Reputation: 25256
I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error...
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize
{
CGSize imageSize = [self size];
float width = imageSize.width;
float height = imageSize.height;
// scaleFactor will be the fraction that we'll
// use to adjust the size. For example, if we shrink
// an image by half, scaleFactor will be 0.5. the
// scaledWidth and scaledHeight will be the original,
// multiplied by the scaleFactor.
//
// IMPORTANT: the "targetHeight" is the size of the space
// we're drawing into. The "scaledHeight" is the height that
// the image actually is drawn at, once we take into
// account the ideal of maintaining proportions
float scaleFactor = 0.0;
float scaledWidth = targetSize.width;
float scaledHeight = targetSize.height;
CGPoint thumbnailPoint = CGPointMake(0,0);
// since not all images are square, we want to scale
// proportionately. To do this, we find the longest
// edge and use that as a guide.
if ( CGSizeEqualToSize(imageSize, targetSize) == NO )
{
// use the longeset edge as a guide. if the
// image is wider than tall, we'll figure out
// the scale factor by dividing it by the
// intended width. Otherwise, we'll use the
// height.
float widthFactor = targetSize.width / width;
float heightFactor = targetSize.height / height;
if ( widthFactor < heightFactor )
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
// ex: 500 * 0.5 = 250 (newWidth)
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the thumbnail in the frame. if
// wider than tall, we need to adjust the
// vertical drawing point (y axis)
if ( widthFactor < heightFactor )
thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5;
else if ( widthFactor > heightFactor )
thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5;
}
CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if (mainViewContentContext==NULL)
return NULL;
//CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]);
//CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height));
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage];
CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage);
CGImageRelease(mainViewContentBitmapContext);
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:resizedImage];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(resizedImage);
// return the image
return theImage;
}
Upvotes: 70
Views: 79019
Reputation: 22949
I created an UIImage
-extension in swift, based on @epatel's great answer:
extension UIImage{
var roundedImage: UIImage {
let rect = CGRect(origin:CGPoint(x: 0, y: 0), size: self.size)
UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
defer {
// End context after returning to avoid memory leak
UIGraphicsEndImageContext()
}
UIBezierPath(
roundedRect: rect,
cornerRadius: self.size.height
).addClip()
self.drawInRect(rect)
return UIGraphicsGetImageFromCurrentImageContext()
}
}
Tested in a storyboard:
Upvotes: 37
Reputation: 31
I liked the answer of @samwize, however it caused me nasty memory leaks when used with collectionView.
To fix it I found that UIGraphicsEndImageContext()
was missing
extension UIImage {
/**
Rounds corners of UIImage
- Parameter proportion: Proportion to minimum paramter (width or height)
in order to have the same look of corner radius independetly
from aspect ratio and actual size
*/
func roundCorners(proportion: CGFloat) -> UIImage {
let minValue = min(self.size.width, self.size.height)
let radius = minValue/proportion
let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: self.size)
UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
UIBezierPath(roundedRect: rect, cornerRadius: radius).addClip()
self.draw(in: rect)
let image = UIGraphicsGetImageFromCurrentImageContext() ?? self
UIGraphicsEndImageContext()
return image
}
}
Feel free to just pass the radius instead of proportion. proportion
is used because I have collectionView scroll and images have different sizes, therefore when using constant radius it actually looks different in terms of proprtions (example: two images, one is 1000x1000 and another 2000x2000, corner radius of 30 will look different on each one of them)
So if you do image.roundCorners(proportion: 20)
all the pictures look like the have the same corner radius.
This answer is also an updated version.
Upvotes: 2
Reputation: 27383
Extending Besi's excellent answer, with correct scale, in Swift 4:
extension UIImage {
public func rounded(radius: CGFloat) -> UIImage {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
UIBezierPath(roundedRect: rect, cornerRadius: radius).addClip()
draw(in: rect)
return UIGraphicsGetImageFromCurrentImageContext()!
}
}
Upvotes: 14
Reputation: 195
I think this could be very related: In iOS 11 there is a very elgant way of rounding each single corner of a (Image)View.
let imageView = UIImageView(image: UIImage(named: "myImage"))
imageView.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
imageView.layer.cornerRadius = 10.0
Upvotes: 2
Reputation: 21
I was struggling to round the corners of a UIImage box in my storyboard. I had a IBOutlet for my UIImage called image. After reading a bunch of posts on here, I simply added 3 lines and that worked perfectly.
import UIKit
Then in viewDidLoad:
image.layer.cornerRadius = 20.0
image.layer.masksToBounds = true
This is for iOS 11.1 in Xcode 9.
Upvotes: 0
Reputation: 9930
Found out the best and simple way of doing it is as follows (no answer did that):
UIImageView *imageView;
imageView.layer.cornerRadius = imageView.frame.size.width/2.0f;
imageView.layer.masksToBounds = TRUE;
Pretty simple and done this right.
Upvotes: 1
Reputation: 1038
It's very easy to create a rounded image when you make use of the image dimension.
cell.messageImage.layer.cornerRadius = image.size.width / 2
cell.messageImage.layer.masksToBounds = true
Upvotes: 1
Reputation: 9609
For Creating a Round Corner image we can use quartzcore.
First How to add QuartzCore framework?
Click project -Targets
->project
->BuildPhase
->Link Binary with Libraries
->Then click + symbol finally select from list and add it
or else
Click project -Targets
->Targets
->general
->Linked Frameworks and Libraries
->Then click + symbol finally select from list and add the QuartzCore framework
Now import
#import <QuartzCore/QuartzCore.h>
in your ViewController
Then in viewDidLoad method
self.yourImageView.layer.cornerRadius = 5.0;
self.yourImageView.layer.borderWidth = 1.0f;
self.yourImageView.layer.borderColor = [UIColor blackColor].CGColor;
self.yourImageView.layer.masksToBounds = YES;
Upvotes: 0
Reputation: 5068
Hi guys try this code,
+ (UIImage *)roundedRectImageFromImage:(UIImage *)image withRadious:(CGFloat)radious {
if(radious == 0.0f)
return image;
if( image != nil) {
CGFloat imageWidth = image.size.width;
CGFloat imageHeight = image.size.height;
CGRect rect = CGRectMake(0.0f, 0.0f, imageWidth, imageHeight);
UIWindow *window = [[[UIApplication sharedApplication] windows] objectAtIndex:0];
const CGFloat scale = window.screen.scale;
UIGraphicsBeginImageContextWithOptions(rect.size, NO, scale);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextBeginPath(context);
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, radious, radious);
CGFloat rectWidth = CGRectGetWidth (rect)/radious;
CGFloat rectHeight = CGRectGetHeight (rect)/radious;
CGContextMoveToPoint(context, rectWidth, rectHeight/2.0f);
CGContextAddArcToPoint(context, rectWidth, rectHeight, rectWidth/2.0f, rectHeight, radious);
CGContextAddArcToPoint(context, 0.0f, rectHeight, 0.0f, rectHeight/2.0f, radious);
CGContextAddArcToPoint(context, 0.0f, 0.0f, rectWidth/2.0f, 0.0f, radious);
CGContextAddArcToPoint(context, rectWidth, 0.0f, rectWidth, rectHeight/2.0f, radious);
CGContextRestoreGState(context);
CGContextClosePath(context);
CGContextClip(context);
[image drawInRect:CGRectMake(0.0f, 0.0f, imageWidth, imageHeight)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
return nil;
}
Cheers !!!
Upvotes: 1
Reputation: 3536
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float ovalWidth, float ovalHeight)
{
float fw, fh;
if (ovalWidth == 0 || ovalHeight == 0) {
CGContextAddRect(context, rect);
return;
}
CGContextSaveGState(context);
CGContextTranslateCTM (context, CGRectGetMinX(rect), CGRectGetMinY(rect));
CGContextScaleCTM (context, ovalWidth, ovalHeight);
fw = CGRectGetWidth (rect) / ovalWidth;
fh = CGRectGetHeight (rect) / ovalHeight;
CGContextMoveToPoint(context, fw, fh/2);
CGContextAddArcToPoint(context, fw, fh, fw/2, fh, 1);
CGContextAddArcToPoint(context, 0, fh, 0, fh/2, 1);
CGContextAddArcToPoint(context, 0, 0, fw/2, 0, 1);
CGContextAddArcToPoint(context, fw, 0, fw, fh/2, 1);
CGContextClosePath(context);
CGContextRestoreGState(context);
}
+ (UIImage *)imageWithRoundCorner:(UIImage*)img andCornerSize:(CGSize)size
{
UIImage * newImage = nil;
if( nil != img)
{
@autoreleasepool {
int w = img.size.width;
int h = img.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextBeginPath(context);
CGRect rect = CGRectMake(0, 0, img.size.width, img.size.height);
addRoundedRectToPath(context, rect, size.width, size.height);
CGContextClosePath(context);
CGContextClip(context);
CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage);
CGImageRef imageMasked = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
[img release];
newImage = [[UIImage imageWithCGImage:imageMasked] retain];
CGImageRelease(imageMasked);
}
}
return newImage;
}
Upvotes: 4
Reputation: 46051
How about these lines...
// Get your image somehow
UIImage *image = [UIImage imageNamed:@"image.jpg"];
// Begin a new image that will be the new image with the rounded corners
// (here with the size of an UIImageView)
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, NO, 1.0);
// Add a clip before drawing anything, in the shape of an rounded rect
[[UIBezierPath bezierPathWithRoundedRect:imageView.bounds
cornerRadius:10.0] addClip];
// Draw your image
[image drawInRect:imageView.bounds];
// Get the image, here setting the UIImageView image
imageView.image = UIGraphicsGetImageFromCurrentImageContext();
// Lets forget about that we were drawing
UIGraphicsEndImageContext();
Upvotes: 92
Reputation: 22116
If you are using a UIImageView to display the image you can simply do the following:
imageView.layer.cornerRadius = 5.0;
imageView.layer.masksToBounds = YES;
And to add a border:
imageView.layer.borderColor = [UIColor lightGrayColor].CGColor;
imageView.layer.borderWidth = 1.0;
I believe that you'll have to import <QuartzCore/QuartzCore.h>
and link against it for the above code to work.
Upvotes: 215
Reputation: 337
The reason it worked with clipping, not with masking, seems to be the color space.
Apple Documentation's below.
mask A mask. If the mask is an image, it must be in the DeviceGray color space, must not have an alpha component, and may not itself be masked by an image mask or a masking color. If the mask is not the same size as the image specified by the image parameter, then Quartz scales the mask to fit the image.
Upvotes: 1
Reputation: 25256
The problem was the use of CGImageCreateWithMask which returned an all black image. The solution I found was to use CGContextClipToMask instead:
CGContextRef mainViewContentContext;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if (mainViewContentContext==NULL)
return NULL;
CGImageRef maskImage = [[UIImage imageNamed:@"mask.png"] CGImage];
CGContextClipToMask(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height), maskImage);
CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:mainViewContentBitmapContext];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(mainViewContentBitmapContext);
// return the image
return theImage;
Upvotes: 15
Reputation: 4664
See here... IMO unless you absolutely need to do it in code, just overlay an image on top.
Something along the lines of...
- (void)drawRect:(CGRect)rect
{
// Drawing code
[backgroundImage drawInRect:rect];
[buttonOverlay drawInRect:rect];
}
Upvotes: 0
Reputation: 3268
You aren't actually doing anything other than scaling there. What you need to do is to "mask" the corners of the image by clipping it with a CGPath. For instance -
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextBeginTransparencyLayerWithRect(context, self.frame, NULL);
CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0);
CGFloat roundRadius = (radius) ? radius : 12.0;
CGFloat minx = CGRectGetMinX(self.frame), midx = CGRectGetMidX(self.frame), maxx = CGRectGetMaxX(self.frame);
CGFloat miny = CGRectGetMinY(self.frame), midy = CGRectGetMidY(self.frame), maxy = CGRectGetMaxY(self.frame);
// draw the arcs, handle paths
CGContextMoveToPoint(context, minx, midy);
CGContextAddArcToPoint(context, minx, miny, midx, miny, roundRadius);
CGContextAddArcToPoint(context, maxx, miny, maxx, midy, roundRadius);
CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, roundRadius);
CGContextAddArcToPoint(context, minx, maxy, minx, midy, roundRadius);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFill);
CGContextEndTransparencyLayer(context);
}
I suggest checking out the Quartz 2D programming guide or some other samples.
Upvotes: 4