In mac osx (cocoa), It is very easy to make a blank image of a specific size and draw to it off screen:
NSImage* image = [[NSImage alloc] initWithSize:NSMakeSize(64,64)];
[image lockFocus];
/* drawing code here */
[image unlockFocus];
However, in iOS (cocoa touch) there does not seem to be equivalent calls for UIImage. I want to use UIImage (or some other equivalent class) to do the same thing. That is, I want to make an explicitly size, initially empty image to which I can draw using calls like UIRectFill(...)
and [UIBezierPath stroke]
.
How would I do this?
CoreGraphics is needed here, as UIImage does not have high level functions like what you explained..
UIGraphicsBeginImageContext(CGSizeMake(64,64));
CGContextRef context = UIGraphicsGetCurrentContext();
// drawing code here (using context)
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
You can do that as follows:
UIGraphicsBeginImageContext(CGSizeMake(64, 64));
//Drawing code here
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Here is Apple's Graphics and Drawing reference.
Something like this:
UIGraphicsBeginImageContextWithOptions(mySize, NO, 0.0f);
CGContextRef context = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
[myImage drawInRect:myImageRect];
[myText drawAtPoint:myOrigin withFont:myFont];
UIGraphicsPopContext();
UIImage *myNewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
来源:https://stackoverflow.com/questions/9829475/uiimage-vs-nsimage-drawing-to-an-off-screen-image-in-ios