I want to create an UIImage
object from a UIView
. The view is NOT opaque.
for that i'm using the following code:
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, [[UIScreen mainScreen] scale]);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
But for some reason instead of transparent background i'm getting a image with black background.
I already tried to set the "opaque" parameter in UIGraphicsBeginImageContextWithOptions
to NO
but with no different results.
Any suggestion?
(Similar question CGContext transparency problem with no answer)
Unless I'm missing something, I believe you get the result you want by setting opaque to NO
UIGraphicsBeginImageContextWithOptions( CGSize size, BOOL opaque, CGFloat scale );
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, NO, [[UIScreen mainScreen] scale]);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext();
return img;
}
I'm pretty sure you can't define a transparency when creating UIImages like this - you could mask your UIImageView which uses the image though.
Something like the following functions allow for this type of operation:
// handles img masking operation
CGImageRef CopyImageAndAddAlphaChannel(CGImageRef sourceImage) {
CGImageRef retVal = NULL;
size_t width = CGImageGetWidth(sourceImage);
size_t height = CGImageGetHeight(sourceImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef offscreenContext = CGBitmapContextCreate(NULL, width, height,
8, 0, colorSpace, kCGImageAlphaPremultipliedFirst);
if (offscreenContext != NULL) {
CGContextDrawImage(offscreenContext, CGRectMake(0, 0, width, height), sourceImage);
retVal = CGBitmapContextCreateImage(offscreenContext);
CGContextRelease(offscreenContext);
}
CGColorSpaceRelease(colorSpace);
return retVal;
}
// png masks can mask png, gif or jpg...
- (UIImage*)maskImage:(UIImage *)image withMask:(UIImage *)maskImage
{
CGImageRef maskRef = maskImage.CGImage;
CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef),
CGImageGetHeight(maskRef),
CGImageGetBitsPerComponent(maskRef),
CGImageGetBitsPerPixel(maskRef),
CGImageGetBytesPerRow(maskRef),
CGImageGetDataProvider(maskRef), NULL, false);
CGImageRef sourceImage = [image CGImage];
CGImageRef imageWithAlpha = sourceImage;
//add alpha channel for images that don't have one (ie GIF, JPEG, etc...)
//this however has a computational cost
if ((CGImageGetAlphaInfo(sourceImage) == kCGImageAlphaNone) || (CGImageGetAlphaInfo(sourceImage) == kCGImageAlphaNoneSkipFirst))
{
imageWithAlpha = CopyImageAndAddAlphaChannel(sourceImage);
}
CGImageRef masked = CGImageCreateWithMask(imageWithAlpha, mask);
CGImageRelease(mask);
//release imageWithAlpha if it was created by CopyImageAndAddAlphaChannel
if (sourceImage != imageWithAlpha)
{
CGImageRelease(imageWithAlpha);
}
UIImage* retImage = [UIImage imageWithCGImage:masked];
CGImageRelease(masked);
return retImage;
}
You can than call it like this:
UIImage *imgMasked = [self maskImage:[UIImage imageNamed:@"full_image.png"] withMask:[UIImage imageNamed:@"masked_image.png"]];
masked_image.png needs to be an alpha channeled image which will cut out your black bg.
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