I would like to tile a CGImage across a CALayer, but it seems to only want to stretch it.
The example code:
self.background = [UIImage imageNamed: @"Background.png"];
[documentDisplay.layer setContents: self.background.CGImage];
I would like to avoid subclassing if I could.
You can create a color with a pattern image and set that as the background color of the layer.
To do that you need wrap your CGImage
in a CGPattern
and make a CGColor
from it.
// callback for CreateImagePattern.
static void drawPatternImage (void *info, CGContextRef ctx)
{
CGImageRef image = (CGImageRef) info;
CGContextDrawImage(ctx,
CGRectMake(0,0, CGImageGetWidth(image),CGImageGetHeight(image)),
image);
}
// callback for CreateImagePattern.
static void releasePatternImage( void *info )
{
CGImageRelease((CGImageRef)info);
}
//assume image is the CGImage you want to assign as the layer background
int width = CGImageGetWidth(image);
int height = CGImageGetHeight(image);
static const CGPatternCallbacks callbacks = {0, &drawPatternImage, &releasePatternImage};
CGPatternRef pattern = CGPatternCreate (image,
CGRectMake (0, 0, width, height),
CGAffineTransformMake (1, 0, 0, 1, 0, 0),
width,
height,
kCGPatternTilingConstantSpacing,
true,
&callbacks);
CGColorSpaceRef space = CGColorSpaceCreatePattern(NULL);
CGFloat components[1] = {1.0};
CGColorRef color = CGColorCreateWithPattern(space, pattern, components);
CGColorSpaceRelease(space);
CGPatternRelease(pattern);
yourLayer.backgroundColor = color; //set your layer's background to the image
CGColorRelease(color);
This code is modified from the GeekGameBoard sample code.
The simplest code to accomplish this is:
CALayer *layer = [CALayer layer];
layer.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:@"background_tile"]].CGColor;
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