I\'m trying to develop a complex painting application on the iPhone. I\'m currently drawing using Quartz (e.g. CGContext
...). Unfortunately the Quartz overhead is
void SaveScreenImage()
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
CGImageRef cgImage = UIGetScreenImage();
void *imageBytes = NULL;
if (cgImage == NULL) {
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
imageBytes = malloc(320 * 480 * 4);
CGContextRef context = CGBitmapContextCreate(imageBytes, 320, 480, 8, 320 * 4, colorspace, kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorspace);
for (UIWindow *window in [[UIApplication sharedApplication] windows]) {
CGRect bounds = [window bounds];
CALayer *layer = [window layer];
CGContextSaveGState(context);
if ([layer contentsAreFlipped]) {
CGContextTranslateCTM(context, 0.0f, bounds.size.height);
CGContextScaleCTM(context, 1.0f, -1.0f);
}
[layer renderInContext:(CGContextRef)context];
CGContextRestoreGState(context);
}
cgImage = CGBitmapContextCreateImage(context);
CGContextRelease(context);
}
UIImage *image=[UIImage imageWithCGImage:cgImage];
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
[pool release];
}
This code will save as you see on the screen.But it maybe private api.