How To Save PNG file From NSImage (retina issues) The Right Way? - xcode
I am trying to save each image in an array as a .PNG file (also as the right size, without scaling up because of retina mac dpi issues) and can't seem to find a solution. NONE of the solutions at How to save PNG file from NSImage (retina issues) seem to be working for me. I've tried each one and each of them would still save a 72x72 file as 144x144 in retina .etc.
More specifically I am looking for an NSImage category (yes, I am working in the Mac environment)
I am trying to have the user Choose a directory to save them in and execute the saving of the images from array like this:
- (IBAction)saveImages:(id)sender {
// Prepare Images that are checked and put them in an array
[self prepareImages];
if ([preparedImages count] == 0) {
NSLog(#"We have no preparedImages to save!");
NSAlert *alert = [[NSAlert alloc] init];
[alert setAlertStyle:NSInformationalAlertStyle];
[alert setMessageText:NSLocalizedString(#"Error", #"Save Images Error Text")];
[alert setInformativeText:NSLocalizedString(#"You have not selected any images to create.", #"Save Images Error Informative Text")];
[alert beginSheetModalForWindow:self.window
modalDelegate:self
didEndSelector:#selector(testDatabaseConnectionDidEnd:returnCode:
contextInfo:)
contextInfo:nil];
return;
} else {
NSLog(#"We have prepared %lu images.", (unsigned long)[preparedImages count]);
}
// Save Dialog
// Create a File Open Dialog class.
//NSOpenPanel* openDlg = [NSOpenPanel openPanel];
NSSavePanel *panel = [NSSavePanel savePanel];
// Set array of file types
NSArray *fileTypesArray;
fileTypesArray = [NSArray arrayWithObjects:#"jpg", #"gif", #"png", nil];
// Enable options in the dialog.
//[openDlg setCanChooseFiles:YES];
//[openDlg setAllowedFileTypes:fileTypesArray];
//[openDlg setAllowsMultipleSelection:TRUE];
[panel setNameFieldStringValue:#"Images.png"];
[panel setDirectoryURL:directoryPath];
// Display the dialog box. If the OK pressed,
// process the files.
[panel beginWithCompletionHandler:^(NSInteger result) {
if (result == NSFileHandlingPanelOKButton) {
NSLog(#"OK Button!");
// create a file manager and grab the save panel's returned URL
NSFileManager *manager = [NSFileManager defaultManager];
directoryPath = [panel URL];
[[self directoryLabel] setStringValue:[NSString stringWithFormat:#"%#", directoryPath]];
// then copy a previous file to the new location
// copy item at URL was self.myURL
// copy images that are created from array to this path
for (NSImage *image in preparedImages) {
#warning Fix Copy Item At URL to copy image from preparedImages array to save each one
NSString *imageName = image.name;
NSString *imagePath = [[directoryPath absoluteString] stringByAppendingPathComponent:imageName];
//[manager copyItemAtURL:nil toURL:directoryPath error:nil];
NSLog(#"Trying to write IMAGE: %# to URL: %#", imageName, imagePath);
//[image writePNGToURL:[NSURL URLWithString:imagePath] outputSizeInPixels:image.size error:nil];
[self saveImage:image atPath:imagePath];
}
//[manager copyItemAtURL:nil toURL:directoryPath error:nil];
}
}];
[preparedImages removeAllObjects];
return;
}
one user attempted to answer his by using this NSImage category but it does not produce any file or PNG for me.
#interface NSImage (SSWPNGAdditions)
- (BOOL)writePNGToURL:(NSURL*)URL outputSizeInPixels:(NSSize)outputSizePx error:(NSError*__autoreleasing*)error;
#end
#implementation NSImage (SSWPNGAdditions)
- (BOOL)writePNGToURL:(NSURL*)URL outputSizeInPixels:(NSSize)outputSizePx error:(NSError*__autoreleasing*)error
{
BOOL result = YES;
NSImage* scalingImage = [NSImage imageWithSize:[self size] flipped:[self isFlipped] drawingHandler:^BOOL(NSRect dstRect) {
[self drawAtPoint:NSMakePoint(0.0, 0.0) fromRect:dstRect operation:NSCompositeSourceOver fraction:1.0];
return YES;
}];
NSRect proposedRect = NSMakeRect(0.0, 0.0, outputSizePx.width, outputSizePx.height);
CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
CGContextRef cgContext = CGBitmapContextCreate(NULL, proposedRect.size.width, proposedRect.size.height, 8, 4*proposedRect.size.width, colorSpace, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colorSpace);
NSGraphicsContext* context = [NSGraphicsContext graphicsContextWithGraphicsPort:cgContext flipped:NO];
CGContextRelease(cgContext);
CGImageRef cgImage = [scalingImage CGImageForProposedRect:&proposedRect context:context hints:nil];
CGImageDestinationRef destination = CGImageDestinationCreateWithURL((__bridge CFURLRef)(URL), kUTTypePNG, 1, NULL);
CGImageDestinationAddImage(destination, cgImage, nil);
if(!CGImageDestinationFinalize(destination))
{
NSDictionary* details = #{NSLocalizedDescriptionKey:#"Error writing PNG image"};
[details setValue:#"ran out of money" forKey:NSLocalizedDescriptionKey];
*error = [NSError errorWithDomain:#"SSWPNGAdditionsErrorDomain" code:10 userInfo:details];
result = NO;
}
CFRelease(destination);
return result;
}
#end
I had trouble with the answer provided in original thread too. Further reading landed me on a post by Erica Sadun related to debugging code for retina displays without a retina display. She creates a bitmap of the desired size, then replaces the current drawing context (display based/retina influenced) with the generic one associated with the new bitmap. She then renders the original image into the bitmap (using the generic graphics context).
I took her code and made a quick category on NSImage which seems to do the job for me. After calling
NSBitmapImageRep *myRep = [myImage unscaledBitmapImageRep];
you should have a bitmap of the proper (original) dimensions, regardless of the type of physical display you started with. From this point, you can call representationUsingType:properties on the unscaled bitmap to get whatever format you are looking to write out.
Here is my category (header omitted). Note - you may need to expose the colorspace portion of the bitmap initializer. This is the value that works for my particular case.
-(NSBitmapImageRep *)unscaledBitmapImageRep {
NSBitmapImageRep *rep = [[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:self.size.width
pixelsHigh:self.size.height
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSDeviceRGBColorSpace
bytesPerRow:0
bitsPerPixel:0];
rep.size = self.size;
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext:
[NSGraphicsContext graphicsContextWithBitmapImageRep:rep]];
[self drawAtPoint:NSMakePoint(0, 0)
fromRect:NSZeroRect
operation:NSCompositeSourceOver
fraction:1.0];
[NSGraphicsContext restoreGraphicsState];
return rep;
}
Thank tad & SnowPaddler.
For anyone who is not familiar with Cocoa and using Swift 4, you can view Swift 2 & Swift 3 version from edit history:
import Cocoa
func unscaledBitmapImageRep(forImage image: NSImage) -> NSBitmapImageRep {
guard let rep = NSBitmapImageRep(
bitmapDataPlanes: nil,
pixelsWide: Int(image.size.width),
pixelsHigh: Int(image.size.height),
bitsPerSample: 8,
samplesPerPixel: 4,
hasAlpha: true,
isPlanar: false,
colorSpaceName: .deviceRGB,
bytesPerRow: 0,
bitsPerPixel: 0
) else {
preconditionFailure()
}
NSGraphicsContext.saveGraphicsState()
NSGraphicsContext.current = NSGraphicsContext(bitmapImageRep: rep)
image.draw(at: .zero, from: .zero, operation: .sourceOver, fraction: 1.0)
NSGraphicsContext.restoreGraphicsState()
return rep
}
func writeImage(
image: NSImage,
usingType type: NSBitmapImageRep.FileType,
withSizeInPixels size: NSSize?,
to url: URL) throws {
if let size = size {
image.size = size
}
let rep = unscaledBitmapImageRep(forImage: image)
guard let data = rep.representation(using: type, properties: [.compressionFactor: 1.0]) else {
preconditionFailure()
}
try data.write(to: url)
}
Tad - thank you very much for this code - I agonised over this for days! It helped me write a file from a NSImage whilst keeping the resolution to 72DPI despite the retina display installed on my Mac. For the benefit of others that want to save a NSImage to a file with a specific pixel size and type (PNG, JPG etc) with a resolution of 72 DPI, here is the code that worked for me. I found that you need to set the size of your image before calling unscaledBitmapImageRep for this to work.
-(void)saveImage:(NSImage *)image
AsImageType:(NSBitmapImageFileType)imageType
forSize:(NSSize)targetSize
atPath:(NSString *)path
{
image.size = targetSize;
NSBitmapImageRep * rep = [image unscaledBitmapImageRep:targetSize];
// Write the target image out to a file
NSDictionary *imageProps = [NSDictionary dictionaryWithObject:[NSNumber numberWithFloat:1.0] forKey:NSImageCompressionFactor];
NSData *targetData = [rep representationUsingType:imageType properties:imageProps];
[targetData writeToFile:path atomically: NO];
return;
}
I have also included the source code for the category header and .m file below.
The NSImage+Scaling.h file:
#import <Cocoa/Cocoa.h>
#import <QuartzCore/QuartzCore.h>
#interface NSImage (Scaling)
-(NSBitmapImageRep *)unscaledBitmapImageRep;
#end
And the NSImage+Scaling.m file:
#import "NSImage+Scaling.h"
#pragma mark - NSImage_Scaling
#implementation NSImage (Scaling)
-(NSBitmapImageRep *)unscaledBitmapImageRep
{
NSBitmapImageRep *rep = [[NSBitmapImageRep alloc]
initWithBitmapDataPlanes:NULL
pixelsWide:self.size.width
pixelsHigh:self.size.height
bitsPerSample:8
samplesPerPixel:4
hasAlpha:YES
isPlanar:NO
colorSpaceName:NSDeviceRGBColorSpace
bytesPerRow:0
bitsPerPixel:0];
[NSGraphicsContext saveGraphicsState];
[NSGraphicsContext setCurrentContext:
[NSGraphicsContext graphicsContextWithBitmapImageRep:rep]];
[self drawAtPoint:NSMakePoint(0, 0)
fromRect:NSZeroRect
operation:NSCompositeSourceOver
fraction:1.0];
[NSGraphicsContext restoreGraphicsState];
return rep;
}
#end
I had the same difficulties with saving an NSImage object to a PNG or JPG file, and I finally understood why...
Firstly, the code excerpt shown above works well:
import Cocoa
func unscaledBitmapImageRep(forImage image: NSImage) -> NSBitmapImageRep {
guard let rep = NSBitmapImageRep(
bitmapDataPlanes: nil,
pixelsWide: Int(image.size.width),
pixelsHigh: Int(image.size.height),
bitsPerSample: 8,
samplesPerPixel: 4,
hasAlpha: true,
isPlanar: false,
colorSpaceName: .deviceRGB,
bytesPerRow: 0,
bitsPerPixel: 0
) else {
preconditionFailure()
}
NSGraphicsContext.saveGraphicsState()
NSGraphicsContext.current = NSGraphicsContext(bitmapImageRep: rep)
image.draw(at: .zero, from: .zero, operation: .sourceOver, fraction: 1.0)
NSGraphicsContext.restoreGraphicsState()
return rep
}
func writeImage(
image: NSImage,
usingType type: NSBitmapImageRep.FileType,
withSizeInPixels size: NSSize?,
to url: URL) throws {
if let size = size {
image.size = size
}
let rep = unscaledBitmapImageRep(forImage: image)
guard let data = rep.representation(using: type, properties:[.compressionFactor: 1.0]) else {
preconditionFailure()
}
try data.write(to: url)
}
...However, since I am working with a Mac App that is Sandboxed, which as you know is a requirement for Apple App Store distribution, I noticed that I had to choose my destination directory with care as I was testing my preliminary code.
If I used a file URL by way of:
let fileManager = FileManager.default
let documentsURL = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first!
let documentPath = documentsURL.path
let filePath = documentsURL.appendingPathComponent("TestImage.png")
filePath = file:///Users/Andrew/Library/Containers/Objects-and-Such.ColourSpace/Data/Documents/TestImage.png
...which works for sandboxed Apps, file saving won't work if I had chosen a directory such as Desktop:
filePath = file:///Users/Andrew/Library/Containers/Objects-and-Such.ColourSpace/Data/Desktop/TestImage.png
I hope this helps.
Related
Is it possible to re-size a image in a uipasteboard xcode 7.2 Objective C?
I’m currently using this code bellow in Xcode 7.2, which takes the image and pastes it in imessages etc. But it’s too large (in dimensions). Is it possible to make this image smaller? UIPasteboard *pasteboard = [UIPasteboard generalPasteboard]; NSData *imgData = UIImagePNGRepresentation(image); [pasteboard setData:imgData forPasteboardType:[UIPasteboardTypeListImage objectAtIndex:0]];
Not whilst it's in the pasteboard. BUT, if you're worried about it being the wrong size when you paste it somewhere, FEAR NOT, Apple have been kind to us and have built quite a lot of the presentation "resizing" into things for us. What you need to do if you really HAVE to resize the image is: 1) Be lazy and use code which you can resume... i.e. I found this on here I believe: - (NSImage *)imageResize:(NSImage*)anImage newSize:(NSSize)newSize { NSImage *sourceImage = anImage; [sourceImage setScalesWhenResized:YES]; // Report an error if the source isn't a valid image if (![sourceImage isValid]){ NSLog(#"Invalid Image"); } else { NSImage *smallImage = [[NSImage alloc] initWithSize: newSize]; [smallImage lockFocus]; [sourceImage setSize: newSize]; [[NSGraphicsContext currentContext] setImageInterpolation:NSImageInterpolationHigh]; [sourceImage drawAtPoint:NSZeroPoint fromRect:CGRectMake(0, 0, newSize.width, newSize.height) operation:NSCompositeCopy fraction:1.0]; [smallImage unlockFocus]; return smallImage; } return nil; } then in the bit of code which you've given us: *pasteboard = [UIPasteboard generalPasteboard]; NSImage *myShinyResizedImage = [self imageResize: oldImage newSize: CGSizeMake(100.0, 100.0)]; NSData *imgData = UIImagePNGRepresentation(myShinyResizedImage); [pasteboard setData:imgData forPasteboardType:[UIPasteboardTypeListImage objectAtIndex:0]]; And it's been resized before if goes off to get pasted elsewhere.
How to save PNG file from NSImage (retina issues)
I'm doing some operations on images and after I'm done, I want to save the image as PNG on disk. I'm doing the following: + (void)saveImage:(NSImage *)image atPath:(NSString *)path { [image lockFocus] ; NSBitmapImageRep *imageRepresentation = [[NSBitmapImageRep alloc] initWithFocusedViewRect:NSMakeRect(0.0, 0.0, image.size.width, image.size.height)] ; [image unlockFocus] ; NSData *data = [imageRepresentation representationUsingType:NSPNGFileType properties:nil]; [data writeToFile:path atomically:YES]; } This code is working, but the problem is with retina mac, if I print the NSBitmapImageRep object I get a different size and pixels rect and when my image is saved on disk, it's twice the size: $0 = 0x0000000100413890 NSBitmapImageRep 0x100413890 Size={300, 300} ColorSpace=sRGB IEC61966-2.1 colorspace BPS=8 BPP=32 Pixels=600x600 Alpha=YES Planar=NO Format=0 CurrentBacking=<CGImageRef: 0x100414830> I tied to force the pixel size to not take care about the retina scale, as I want to preserve the original size: imageRepresentation.pixelsWide = image.size.width; imageRepresentation.pixelsHigh = image.size.height; This time I get the right size when I print the NSBitmapImageRep object, but when I save my file I still get the same issue: $0 = 0x0000000100413890 NSBitmapImageRep 0x100413890 Size={300, 300} ColorSpace=sRGB IEC61966-2.1 colorspace BPS=8 BPP=32 Pixels=300x300 Alpha=YES Planar=NO Format=0 CurrentBacking=<CGImageRef: 0x100414830> Any idea how to fix this, and preserve the original pixel size?
If you have an NSImage and want to save it as an image file to the filesystem, you should never use lockFocus! lockFocus creates a new image which is determined for getting shown an the screen and nothing else. Therefore lockFocus uses the properties of the screen: 72 dpi for normal screens and 144 dpi for retina screens. For what you want I propose the following code: + (void)saveImage:(NSImage *)image atPath:(NSString *)path { CGImageRef cgRef = [image CGImageForProposedRect:NULL context:nil hints:nil]; NSBitmapImageRep *newRep = [[NSBitmapImageRep alloc] initWithCGImage:cgRef]; [newRep setSize:[image size]]; // if you want the same resolution NSData *pngData = [newRep representationUsingType:NSPNGFileType properties:nil]; [pngData writeToFile:path atomically:YES]; [newRep autorelease]; }
NSImage is resolution aware and uses a HiDPI graphics context when you lockFocus on a system with retina screen. The image dimensions you pass to your NSBitmapImageRep initializer are in points (not pixels). An 150.0 point-wide image therefore uses 300 horizontal pixels in a #2x context. You could use convertRectToBacking: or backingScaleFactor: to compensate for the #2x context. (I didn't try that), or you can use the following NSImage category, that creates a drawing context with explicit pixel dimensions: #interface NSImage (SSWPNGAdditions) - (BOOL)writePNGToURL:(NSURL*)URL outputSizeInPixels:(NSSize)outputSizePx error:(NSError*__autoreleasing*)error; #end #implementation NSImage (SSWPNGAdditions) - (BOOL)writePNGToURL:(NSURL*)URL outputSizeInPixels:(NSSize)outputSizePx error:(NSError*__autoreleasing*)error { BOOL result = YES; NSImage* scalingImage = [NSImage imageWithSize:[self size] flipped:NO drawingHandler:^BOOL(NSRect dstRect) { [self drawAtPoint:NSMakePoint(0.0, 0.0) fromRect:dstRect operation:NSCompositeSourceOver fraction:1.0]; return YES; }]; NSRect proposedRect = NSMakeRect(0.0, 0.0, outputSizePx.width, outputSizePx.height); CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); CGContextRef cgContext = CGBitmapContextCreate(NULL, proposedRect.size.width, proposedRect.size.height, 8, 4*proposedRect.size.width, colorSpace, kCGBitmapByteOrderDefault|kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); NSGraphicsContext* context = [NSGraphicsContext graphicsContextWithGraphicsPort:cgContext flipped:NO]; CGContextRelease(cgContext); CGImageRef cgImage = [scalingImage CGImageForProposedRect:&proposedRect context:context hints:nil]; CGImageDestinationRef destination = CGImageDestinationCreateWithURL((__bridge CFURLRef)(URL), kUTTypePNG, 1, NULL); CGImageDestinationAddImage(destination, cgImage, nil); if(!CGImageDestinationFinalize(destination)) { NSDictionary* details = #{NSLocalizedDescriptionKey:#"Error writing PNG image"}; [details setValue:#"ran out of money" forKey:NSLocalizedDescriptionKey]; *error = [NSError errorWithDomain:#"SSWPNGAdditionsErrorDomain" code:10 userInfo:details]; result = NO; } CFRelease(destination); return result; } #end
I found this code on web , and it works on retina. Paste here, hope can help someone. NSImage *computerImage = [NSImage imageNamed:NSImageNameComputer]; NSInteger size = 256; NSBitmapImageRep *rep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL pixelsWide:size pixelsHigh:size bitsPerSample:8 samplesPerPixel:4 hasAlpha:YES isPlanar:NO colorSpaceName:NSCalibratedRGBColorSpace bytesPerRow:0 bitsPerPixel:0]; [rep setSize:NSMakeSize(size, size)]; [NSGraphicsContext saveGraphicsState]; [NSGraphicsContext setCurrentContext:[NSGraphicsContext graphicsContextWithBitmapImageRep:rep]]; [computerImage drawInRect:NSMakeRect(0, 0, size, size) fromRect:NSZeroRect operation:NSCompositeCopy fraction:1.0]; [NSGraphicsContext restoreGraphicsState]; NSData *data = [rep representationUsingType:NSPNGFileType properties:nil];
Just incase anyone stumbles up on this thread. Here is certainly flawed solution that does the job of saving image at 1x size (image.size) regardless of device in swift public func writeToFile(path: String, atomically: Bool = true) -> Bool{ let bitmap = NSBitmapImageRep(bitmapDataPlanes: nil, pixelsWide: Int(self.size.width), pixelsHigh: Int(self.size.height), bitsPerSample: 8, samplesPerPixel: 4, hasAlpha: true, isPlanar: false, colorSpaceName: NSDeviceRGBColorSpace, bytesPerRow: 0, bitsPerPixel: 0)! bitmap.size = self.size NSGraphicsContext.saveGraphicsState() NSGraphicsContext.setCurrentContext(NSGraphicsContext(bitmapImageRep: bitmap)) self.drawAtPoint(CGPoint.zero, fromRect: NSRect.zero, operation: NSCompositingOperation.CompositeSourceOver, fraction: 1.0) NSGraphicsContext.restoreGraphicsState() if let imagePGNData = bitmap.representationUsingType(NSBitmapImageFileType.NSPNGFileType, properties: [NSImageCompressionFactor: 1.0]) { return imagePGNData.writeToFile((path as NSString).stringByStandardizingPath, atomically: atomically) } else { return false } }
Here's a Swift 5 version based on Heinrich Giesen's answer: static func saveImage(_ image: NSImage, atUrl url: URL) { guard let cgImage = image.cgImage(forProposedRect: nil, context: nil, hints: nil) else { return } // TODO: handle error let newRep = NSBitmapImageRep(cgImage: cgImage) newRep.size = image.size // if you want the same size guard let pngData = newRep.representation(using: .png, properties: [:]) else { return } // TODO: handle error do { try pngData.write(to: url) } catch { print("error saving: \(error)") } }
My 2 cents for OS X including write that handles extensions + offscreen image drawing (method 2); one can verify with NSGraphicsContext.currentContextDrawingToScreen() func createCGImage() -> CGImage? { //method 1 let image = NSImage(size: NSSize(width: bounds.width, height: bounds.height), flipped: true, drawingHandler: { rect in self.drawRect(self.bounds) return true }) var rect = CGRectMake(0, 0, bounds.size.width, bounds.size.height) return image.CGImageForProposedRect(&rect, context: bitmapContext(), hints: nil) //method 2 if let pdfRep = NSPDFImageRep(data: dataWithPDFInsideRect(bounds)) { return pdfRep.CGImageForProposedRect(&rect, context: bitmapContext(), hints: nil) } return nil } func PDFImageData(filter: QuartzFilter?) -> NSData? { return dataWithPDFInsideRect(bounds) } func bitmapContext() -> NSGraphicsContext? { var context : NSGraphicsContext? = nil if let imageRep = NSBitmapImageRep(bitmapDataPlanes: nil, pixelsWide: Int(bounds.size.width), pixelsHigh: Int(bounds.size.height), bitsPerSample: 8, samplesPerPixel: 4, hasAlpha: true, isPlanar: false, colorSpaceName: NSCalibratedRGBColorSpace, bytesPerRow: Int(bounds.size.width) * 4, bitsPerPixel: 32) { imageRep.size = NSSize(width: bounds.size.width, height: bounds.size.height) context = NSGraphicsContext(bitmapImageRep: imageRep) } return context } func writeImageData(view: MyView, destination: NSURL) { if let dest = CGImageDestinationCreateWithURL(destination, imageUTType, 1, nil) { let properties = imageProperties let image = view.createCGImage()! let queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0) dispatch_async(queue) { CGImageDestinationAddImage(dest, image, properties) CGImageDestinationFinalize(dest) } } }
How to draw EPS data on NSView
I'm struggling with the problem to draw an eps file on a NSView. When I first load the eps file from a file and draw it with drawInRect: the image is displayed correctly. However, the image will not be drawn when I load it from an archive file. I've prepared a dirty small example that you can copy/paste and try out. Create a new Cocoa App project and add this to the delegate method. - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { // Just a sample eps file NSURL *url = [NSURL URLWithString: #"http://embedded.eecs.berkeley.edu/concurrency/latex/figure.eps"]; NSImage *epsImage = [[[NSImage alloc] initWithContentsOfURL: url] autorelease]; // Encode data NSMutableData *mutableData = [[[NSMutableData alloc] init] autorelease]; NSKeyedArchiver *coder = [[[NSKeyedArchiver alloc] initForWritingWithMutableData: mutableData] autorelease]; [coder encodeObject: epsImage forKey: #"image"]; [coder finishEncoding]; NSString *dataFile = [#"~/Desktop/image.data" stringByExpandingTildeInPath]; [mutableData writeToFile: dataFile atomically: YES]; // Decode data NSData *data = [NSData dataWithContentsOfFile: dataFile]; NSKeyedUnarchiver *decoder = [[NSKeyedUnarchiver alloc] initForReadingWithData: data]; NSImage *loadedImage = [decoder decodeObjectForKey: #"image"]; // Draw image NSRect rect; rect.origin = NSZeroPoint; rect.size = loadedImage.size; NSView *view = [[NSApp mainWindow] contentView]; [view lockFocus]; [loadedImage drawInRect: rect fromRect: rect operation: NSCompositeSourceOver fraction: 1.0]; [view unlockFocus]; } To prove that the first loaded image draws correctly just change the line [loadedImage drawInRect:...] to [epsImage drawInRect:...]. I'm using NSKeyedArchiver and NSKeyedUnarchiver here for simulating encodeWithCoder: and initWithCoder:. So please focus on the fact that NSImage with NSEPSImageRep representation, which does not contain a preview (from a resource fork?) and loaded purely as eps commands, is not drawn on a NSView correctly. Any help is appreciated.
Due to the way that cacheing works on NSImage, I've often found it more effective to actually grab the NSImageRep if I know what the type is. In our code, we found that the most reliable way to save off images is in their original format, but that requires either saving off the data in its original format somewhere else, or requesting the data from the NSImageRep. Unfortunately, there's not a generic -(NSData*)data method of NSImageRep, so we ended up specifically checking for various types of NSImageRep and saving them off depending on what we knew them to be. Fortunately, loading is simple, as NSImage::initWithData: will figure out the type based on the data. Here's our long-standing code for doing this. Basically, it prefers PDF then EPS then it makes a TIFF of anything it doesn't understand. + (NSData*) dataWithImage:(NSImage*)image kindString:( NSString**)kindStringPtr { if (!image) return nil; NSData *pdfData=nil, *newData=nil, *epsData=nil, *imageData=nil;; NSString *kindString=nil; NSArray *reps = [image representations]; for (NSImageRep *rep in reps) { if ([rep isKindOfClass: [NSPDFImageRep class]]) { // we have a PDF, so save that pdfData = [(NSPDFImageRep*)rep PDFRepresentation]; PDFDocument *doc = [[PDFDocument alloc] initWithData:pdfData]; newData = [doc dataRepresentation]; if (newData && ([newData length]<[pdfData length])) { pdfData = newData; } break; } if ([rep isKindOfClass: [NSEPSImageRep class]]) { epsData = [(NSEPSImageRep*)rep EPSRepresentation]; break; } } if (pdfData) { imageData=pdfData; kindString= #"pdfImage"; } else if (epsData) { imageData=epsData; kindString=#"epsImage"; } else { // make a big copy NSBitmapImageRep *rep0 = [reps objectAtIndex:0]; if ([rep0 isKindOfClass: [NSBitmapImageRep class]]) { [image setSize: NSMakeSize( [rep0 pixelsWide], [rep0 pixelsHigh])]; } imageData = [image TIFFRepresentation]; kindString=#"tiffImage"; } if (kindStringPtr) *kindStringPtr=kindString; return imageData; } Once we have the NSData*, it can be saved in a keyed archive, written to disk or whatever. On the way back in, load in the NSData* and then NSImage *image = [[NSImage alloc] initWithData: savedData]; and you should be all set.
cocoa nsimage does not get saved
I'm new to cocoa and programming, sorry if this is something basic. I'm using ARC. I have an NSImageView component, which is controlled by DropZone class. I drag & drop an image into it, but once I try to call in the scalling method I got, it tells me that the ": ImageIO: CGImageSourceCreateWithData data parameter is nil" I assume I'm doing something wrong, just don't know what yet. Here's my method in DropZone.m - (void)scaleIcons:(NSString *)outputPath{ NSImage *anImage; NSSize imageSize; NSString *finalPath; anImage = [[NSImage alloc]init]; anImage = image; imageSize = [anImage size]; imageSize.width = 512; imageSize.height = 512; [anImage setSize:imageSize]; finalPath = [outputPath stringByAppendingString:#"/icon_512x512.png"]; NSData *imageData = [anImage TIFFRepresentation]; NSBitmapImageRep *rep = [NSBitmapImageRep imageRepWithData:imageData]; NSData *dataToWrite = [rep representationUsingType:NSPNGFileType properties:nil]; [dataToWrite writeToFile:finalPath atomically:NO]; } The DropZone.h #interface DropZone : NSImageView <NSDraggingDestination>{ NSImage *image; } - (void)scaleIcons:(NSString *)outputPath; #end And here's how I call it it my AppDelegate.m - (IBAction)createIconButtonClicked:(id)sender { NSFileManager *filemgr; NSString *tempDir; filemgr = [NSFileManager defaultManager]; tempDir = [pathString stringByAppendingString:#"/icon.iconset"]; NSURL *newDir = [NSURL fileURLWithPath:tempDir]; [filemgr createDirectoryAtURL: newDir withIntermediateDirectories:YES attributes: nil error:nil]; DropZone *myZone = [[DropZone alloc] init]; [myZone scaleIcons:tempDir]; NSAlert *alert = [[NSAlert alloc] init]; [alert setMessageText:#"Done!"]; [alert runModal]; } the image get's pulled from the pastebaord: - (BOOL)performDragOperation:(id<NSDraggingInfo>)sender{ if ([NSImage canInitWithPasteboard:[sender draggingPasteboard]]) { image = [[NSImage alloc]initWithPasteboard:[sender draggingPasteboard]]; [self setImage:image]; [self setImageAlignment: NSImageAlignCenter]; } return YES; } For some reason my "image" gets lost. Could somebody help?
The problem is that you're creating a new instance of DropZone in your app delegate, but I'm assuming that you created the image view in IB and changed its class to DropZone. Is that correct? If so, you need to have an IBOutlet in the app delegate connected to the image view in IB, and have this: [self.iv scaleIcons:tempDir]; where iv is my IBOutlet.
Without knowing where "image" comes from, I would say your problem is in these lines... anImage = [[NSImage alloc]init]; anImage = image; You should just grab the image from the imageView... anImage = [myImageView image];
Posting images from camera roll to facebook in xcode 4.5
I've got some functionality set up. But I'm lost on where to go from here. I can probably figure out what to do with facebook once I know how to actually use the images. I tried saving the image into NSDictionary and then redirecting to a different View Controller, but it won't let me redirect from within the imagePickerController method. So anybody have any idea how to use the image selected from camera roll? My next idea was to save it in the NSDictionary and then just have a statement checking to see if the NSdictionary value changed but that's not an efficient way of doing it at all. EDITED below to include the answer provided, but nothing happens, no image displays or anything. What am I missing? - (void) useCameraRoll { if ([UIImagePickerController isSourceTypeAvailable: UIImagePickerControllerSourceTypeSavedPhotosAlbum]) { UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; imagePicker.delegate = self; imagePicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; imagePicker.mediaTypes = [NSArray arrayWithObjects: (NSString *) kUTTypeImage, nil]; imagePicker.allowsEditing = NO; [self presentModalViewController:imagePicker animated:YES]; [imagePicker release]; newMedia = NO; } } -(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { NSString *mediaType = [info objectForKey:UIImagePickerControllerMediaType]; [self dismissModalViewControllerAnimated:YES]; if ([mediaType isEqualToString:(NSString *)kUTTypeImage]) { UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage]; NSLog(#"image:%#",image); displayPhoto.image = image; [displayPhoto setFrame:CGRectMake(0, 0, 320, 480)]; [[self view] addSubview:displayPhoto]; } else if ([mediaType isEqualToString:(NSString *)kUTTypeMovie]) { // Code here to support video if enabled } }
Assuming you have called this from a view controller with a button that you have created, why not just add a UIImageView onto your view controller? Call it myPhotoImageView or something like that and then in the didFinishPickingMediaWithInfo method, just add the following line of code after UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage]; as myPhotoImageView.image = image; To size the image view so that the aspect looks nice do this. CGSize size = image.size; CGRect photoFrame; if (size.width > size.height) { // Landscape CGFloat scaleFactor = 320 / size.width; photoFrame = CGRectMake(0, 0, 320, size.height*scaleFactor); } else { // Portrait CGFloat scaleFactor = 320 / size.height; photoFrame = CGRectMake(0, 0, size.width*scaleFactor, 320); } myPhotoImageView.frame = photoFrame;