Related
In iOS 13, I'm getting a crash when accessing the UITextField _placeholderLabel.textColor label key.
The key used to apply placeholder text color.
[textfield setValue:[UIColor whiteColor] forKeyPath:#"_placeholderLabel.textColor"];
"NSGenericException" - reason: "Access to UITextField's _placeholderLabel ivar is prohibited. This is an application bug"
You can do it by using runtime:
add the following code to the bottom of placeholder setting
Ivar ivar = class_getInstanceVariable([UITextField class], "_placeholderLabel");
UILabel *placeholderLabel = object_getIvar(textField, ivar);
placeholderLabel.textColor = [UIColor whiteColor];
At Xcode 11 beta2 ,this code is work ,but I don't know about GM version or official version.
The complete code:
Objective-C Version
#import "ViewController.h"
#import <objc/runtime.h>
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = [UIColor grayColor];
self.title = #"UITextField Demo";
UITextField *textField = [UITextField new];
textField.frame = CGRectMake(0, 100, 300, 50);
textField.placeholder = #"UITextField Demo";
[self.view addSubview:textField];
Ivar ivar = class_getInstanceVariable([UITextField class], "_placeholderLabel");
UILabel *placeholderLabel = object_getIvar(textField, ivar);
placeholderLabel.textColor = [UIColor whiteColor];
}
#end
Swift Version:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
let textField = UITextField()
textField.frame = CGRect(x: 0, y: 100, width: 300, height: 50)
textField.placeholder = "UITextField Demo"
view.addSubview(textField)
let iVar = class_getInstanceVariable(UITextField.self, "_placeholderLabel")!
let placeholderLabel = object_getIvar(textField, iVar) as! UILabel
placeholderLabel.textColor = .red
}
}
2019/09/25 Update
The above implementation can solve the problem ,but it not be advocated.
The apps that use the private api maybe broken in the future.
Please use new api :
var attributedPlaceholder: NSAttributedString? { get set }
Discussion
This property is nil by default. If set, the placeholder string is drawn using system-defined color and the remaining style information (except the text color) of the attributed string. Assigning a new value to this property also replaces the value of the placeholder property with the same string data, albeit without any formatting information. Assigning a new value to this property does not affect any other style-related properties of the text field.
The complete code:
let textField = UITextField()
textField.frame = CGRect(x: 0, y: 100, width: 300, height: 50)
let placeholderString = NSAttributedString.init(string: "UITextField Demo", attributes: [NSAttributedString.Key.foregroundColor : UIColor.red])
textField.attributedPlaceholder = placeholderString
view.addSubview(textField)
I think it's a bug from the XCode side and hopefully, they will fix this one on the next release. You can quickly fix this by Erase all Contents and Settings on the Simulator device.
Yes this problem is related with the Xcode version. I have Xcode 11.2.1 and i am facing same issue.
_placeholderLabel.textColor
if you are using it from storyboard as runtime var and getting issue so just remove "_"
like that
after removing the "_" runtime Var start working
Remove Underscore "_" and try this.
[textfield setValue:[UIColor whiteColor] forKeyPath:#"placeholderLabel.textColor"];
It should work for all versions!
I did it this way :
Objc
NSMutableAttributedString *placeholderAttributedString = [[NSMutableAttributedString alloc] initWithAttributedString:searchField.attributedPlaceholder];
[placeholderAttributedString addAttribute:NSForegroundColorAttributeName value:[UIColor redColor] range:NSMakeRange(0, [placeholderAttributedString length])];
searchField.attributedPlaceholder = placeholderAttributedString;
Swift 5
var placeholderAttributedString = NSMutableAttributedString(attributedString: searchField.attributedPlaceholder)
placeholderAttributedString.addAttribute(.foregroundColor, value: UIColor.red, range: NSRange(location: 0, length: placeholderAttributedString.length))
searchField.attributedPlaceholder = placeholderAttributedString
It's a bit long but I have nothing better for the moment.
if you are using UITextView+Placeholder.h class please change below method Clean and build if issue persists
Objective C
+(UIColor *)defaultPlaceholderColor {
static UIColor *color = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
UITextField *textField = [[UITextField alloc] init];
textField.placeholder = #" ";
// color = [textField valueForKeyPath:#"_placeholderLabel.textColor"];
Ivar ivar = class_getInstanceVariable([UITextField class], "_placeholderLabel");
UILabel *placeholderLabel = object_getIvar(textField, ivar);
color = placeholderLabel.textColor;
});
return color;
}
You can set UITextField placeholder text color, font using attributedPlaceholder method as follows :
NSString *text = [textField text];
textField.attributedPlaceholder = [[NSAttributedString alloc] initWithString:text attributes:#{NSForegroundColorAttributeName: [UIColor redColor], NSFontAttributeName: [UIFont fontWithName:#"HelveticaNeue-Medium" size:14.0f]}];
"Erase all contents and settings"
This worked for me.
I removed the var "_placeholderLabel" in the section "User Defined Runtime Attributes"
Just replace _placeholderLabel with placeholderLabel
For IOS 13 you can set UITextField placeholder color by one line code.
Objective C
[textField setAttributedPlaceholder:[[NSAttributedString alloc] initWithString:#"PlaceHolder Text" attributes:#{NSForegroundColorAttributeName:[UIColor whiteColor]}]];
In Swift 5
txtTitle.attributedPlaceholder = NSAttributedString(string:"PlaceHolder Text", attributes: [NSAttributedString.Key.foregroundColor: UIColor.white])
- Swift Version
Add the following code to the bottom of placeholder setting:
let iVar = class_getInstanceVariable(UITextField.self, "_placeholderLabel")!
let placeholderLabel = object_getIvar(textField, iVar) as! UILabel
placeholderLabel.textColor = .white
For example:
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .gray
let textField = UITextField()
textField.frame = CGRect(x: 0, y: 100, width: 300, height: 50)
textField.placeholder = "UITextField Demo"
view.addSubview(textField)
let iVar = class_getInstanceVariable(UITextField.self, "_placeholderLabel")!
let placeholderLabel = object_getIvar(textField, iVar) as! UILabel
placeholderLabel.textColor = .white
}
Swift 5
Here is a correct Swift replacement of that property.
Note that if you also change alignment of other properties for the text field, then you need to set these properties to placeholder's attributed text too. Usually only color and font are changed:
/// Set placeholder text color
/// - Parameter color: the color
func setPlaceholderColor(_ color: UIColor) {
// Color
var attributes: [NSAttributedString.Key: Any] = [.foregroundColor: color]
var range = NSRange(location: 0, length: 1)
// Font
if let text = attributedText, text.length > 0, let attrs = attributedText?.attributes(at: 0, effectiveRange: &range), let font = attrs[.font] {
attributes[.font] = font
}
else if let font = font {
attributes[.font] = font
}
self.attributedPlaceholder = NSAttributedString(string: self.placeholder ?? "", attributes: attributes)
}
FOR UISEARCHBAR PLACEHOLDER COLOR
Xcode 11.1
From iOS 13 onwards the SDK provides UISearchBar.searchTextField so we can use
public API instead of private API. In the subclass of UISearchBar i have used this code to change the placeholder color
UITextField *textField = [self findSubviewOfClass:[UITextField class]];
textField.textColor = [UIColor whiteColor];
//textField.font = [UIFont fontWithName:#"HelveticaNeue-Regular" size:14.0f];
if (#available(iOS 13.0, *)) {
self.searchTextField.attributedPlaceholder = [[NSAttributedString alloc] initWithString:self.placeholder attributes:#{NSForegroundColorAttributeName: [UIColor colorWithRed:0.8 green:0.82 blue:0.81 alpha:1]}];
}else {
[textField setValue:[UIColor colorWithRed:0.8 green:0.82 blue:0.81 alpha:1] forKeyPath:#"_placeholderLabel.textColor"];
}
Remove "_" form "_placeholderLabel.textColor" try with "placeholderLabel.textColor".
There are several questions about how to set the text color programmatically. That's all fine, but there's got to be a way to do it via Interface Builder also.
The "Show Fonts" box works for changing the size of the button text, but Xcode ignores any color changes made using the widget there, and the Attributes Inspector for NSButton doesn't have a color picker...
I've no idea why this is missing still from NSButton. But here is the replacement class in Swift 4:
import Cocoa
class TextButton: NSButton {
#IBInspectable open var textColor: NSColor = NSColor.black
#IBInspectable open var textSize: CGFloat = 10
public override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
}
public required init?(coder: NSCoder) {
super.init(coder: coder)
}
override func awakeFromNib() {
let titleParagraphStyle = NSMutableParagraphStyle()
titleParagraphStyle.alignment = alignment
let attributes: [NSAttributedStringKey : Any] = [.foregroundColor: textColor, .font: NSFont.systemFont(ofSize: textSize), .paragraphStyle: titleParagraphStyle]
self.attributedTitle = NSMutableAttributedString(string: self.title, attributes: attributes)
}
}
Try this solution,i hope so you will get :)
NSFont *txtFont = button.font;
NSMutableParagraphStyle *style = [[NSMutableParagraphStyle alloc] init];
[style setAlignment:button.alignment];
NSDictionary *attrsDictionary = [NSDictionary dictionaryWithObjectsAndKeys:
[NSColor whiteColor], NSForegroundColorAttributeName, style, NSParagraphStyleAttributeName, txtFont, NSFontAttributeName, nil];
NSAttributedString *attrString = [[NSAttributedString alloc]
initWithString:button.title attributes:attrsDictionary];
[button setAttributedTitle:attrString];
You can also add this extension to your code if you like the 'Throw an extension in and look if it sticks' approach.
extension NSButton {
#IBInspectable open var textColor: NSColor? {
get {
return self.attributedTitle.attribute(.foregroundColor, at: 0, effectiveRange: nil) as? NSColor
}
set {
var attributes = self.attributedTitle.attributes(at: 0, effectiveRange: nil)
attributes[.foregroundColor] = newValue ?? NSColor.black
self.attributedTitle = NSMutableAttributedString(string: self.title,
attributes: attributes)
}
}
}
Edit: Misread question. Below is how you'd change the text of a button on an iOS app.
Just to clarify, this isn't working for you?
added button
click on it and go to Attributes Inspector
change color in "Text Color" field
Is there a way to customize the color of a NSPopUpButton arrow? I've looked around but I've not found an answer yet
I really dont think there is an "easy" way to do this. If you look at the API description, it even states that it doesnt respond to the setImage routine. I have done quite a bit of work sub-classing button objects, etc... and I think this is where you would have to go in order to do what you are asking.
Like too many of these controls, I did it by subclassing NSPopupButton(Cell) and then doing all my own drawing in drawRect...I cheated a little though, and used an image do the actual triangle rather than trying to do it via primitives.
- (void)drawRect:(NSRect)dirtyRect
{
//...Insert button draw code here...
//Admittedly the above statement includes more work than we probably want to do.
//Assumes triangleIcon is a cached NSImage...I also make assumptions about location
CGFloat iconSize = 6.0;
CGFloat iconYLoc = (dirtyRect.size.height - iconSize) / 2.0;
CGFloat iconXLoc = (dirtyRect.size.width - (iconSize + 8));
CGRect triRect = {iconXLoc, iconYLoc, iconSize, iconSize};
[triangleIcon drawInRect:triRect];
}
i did this and its worked for me.
(void)drawImageWithFrame:(NSRect)cellFrame inView:(NSView *)controlView
{
NSPopUpButton *temp = (NSPopUpButton*)controlView;
NSString *strtile = temp.title;
AppDelegate *appdel = (AppDelegate*)[NSApplication sharedApplication].delegate;
NSFont *font = [NSFont systemFontOfSize:13.5];
NSSize size = NSMakeSize(40, 10);// string size
CGRect rect = controlView.frame;
rect = CGRectMake((size.width + temp.frame.size.width)/2, rect.origin.y, 8, 17);
[self drawImage:[NSImage imageNamed:#"icon_downArrow_white.png"] withFrame:rect inView:self.
}
I have changed arrow color by using "False Color" filter without using any image. So far it is the easiest way to change cocoa control to me.
class RLPopUpButton: NSPopUpButton {
init() {
super.init(frame: NSZeroRect, pullsDown: false)
addFilter()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
addFilter()
}
func addFilter() {
let colorFilter = CIFilter(name: "CIFalseColor")!
colorFilter.setDefaults()
colorFilter.setValue(CIColor(cgColor: NSColor.black.cgColor), forKey: "inputColor0")
colorFilter.setValue(CIColor(cgColor: NSColor.white.cgColor), forKey: "inputColor1")
// colorFilter.setValue(CIColor(cgColor: NSColor.yellow.cgColor), forKey: "inputColor0")
// colorFilter.setValue(CIColor(cgColor: NSColor.property.cgColor), forKey: "inputColor1")
self.contentFilters = [colorFilter]
}
}
Swift 5
In interface builder, remove default arrow setting.
Then, apply this subclass for cell, which will add an NSImageView to the right side of the NSPopUpButton.
This way you have complete control over what you set as your custom button and how you position it.
import Cocoa
#IBDesignable class NSPopUpButtonCellBase: NSPopUpButtonCell {
let textColor = NSColor(named: "white")!
let leftPadding: CGFloat = 16
let rightPadding: CGFloat = 30
override func awakeFromNib() {
super.awakeFromNib()
let imageView = NSImageView()
imageView.image = NSImage(named: "ic_chevron_down")!
controlView!.addSubview(imageView)
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView.widthAnchor.constraint(equalToConstant: CGFloat(20)).isActive = true
imageView.heightAnchor.constraint(equalToConstant: CGFloat(20)).isActive = true
imageView.trailingAnchor.constraint(equalTo: controlView!.trailingAnchor).isActive = true
imageView.centerYAnchor.constraint(equalTo: controlView!.centerYAnchor).isActive = true
}
// overriding this removes the white container
override func drawBezel(withFrame frame: NSRect, in controlView: NSView) {
}
// overriding this allows us to modify paddings to text
override func titleRect(forBounds cellFrame: NSRect) -> NSRect {
// this gets rect, which has title's height, not the whole control's height
// also, it's origin.y is such that it centers title
let processedTitleFrame = super.titleRect(forBounds: cellFrame)
let paddedFrame = NSRect(
x: cellFrame.origin.x + leftPadding,
y: processedTitleFrame.origin.y,
width: cellFrame.size.width - leftPadding - rightPadding,
height: processedTitleFrame.size.height
)
return paddedFrame
}
// overriding this allows us to style text
override func drawTitle(_ title: NSAttributedString, withFrame frame: NSRect, in controlView: NSView) -> NSRect {
let attributedTitle = NSMutableAttributedString.init(attributedString: title)
let range = NSMakeRange(0, attributedTitle.length)
attributedTitle.addAttributes([NSAttributedString.Key.foregroundColor : textColor], range: range)
return super.drawTitle(attributedTitle, withFrame: frame, in: controlView)
}
}
My code works fine for normal devices but creates blurry images on retina devices.
Does anybody know a solution for my issue?
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContext(view.bounds.size);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Switch from use of UIGraphicsBeginImageContext to UIGraphicsBeginImageContextWithOptions (as documented on this page). Pass 0.0 for scale (the third argument) and you'll get a context with a scale factor equal to that of the screen.
UIGraphicsBeginImageContext uses a fixed scale factor of 1.0, so you're actually getting exactly the same image on an iPhone 4 as on the other iPhones. I'll bet either the iPhone 4 is applying a filter when you implicitly scale it up or just your brain is picking up on it being less sharp than everything around it.
So, I guess:
#import <QuartzCore/QuartzCore.h>
+ (UIImage *)imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
And in Swift 4:
func image(with view: UIView) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.isOpaque, 0.0)
defer { UIGraphicsEndImageContext() }
if let context = UIGraphicsGetCurrentContext() {
view.layer.render(in: context)
let image = UIGraphicsGetImageFromCurrentImageContext()
return image
}
return nil
}
The currently accepted answer is now out of date, at least if you are supporting iOS 7.
Here is what you should be using if you are only supporting iOS7+:
+ (UIImage *) imageWithView:(UIView *)view
{
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0f);
[view drawViewHierarchyInRect:view.bounds afterScreenUpdates:NO];
UIImage * snapshotImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return snapshotImage;
}
Swift 4:
func imageWithView(view: UIView) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.isOpaque, 0.0)
defer { UIGraphicsEndImageContext() }
view.drawHierarchy(in: view.bounds, afterScreenUpdates: true)
return UIGraphicsGetImageFromCurrentImageContext()
}
As per this article, you can see that the new iOS7 method drawViewHierarchyInRect:afterScreenUpdates: is many times faster than renderInContext:.
I have created a Swift extension based on #Dima solution:
extension UIImage {
class func imageWithView(view: UIView) -> UIImage {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.opaque, 0.0)
view.drawViewHierarchyInRect(view.bounds, afterScreenUpdates: true)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img
}
}
EDIT: Swift 4 improved version
extension UIImage {
class func imageWithView(_ view: UIView) -> UIImage {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.isOpaque, 0)
defer { UIGraphicsEndImageContext() }
view.drawHierarchy(in: view.bounds, afterScreenUpdates: true)
return UIGraphicsGetImageFromCurrentImageContext() ?? UIImage()
}
}
Usage:
let view = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
let image = UIImage.imageWithView(view)
Using modern UIGraphicsImageRenderer
public extension UIView {
#available(iOS 10.0, *)
public func renderToImage(afterScreenUpdates: Bool = false) -> UIImage {
let rendererFormat = UIGraphicsImageRendererFormat.default()
rendererFormat.opaque = isOpaque
let renderer = UIGraphicsImageRenderer(size: bounds.size, format: rendererFormat)
let snapshotImage = renderer.image { _ in
drawHierarchy(in: bounds, afterScreenUpdates: afterScreenUpdates)
}
return snapshotImage
}
}
To improve answers by #Tommy and #Dima, use the following category to render UIView into UIImage with transparent background and without loss of quality. Working on iOS7. (Or just reuse that method in implementation, replacing self reference with your image)
UIView+RenderViewToImage.h
#import <UIKit/UIKit.h>
#interface UIView (RenderToImage)
- (UIImage *)imageByRenderingView;
#end
UIView+RenderViewToImage.m
#import "UIView+RenderViewToImage.h"
#implementation UIView (RenderViewToImage)
- (UIImage *)imageByRenderingView
{
UIGraphicsBeginImageContextWithOptions(self.bounds.size, NO, 0.0);
[self drawViewHierarchyInRect:self.bounds afterScreenUpdates:YES];
UIImage * snapshotImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return snapshotImage;
}
#end
Swift 3
The Swift 3 solution (based on Dima's answer) with UIView extension should be like this:
extension UIView {
public func getSnapshotImage() -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, self.isOpaque, 0)
self.drawHierarchy(in: self.bounds, afterScreenUpdates: false)
let snapshotImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return snapshotImage
}
}
For Swift 5.1 you can use this extension:
extension UIView {
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image { layer.render(in: $0.cgContext) }
}
}
Drop-in Swift 3.0 extension that supports the new iOS 10.0 API & the previous method.
Note:
iOS version check
Note the use of defer to simplify the context cleanup.
Will also apply the opacity & current scale of the view.
Nothing is just unwrapped using ! which could cause a crash.
extension UIView
{
public func renderToImage(afterScreenUpdates: Bool = false) -> UIImage?
{
if #available(iOS 10.0, *)
{
let rendererFormat = UIGraphicsImageRendererFormat.default()
rendererFormat.scale = self.layer.contentsScale
rendererFormat.opaque = self.isOpaque
let renderer = UIGraphicsImageRenderer(size: self.bounds.size, format: rendererFormat)
return
renderer.image
{
_ in
self.drawHierarchy(in: self.bounds, afterScreenUpdates: afterScreenUpdates)
}
}
else
{
UIGraphicsBeginImageContextWithOptions(self.bounds.size, self.isOpaque, self.layer.contentsScale)
defer
{
UIGraphicsEndImageContext()
}
self.drawHierarchy(in: self.bounds, afterScreenUpdates: afterScreenUpdates)
return UIGraphicsGetImageFromCurrentImageContext()
}
}
}
Swift 2.0:
Using extension method:
extension UIImage{
class func renderUIViewToImage(viewToBeRendered:UIView?) -> UIImage
{
UIGraphicsBeginImageContextWithOptions((viewToBeRendered?.bounds.size)!, false, 0.0)
viewToBeRendered!.drawViewHierarchyInRect(viewToBeRendered!.bounds, afterScreenUpdates: true)
viewToBeRendered!.layer.renderInContext(UIGraphicsGetCurrentContext()!)
let finalImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return finalImage
}
}
Usage:
override func viewDidLoad() {
super.viewDidLoad()
//Sample View To Self.view
let sampleView = UIView(frame: CGRectMake(100,100,200,200))
sampleView.backgroundColor = UIColor(patternImage: UIImage(named: "ic_120x120")!)
self.view.addSubview(sampleView)
//ImageView With Image
let sampleImageView = UIImageView(frame: CGRectMake(100,400,200,200))
//sampleView is rendered to sampleImage
var sampleImage = UIImage.renderUIViewToImage(sampleView)
sampleImageView.image = sampleImage
self.view.addSubview(sampleImageView)
}
Swift 3.0 implementation
extension UIView {
func getSnapshotImage() -> UIImage {
UIGraphicsBeginImageContextWithOptions(bounds.size, isOpaque, 0)
drawHierarchy(in: bounds, afterScreenUpdates: false)
let snapshotImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return snapshotImage
}
}
All Swift 3 answers did not worked for me so I have translated the most accepted answer:
extension UIImage {
class func imageWithView(view: UIView) -> UIImage {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, view.isOpaque, 0.0)
view.layer.render(in: UIGraphicsGetCurrentContext()!)
let img: UIImage? = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img!
}
}
Here's a Swift 4 UIView extension based on the answer from #Dima.
extension UIView {
func snapshotImage() -> UIImage? {
UIGraphicsBeginImageContextWithOptions(bounds.size, isOpaque, 0)
drawHierarchy(in: bounds, afterScreenUpdates: false)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
UIGraphicsImageRenderer is a relatively new API, introduced in iOS 10. You construct a UIGraphicsImageRenderer by specifying a point size. The image method takes a closure argument and returns a bitmap that results from executing the passed closure. In this case, the result is the original image scaled down to draw within the specified bounds.
https://nshipster.com/image-resizing/
So be sure the size you are passing into UIGraphicsImageRenderer is points, not pixels.
If your images are larger than you are expecting, you need to divide your size by the scale factor.
Some times drawRect Method makes problem so I got these answers more appropriate. You too may have a look on it
Capture UIImage of UIView stuck in DrawRect method
- (UIImage*)screenshotForView:(UIView *)view
{
UIGraphicsBeginImageContext(view.bounds.size);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// hack, helps w/ our colors when blurring
NSData *imageData = UIImageJPEGRepresentation(image, 1); // convert to jpeg
image = [UIImage imageWithData:imageData];
return image;
}
In this method just pass a view object and it will returns a UIImage object.
-(UIImage*)getUIImageFromView:(UIView*)yourView
{
UIGraphicsBeginImageContext(yourView.bounds.size);
[yourView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
Add this to method to UIView Category
- (UIImage*) capture {
UIGraphicsBeginImageContext(self.bounds.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.layer renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
I want to change its color, but I'm not sure wether to subclass NSScrollView or NSClipView. Or if the corner can be inserted as a regular NSView.
(source: flickr.com)
I don't need code. Just a hint at how to do it.
Already answered elsewhere on stackoverflow by mekentosj. The class to subclass is NSScrollView.
#interface MyScrollView : NSScrollView {
}
#end
#implementation MyScrollView
- (void)drawRect:(NSRect)rect{
[super drawRect: rect];
if([self hasVerticalScroller] && [self hasHorizontalScroller]){
NSRect vframe = [[self verticalScroller]frame];
NSRect hframe = [[self horizontalScroller]frame];
NSRect corner;
corner.origin.x = NSMaxX(hframe);
corner.origin.y = NSMinY(hframe);
corner.size.width = NSWidth(vframe);
corner.size.height = NSHeight(hframe);
// your custom drawing in the corner rect here
[[NSColor redColor] set];
NSRectFill(corner);
}
}
#end
Kind of odd but just subclassing NSScrollView and overriding draw with super.drawRect() made my NSScrollView (not) fill in that corner with white. I tested it 2x to make sure, since it doesn't make much sense.
import Cocoa
class ThemedScrollView: NSScrollView {
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
}
}
Here's a Swift variation of the original answer as well:
import Cocoa
class ThemedScrollView: NSScrollView {
override func drawRect(dirtyRect: NSRect) {
super.drawRect(dirtyRect)
if hasVerticalScroller && hasHorizontalScroller {
guard verticalScroller != nil && horizontalScroller != nil else { return }
let vFrame = verticalScroller!.frame
let hFrame = horizontalScroller!.frame
let square = NSRect(origin: CGPoint(x: hFrame.maxX, y: vFrame.maxY), size: CGSize(width: vFrame.width, height: hFrame.height))
let path = NSBezierPath(rect: square)
let fillColor = NSColor.redColor()
fillColor.set()
path.fill()
}
}
}
Updated Swift 5.2 version of Austin's answer
class Themed: NSScrollView {
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
if hasVerticalScroller && hasHorizontalScroller {
guard verticalScroller != nil && horizontalScroller != nil else { return }
let vFrame = verticalScroller!.frame
let hFrame = horizontalScroller!.frame
let square = NSRect(origin: CGPoint(x: hFrame.maxX, y: vFrame.maxY), size: CGSize(width: vFrame.width, height: hFrame.height))
let path = NSBezierPath(rect: square)
let fillColor = NSColor.red
fillColor.set()
path.fill()
}
}
}