QUICK ANSWER You can take screenshots on most Android devices by simultaneously pressing the Power + Volume Down buttons.
render(in: UIGraphicsGetCurrentContext()!) let screenshot = UIGraphicsGetImageFromCurrentImageContext() UIGraphicsEndImageContext() return screenshot! }
iOS 7 has a new method that allows you to draw a view hierarchy into the current graphics context. This can be used to get an UIImage very fast.
I implemented a category method on UIView
to get the view as an UIImage
:
- (UIImage *)pb_takeSnapshot {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, [UIScreen mainScreen].scale);
[self drawViewHierarchyInRect:self.bounds afterScreenUpdates:YES];
// old style [self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
It is considerably faster then the existing renderInContext:
method.
Reference: https://developer.apple.com/library/content/qa/qa1817/_index.html
UPDATE FOR SWIFT: An extension that does the same:
extension UIView {
func pb_takeSnapshot() -> UIImage {
UIGraphicsBeginImageContextWithOptions(bounds.size, false, UIScreen.mainScreen().scale)
drawViewHierarchyInRect(self.bounds, afterScreenUpdates: true)
// old style: layer.renderInContext(UIGraphicsGetCurrentContext())
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
UPDATE FOR SWIFT 3
UIGraphicsBeginImageContextWithOptions(bounds.size, false, UIScreen.main.scale)
drawHierarchy(in: self.bounds, afterScreenUpdates: true)
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
I think you may want renderInContext
, not drawInContext
. drawInContext is more a method you would override...
Note that it may not work in all views, specifically a year or so ago when I tried to use this with the live camera view it did not work.
You need to capture the key window for a screenshot or a UIView. You can do it in Retina Resolution using UIGraphicsBeginImageContextWithOptions and set its scale parameter 0.0f. It always captures in native resolution (retina for iPhone 4 and later).
This one does a full screen screenshot (key window)
UIWindow *keyWindow = [[UIApplication sharedApplication] keyWindow];
CGRect rect = [keyWindow bounds];
UIGraphicsBeginImageContextWithOptions(rect.size,YES,0.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
[keyWindow.layer renderInContext:context];
UIImage *capturedScreen = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
This code capture a UIView in native resolution
CGRect rect = [captureView bounds];
UIGraphicsBeginImageContextWithOptions(rect.size,YES,0.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
[captureView.layer renderInContext:context];
UIImage *capturedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
This saves the UIImage in jpg format with 95% quality in the app's document folder if you need to do that.
NSString *imagePath = [NSHomeDirectory() stringByAppendingPathComponent:[NSString stringWithFormat:@"Documents/capturedImage.jpg"]];
[UIImageJPEGRepresentation(capturedImage, 0.95) writeToFile:imagePath atomically:YES];
iOS7 onwards, we have below default methods :
- (UIView *)snapshotViewAfterScreenUpdates:(BOOL)afterUpdates
Calling above method is faster than trying to render the contents of the current view into a bitmap image yourself.
If you want to apply a graphical effect, such as blur, to a snapshot, use the drawViewHierarchyInRect:afterScreenUpdates:
method instead.
https://developer.apple.com/library/ios/documentation/uikit/reference/uiview_class/uiview/uiview.html
There is new API from iOS 10
extension UIView {
func makeScreenshot() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: self.bounds)
return renderer.image { (context) in
self.layer.render(in: context.cgContext)
}
}
}
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