I want to use a UILabel to create an RGBA stream of bytes image representation programmatically (at runtime).
For example, I want to create a UILabel in a specific font and with specific text, turn this in to an NSData of RGBA unsigned bytes, and then from that point I can easily turn it in to an OpenGL texture and display it however I want.
It's important that I can know the dimensions of the resulting image, although if absolutely necessary I can create a very wide "blank" canvas to render this in to, and then at runtime detect the width and height myself by checking the bytes.
If I can achieve this through UIImage/CG it's a definite plus - and a solution with multiple render targets isn't reasonable/desired.
Edit: Placed a bounty; I had originally gotten this good-looking answer below from meronix, but now I got time to try it out and it does not work properly. I need this working "yesterday" and am quite frustrated. There's some nuance here, that someone who knows Cocoa drawing state better than me can surely catch.
You can "capture" (take a snapShot of) your UILabel, it's a subclass of UIView, so you can get its image.
use this class "CaptureView":
CaptureView.h
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#import <QuartzCore/CALayer.h>
@interface CaptureView : UIView {
@private
UIImage *_imageCapture;
}
@property(nonatomic, retain) UIImage *imageCapture;
// Init
- (id)initWithView:(UIView *)view;
@end
CaptureView.m
#import "CaptureView.h"
// Private
@interface CaptureView (/* Private */)
- (void)settingImageFromView:(UIView *)view;
@end
// Public
@implementation CaptureView
@synthesize imageCapture = _imageCapture;
// Standard // UILabel
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
// Initialization code.
}
return self;
}
// Init
- (id)initWithView:(UIView *)view {
if ((self = [super initWithFrame:[view frame]])) {
// if ((self = [super initWithFrame: CGRectMake(0, 0, 100, 100)])) {
// Initialization code.
[self settingImageFromView:view];
}
return self;
}
/*!
@method imageFromView:view
@abstract Esegue una Grab di una intera view
@discussion Imposta l'immagine catturata eseguendo una copia dell'intera view
*/
- (void)settingImageFromView:(UIView *)view {
CGRect rect = [view bounds];
// CGRect rect = CGRectMake(20, 30, 100, 100);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[view.layer renderInContext:context];
UIImage *imageCaptureRect;
imageCaptureRect = UIGraphicsGetImageFromCurrentImageContext();
_imageCapture = imageCaptureRect;
// _imageCapture = UIGraphicsGetImageFromCurrentImageContext();
// [_imageCapture retain];
UIGraphicsEndImageContext();
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect {
// Drawing code.
CGPoint accPoint = CGPointMake(0,0);
[_imageCapture drawAtPoint:accPoint];
}
- (void)dealloc {
[_imageCapture release];
[super dealloc];
}
@end
so just initiate it passing your UILabel to it, so you'll get a Class with the UIImage *imageCapture property, so just get it and use it...
// in your class which wanna manage the captured image:
// in .h : #import "CaptureView.h"
CaptureView *cloneView = [[CaptureView alloc] initWithView:aUILabel];
// [yourUIView addSubview:cloneView]; // eventually, to see it...
UIImage *myCapt = cloneView.imageCapture;
// ... your code to use myCapt
[cloneView release];
EDIT:
download this project:
http://meronix.altervista.org/captureUILabel.zip
the centered black-backGround text is a capture (an instance of the class: CaptureView) of the Gray-BackGround text (a UILabel) on top
This should work:
UIGraphicsBeginImageContext(yourLabel.bounds.size);
[yourLabel.layer renderInContext:UIGraphicsGetCurrentContext()];
CGImageRef viewImage = [UIGraphicsGetImageFromCurrentImageContext() CGImage];
UIGraphicsEndImageContext();
UIGraphicsGetImageFromCurrentImageContext()
returns an instance of UIImage
.
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