either of these with no luck:

[[UIImage imageNamed:@"image-name.png"] drawInRect:rect blendMode:kCGBlendModeOverlay alpha:1.0];

and this one needs a CGImage which I'm not sure how to make with the PNGs:

CGContextDrawImage(context, rect, someCGImage);

So what am I missing? These aren't being triggered by any interaction, they just need to load/draw when the app loads.

Thanks for any leads. :)

like image 396
steganous Avatar asked Dec 20 '09 19:12

steganous


1 Answers

You don't need to be using UIImageViews. Instead, bracket your drawing between calls to UIGraphicsBeginImageContext and UIGraphicsEndImageContext.

For example (code not tried):

UIImage* uiimage = [UIImage imageNamed:@"image-name.png"];
UIImage* uiimage2 = [UIImage imageNamed:@"other-image-name.png"];

CGSize size = uiimage.size; 

UIGraphicsBeginImageContext(size);

[uiimage drawAtPoint:CGPointZero blendMode:kCGBlendModeOverlay alpha:1.0];
[uiimage2 drawAtPoint:CGPointZero blendMode:kCGBlendModeOverlay alpha:1.0];

UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext();

UIGraphicsEndImageContext();

If you want to use CG calls, call:

CGContextRef context = UIGraphicsGetCurrentContext();

to get the context ref.

like image 166
Ken Aspeslagh Avatar answered Nov 19 '22 07:11

Ken Aspeslagh