Roman
Roman

Reputation: 839

how to add colored border to uiimage in swift

It is pretty easy to add border to UIImageView, using layers (borderWidth, borderColor etc.). Is there any possibility to add border to image, not to image view? Does somebody know?

Update:

I tried to follow the suggestion below und used extension. Thank you for that but I did not get the desired result. Here is my code. What is wrong?

import UIKit
    class ViewController: UIViewController {

    var imageView: UIImageView!
    var sizeW = CGFloat()
    var sizeH = CGFloat()

    override func viewDidLoad() {
        super.viewDidLoad()

        sizeW = view.frame.width
        sizeH = view.frame.height

        setImage()
    }

    func setImage(){

        //add image view
        imageView = UIImageView(frame: CGRect(x: 0, y: 0, width: sizeW/2, height: sizeH/2))
        imageView.center = view.center
        imageView.tintColor = UIColor.orange
        imageView.contentMode = UIViewContentMode.scaleAspectFit

        let imgOriginal = UIImage(named: "plum")!.withRenderingMode(.alwaysTemplate)
        let borderImage = imgOriginal.imageWithBorder(width: 2, color: UIColor.blue)
        imageView.image = borderImage

        view.addSubview(imageView)

    }



}


    extension UIImage {
    func imageWithBorder(width: CGFloat, color: UIColor) -> UIImage? {
        let square = CGSize(width: min(size.width, size.height) + width * 2, height: min(size.width, size.height) + width * 2)
        let imageView = UIImageView(frame: CGRect(origin: CGPoint(x: 0, y: 0), size: square))
        imageView.contentMode = .center
        imageView.image = self
        imageView.layer.borderWidth = width
        imageView.layer.borderColor = color.cgColor
        UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, false, scale)
        guard let context = UIGraphicsGetCurrentContext() else { return nil }
        imageView.layer.render(in: context)
        let result = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        return result
    }
}

The second image with the red border is more or less what I need:

enter image description here

enter image description here

Upvotes: 17

Views: 17484

Answers (4)

Stéphane de Luca
Stéphane de Luca

Reputation: 13583

Strongly inspired by @herme5, refactored into more compact Swift 5/iOS12+ code as follows (fixed vertical flip issue as well):

public extension UIImage {

    /**
    Returns the flat colorized version of the image, or self when something was wrong

    - Parameters:
        - color: The colors to user. By defaut, uses the ``UIColor.white`

    - Returns: the flat colorized version of the image, or the self if something was wrong
    */
    func colorized(with color: UIColor = .white) -> UIImage {
        UIGraphicsBeginImageContextWithOptions(size, false, scale)

        defer {
            UIGraphicsEndImageContext()
        }

        guard let context = UIGraphicsGetCurrentContext(), let cgImage = cgImage else { return self }


        let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)

        color.setFill()
        context.translateBy(x: 0, y: size.height)
        context.scaleBy(x: 1.0, y: -1.0)
        context.clip(to: rect, mask: cgImage)
        context.fill(rect)

        guard let colored = UIGraphicsGetImageFromCurrentImageContext() else { return self }

        return colored
    }

    /**
    Returns the stroked version of the fransparent image with the given stroke color and the thickness.

    - Parameters:
        - color: The colors to user. By defaut, uses the ``UIColor.white`
        - thickness: the thickness of the border. Default to `2`
        - quality: The number of degrees (out of 360): the smaller the best, but the slower. Defaults to `10`.

    - Returns: the stroked version of the image, or self if something was wrong
    */

    func stroked(with color: UIColor = .white, thickness: CGFloat = 2, quality: CGFloat = 10) -> UIImage {

        guard let cgImage = cgImage else { return self }

        // Colorize the stroke image to reflect border color
        let strokeImage = colorized(with: color)

        guard let strokeCGImage = strokeImage.cgImage else { return self }

        /// Rendering quality of the stroke
        let step = quality == 0 ? 10 : abs(quality)

        let oldRect = CGRect(x: thickness, y: thickness, width: size.width, height: size.height).integral
        let newSize = CGSize(width: size.width + 2 * thickness, height: size.height + 2 * thickness)
        let translationVector = CGPoint(x: thickness, y: 0)


        UIGraphicsBeginImageContextWithOptions(newSize, false, scale)

        guard let context = UIGraphicsGetCurrentContext() else { return self }

        defer {
            UIGraphicsEndImageContext()
        }
        context.translateBy(x: 0, y: newSize.height)
        context.scaleBy(x: 1.0, y: -1.0)
        context.interpolationQuality = .high

        for angle: CGFloat in stride(from: 0, to: 360, by: step) {
            let vector = translationVector.rotated(around: .zero, byDegrees: angle)
            let transform = CGAffineTransform(translationX: vector.x, y: vector.y)

            context.concatenate(transform)

            context.draw(strokeCGImage, in: oldRect)

            let resetTransform = CGAffineTransform(translationX: -vector.x, y: -vector.y)
            context.concatenate(resetTransform)
        }

        context.draw(cgImage, in: oldRect)

        guard let stroked = UIGraphicsGetImageFromCurrentImageContext() else { return self }

        return stroked
    }
}


extension CGPoint {
    /** 
    Rotates the point from the center `origin` by `byDegrees` degrees along the Z axis.

    - Parameters:
        - origin: The center of he rotation;
        - byDegrees: Amount of degrees to rotate around the Z axis.

    - Returns: The rotated point.
    */
    func rotated(around origin: CGPoint, byDegrees: CGFloat) -> CGPoint {
        let dx = x - origin.x
        let dy = y - origin.y
        let radius = sqrt(dx * dx + dy * dy)
        let azimuth = atan2(dy, dx) // in radians
        let newAzimuth = azimuth + byDegrees * .pi / 180.0 // to radians
        let x = origin.x + radius * cos(newAzimuth)
        let y = origin.y + radius * sin(newAzimuth)
        return CGPoint(x: x, y: y)
    }
}

Result obtained for image.stroked()

Upvotes: 27

herme5
herme5

Reputation: 423

Here is a UIImage extension I wrote in Swift 4. As IOSDealBreaker said this is all about image processing, and some particular cases may occur. You should have a png image with a transparent background, and manage the size if larger than the original.

  • First get a colorised "shade" version of your image.
  • Then draw and redraw the shade image all around a given origin point (In our case around (0,0) at a distance that is the border thickness)
  • Draw your source image at the origin point so that it appears on the foreground.
  • You may have to enlarge your image if the borders go out of the original rect.

My method uses a lot of util methods and class extensions. Here is some maths to rotate a vector (which is actually a point) around another point: Rotating a CGPoint around another CGPoint

extension CGPoint {
    func rotated(around origin: CGPoint, byDegrees: CGFloat) -> CGPoint {
        let dx = self.x - origin.x
        let dy = self.y - origin.y
        let radius = sqrt(dx * dx + dy * dy)
        let azimuth = atan2(dy, dx) // in radians
        let newAzimuth = azimuth + (byDegrees * CGFloat.pi / 180.0) // convert it to radians
        let x = origin.x + radius * cos(newAzimuth)
        let y = origin.y + radius * sin(newAzimuth)
        return CGPoint(x: x, y: y)
    }
}

I wrote my custom CIFilter to colorise an image which have a transparent background: Colorize a UIImage in Swift

class ColorFilter: CIFilter {
    var inputImage: CIImage?
    var inputColor: CIColor?
    private let kernel: CIColorKernel = {
        let kernelString =
        """
        kernel vec4 colorize(__sample pixel, vec4 color) {
            pixel.rgb = pixel.a * color.rgb;
            pixel.a *= color.a;
            return pixel;
        }
        """
        return CIColorKernel(source: kernelString)!
    }()

    override var outputImage: CIImage? {
        guard let inputImage = inputImage, let inputColor = inputColor else { return nil }
        let inputs = [inputImage, inputColor] as [Any]
        return kernel.apply(extent: inputImage.extent, arguments: inputs)
    }
}

extension UIImage {
    func colorized(with color: UIColor) -> UIImage {
        guard let cgInput = self.cgImage else {
            return self
        }
        let colorFilter = ColorFilter()
        colorFilter.inputImage = CIImage(cgImage: cgInput)
        colorFilter.inputColor = CIColor(color: color)

        if let ciOutputImage = colorFilter.outputImage {
            let context = CIContext(options: nil)
            let cgImg = context.createCGImage(ciOutputImage, from: ciOutputImage.extent)
            return UIImage(cgImage: cgImg!, scale: self.scale, orientation: self.imageOrientation).alpha(color.rgba.alpha).withRenderingMode(self.renderingMode)
        } else {
            return self
        }
    }

At this point you should have everything to make this work:

extension UIImage {
    func stroked(with color: UIColor, size: CGFloat) -> UIImage {
        let strokeImage = self.colorized(with: color)
        let oldRect = CGRect(x: size, y: size, width: self.size.width, height: self.size.height).integral
        let newSize = CGSize(width: self.size.width + (2*size), height: self.size.height + (2*size))
        let translationVector = CGPoint(x: size, y: 0)

        UIGraphicsBeginImageContextWithOptions(newSize, false, self.scale)
        if let context = UIGraphicsGetCurrentContext() {
            context.interpolationQuality = .high

            let step = 10 // reduce the step to increase quality
            for angle in stride(from: 0, to: 360, by: step) {
                let vector = translationVector.rotated(around: .zero, byDegrees: CGFloat(angle))
                let transform = CGAffineTransform(translationX: vector.x, y: vector.y)
                context.concatenate(transform)
                context.draw(strokeImage.cgImage!, in: oldRect)
                let resetTransform = CGAffineTransform(translationX: -vector.x, y: -vector.y)
                context.concatenate(resetTransform)
            }
            context.draw(self.cgImage!, in: oldRect)

            let newImage = UIImage(cgImage: context.makeImage()!, scale: self.scale, orientation: self.imageOrientation)
            UIGraphicsEndImageContext()

            return newImage.withRenderingMode(self.renderingMode)
        }
        UIGraphicsEndImageContext()
        return self
    }
}

Upvotes: 14

Arun Kumar
Arun Kumar

Reputation: 798

Use this simple extension for UIImage

extension UIImage {

    func outline() -> UIImage? {

        UIGraphicsBeginImageContext(size)
        let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
        self.draw(in: rect, blendMode: .normal, alpha: 1.0)
        let context = UIGraphicsGetCurrentContext()
        context?.setStrokeColor(red: 1.0, green: 0.5, blue: 1.0, alpha: 1.0)
        context?.setLineWidth(5.0)
        context?.stroke(rect)
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()

        return newImage

    }

}

It will give you an image with pink border.

Upvotes: -4

mohzameer
mohzameer

Reputation: 1179

Borders to the images belongs to image processing area of iOS. It's not easy as borders for a UIView, It's pretty deep but if you're willing to go the distance, here is a library and a hint for the journey https://github.com/BradLarson/GPUImage

try using GPUImageThresholdEdgeDetectionFilter

or try OpenCV https://docs.opencv.org/2.4/doc/tutorials/ios/image_manipulation/image_manipulation.html

Upvotes: 1

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