Check my app if you don't really understand ( Quick Notes!) But here it goes. My app is a notes app so it allows the user to select from few different kinds of note colors and designs below. When the user selects one, it changes the note above to what ever they set it to. So i need a button that will save the picture they selected, and when the leave the view and come back they can click the load button and the same image they selected will appear. I am using Xcode 4.3. Thanks so much!
Here is my save code:
-(IBAction)save123456 {
NSBitmapImageRep *rep;
NSData *data;
NSImage *noteview;
[self lockFocus];
rep = [[NSBitmapImageRep alloc] initWithFocusedViewRect:[self frame]];
[self unlockFocus];
image = [[[NSImage alloc] initWithSize:[rep size]] autorelease];
[image addRepresentation:rep];
data = [rep representationUsingType: NSPNGFileType properties: nil];
//save as png but failed
[data writeToFile: #"asd.png" atomically: NO];
//save as pdf, succeeded but with flaw
data = [self dataWithPDFInsideRect:[self frame]];
[data writeToFile:#"asd.pdf" atomically:YES];
}
And my load:
-(IBAction)load123456 {
NSImage loadedImage = [[NSImage alloc] initWithContentsOfFile: NSString* filePath]
}
I get so many error codes in my save. My image is called noteview. Thanks!!
Try use instead
[data writeToFile: #"asd.png" atomically: NO];
a code line
[data writeToFile: #"asd.png" atomically: YES];
Some open source examples:
AGSimpleImageEditorView
image editors in iOS
projects with work with Pictures
Related
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.
I'm trying to capture the contents of a WebView and saving it as an image. This is my code right now (cv is the web view):
[cv lockFocus];
NSBitmapImageRep *rep = [[NSBitmapImageRep alloc] initWithFocusedViewRect:[cv bounds]];
[cv unlockFocus];
NSData *data = [rep TIFFRepresentation];
[data writeToFile:[[save URL] path] atomically:NO];
All I get is a gray image with the correct size. What am I doing wrong?
I don't think you are using correctly NSBitmaImageRep.
Have a look at this post for a couple of ways of doing what you are trying to. Possibly the only one that is working for a web view (which is quite a complex beast) is the screenshot+crop approach.
In my app, the user can save an image to their documents directory. At launch, I grab the image, add a border, and put it into a UIImageview like this....
NSArray *sysPaths = NSSearchPathForDirectoriesInDomains( NSDocumentDirectory, NSUserDomainMask, YES );
NSString *docDirectory = [sysPaths objectAtIndex:0];
NSString *filePath = [NSString stringWithFormat:#"%#/ImageOne.jpg", docDirectory];
UIImage *unborderedImage = [[[UIImage alloc] initWithContentsOfFile:filePath] autorelease];
//image found....add border
UIImage *imageWithBorder = [self addBorderToImage:unborderedImage];
imageOneView.image = imageWithBorder;
Ideally, I like to check that the image is there first before adding a border. If not, load an "image not available" placeholder. Something like this:
NSArray *sysPaths = NSSearchPathForDirectoriesInDomains( NSDocumentDirectory, NSUserDomainMask, YES );
NSString *docDirectory = [sysPaths objectAtIndex:0];
NSString *filePath = [NSString stringWithFormat:#"%#/ImageOne.jpg", docDirectory];
UIImage *unborderedImage = [[[UIImage alloc] initWithContentsOfFile:filePath] autorelease];
NSError * error;
if (error != nil) {
//image found....add border
UIImage *imageWithBorder = [self addBorderToImage:unborderedImage];
imageOneView.image = imageWithBorder;
} else
//no image saved
[imageOneView setImage:[UIImage imageNamed:#"photoNotAvailable.png"]];
}
Of course, this doesn't work. I just can't seem to figure out how handle if "ImageOne.jpg" isn't found.
As it turns out, I need to do other things with the image elsewhere within the app. This would also depend on whether or not the user had saved an image or not. So in my method where the user can save the image, I send out a NSNotification that the image has changed. Then on my MainView, I look for the notification and key off that.
When saved:
[collectionOneUserDefinedDefaults setObject:#"image added" forKey:#"collectionOneImageAdded"];
[[NSNotificationCenter defaultCenter] postNotificationName:#"collectionOneImageChanged" object:self];
Then in my MainView I look for the notification:
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(updateCollectionOneImage) name:#"collectionOneImageChanged" object:nil];
- (void)updateCollectionOneImage {
//check if an image was ever saved, if so, replace the noPhotoAvailalble placeholder
NSUserDefaults *collectionOneUserDefinedDefaults = [NSUserDefaults standardUserDefaults];
NSString *collectionOneImageTextString = [collectionOneUserDefinedDefaults stringForKey:#"collectionOneImageAdded"];
if (collectionOneImageTextString == nil || [collectionOneImageTextString isEqualToString:#""]) {
[collectionOneImage setImage:[UIImage imageNamed:#"photoNotAvailable.png"]];
}
else {
//pull in collection one image from the Documents folder
NSArray *sysPaths = NSSearchPathForDirectoriesInDomains( NSDocumentDirectory, NSUserDomainMask, YES );
NSString *docDirectory = [sysPaths objectAtIndex:0];
NSString *filePath = [NSString stringWithFormat:#"%#/CollectionOneImage.jpg", docDirectory];
UIImage *unborderedImage = [[[UIImage alloc] initWithContentsOfFile:filePath] autorelease];
//image found....add border
UIImage *imageWithBorder = [self addBorderToImage:unborderedImage];
collectionOneImage.image = imageWithBorder;
}
}
It works perfectly. It in turn builds in the error handling. If the user saved and image, it gets loaded. If not, a placeholder image is loaded.
Your error handling here is doing nothing and is misguided. All you need do is simply check if unborderedImage is nil or not.
Ok guys, I am fairly new to objective C. I have an app that downloads a list of images from my web server and displays the appropriate ones in a UIImage view with swipe gestures to go forward or backwards for the next/previous pic to be displayed. Current naming format for the pictures is like this:
uploaded_141_admin1.png
uploaded_141_admin2.png
uploaded_141_interior1.png
uploaded_141_interior2.png
uploaded_141_exterior1.png
The current code loads every picture into the view that has 141 in the middle part of the filename (or whatever record the user in on... 141 is variable in this instance, just showing here for an example of the format). The problem is, there seems to be no rhyme or reason as to what order they are displayed in. I would like it to use the last part of the filename to sort alphabetically (or even the whole filename, as it would achieve the same result). In the example above, it would display the downloaded pics in the following order when swiping through the uiimageiew:
uploaded_141_admin1.png
uploaded_141_admin2.png
uploaded_141_exterior1.png
uploaded_141_interior1.png
uploaded_141_interior2.png
I've search and can't find what I am looking for (maybe because I'm using the wrong search criteria). Here is my existing code that downloads and displays the images in the UIImageView. I assume the "sort" code would go in here somewhere:
-(void)downloadPictures:(NSArray *)picPaths {
ELog(#"Downloading pictures: %#",picPaths);
// wait indicator
[[WaitingView sharedInstance] setMessage:LocStr(#"Loading pictures... The more pictures there are, the longer this will take. Please be patient.")];
[[WaitingView sharedInstance] showIndicator:YES];
[[WaitingView sharedInstance] displayOn:[self view]];
[[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:YES];
// queue download operation
NSOperationQueue *queue = [[NSOperationQueue alloc] init];
NSInvocationOperation *downloadOp = [[NSInvocationOperation alloc] initWithTarget:self selector:#selector(downloadOperation:) object:picPaths];
[queue addOperation:downloadOp];
}
-(void)downloadOperation:(NSArray *)picPaths {
NSMutableArray *allPictures = [[NSMutableArray alloc] init];
for(NSString *path in picPaths) {
NSURL *url = [NSURL URLWithString:[NSString stringWithFormat:#"http://%#%#/%#/%#",SERVER_ADDRESS,SERVER_PORT,SERVER_PHOTOS,path]];
NSData *picData = [NSData dataWithContentsOfURL:url];
if(picData!=nil) {
UIImage *img = [UIImage imageWithData:picData];
if(img!=nil) {
[allPictures addObject:img];
} else {
ELog(#"Failed to convert data to image from url %#",url);
}
} else {
ELog(#"Failed to download image from url %#",url);
}
}
[[WaitingView sharedInstance] performSelectorOnMainThread:#selector(remove) withObject:nil waitUntilDone:NO];
[[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:NO];
self.pictures=allPictures;
if([self.pictures count]==0) {
[self performSelectorOnMainThread:#selector(downloadErrorMessage) withObject:nil waitUntilDone:NO];
} else {
self.currentIndex=0;
[self performSelectorOnMainThread:#selector(showPicture) withObject:nil waitUntilDone:NO];
}
}
-(void)downloadErrorMessage {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:#"Oooops!" message:LocStr(#"Pictures download failed") delegate:nil cancelButtonTitle:LocStr(#"Close") otherButtonTitles:nil];
[alert show];
[alert release];
[self goBack];
}
-(void)showPicture {
UIImage *image = [self.pictures objectAtIndex:self.currentIndex];
ELog(#"Now displaying image with index %d: %#",self.currentIndex,image);
self.picture.image=image;
[self.picture setNeedsLayout];
}
In your downloadPictures: method you should sort your picPaths array to be the order you want the images before you start the download operation. You can do this by creating a new sorted array using the NSArray method sortedArrayUsingSelector:. Using caseInsensitiveCompare: as the selector for the sort will order the NSStrings in the array alphabetically.
NSArray *sortedPicPaths = [picPaths sortedArrayUsingSelector:#selector(caseInsensitiveCompare:)];
Then when you init your NSInvocationOperation, pass the sorted array as the object.
I currently have a mp4 video converted from a gif playing at app launch, but using a video stops playing music and has problems with airplay devices connected.
Anyways what i really want is showing my gif on app launch. But i can't seem to get the gif to "play" it only shows one frame, how do i make it play the whole gif ?
My current code:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// Show Animation;
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"Launch" ofType:#"mp4"]];
LaunchPlayer = [[MPMoviePlayerViewController alloc]
initWithContentURL:url];
LaunchPlayer.view.frame = self.view.bounds;
LaunchPlayer.moviePlayer.movieSourceType = MPMovieSourceTypeFile;
LaunchPlayer.moviePlayer.controlStyle = MPMovieControlStyleNone;
LaunchPlayer.view.tag = 1;
[self.view addSubview:LaunchPlayer.view];
[LaunchPlayer.moviePlayer play];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(LaunchFinish)
name:#"MPMoviePlayerPlaybackDidFinishNotification"
object:nil];
}
Although I don't see how the code you posted has anything to do with using a .gif, you its sticking to the first frame because iOS will not run an animated .gif. However, you can export each frame of your animation as a separate image and animate them like this.
-(void) viewDidLoad
{
imageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"myImageFrame1.gif"],
[UIImage imageNamed:#"myImageFrame2.gif"],
[UIImage imageNamed:#"myImageFrame3.gif"],
[UIImage imageNamed:#"myImageFrame4.gif"], nil];
imageView.animationDuration = 2.0;
imageView.animationRepeatCount = 0;
[imageView startAnimating];
}
In my little example here. i used a UIWEBVIEW called webView and had spinning-loader.gif added as a resource. The image can me put anywhere in the project as long as its added. This showed the gif as well as made it animate. Hope this helps.
NSString *pathImg = [[NSBundle mainBundle] pathForResource:#"spinning-loader" ofType:#"gif"];
NSString* webViewContent = [NSString stringWithFormat:
#"<html><body><img style='width:85;height:85;' src=\"file://%#\" /></body></html>", pathImg];
[webView loadHTMLString:webViewContent baseURL:nil];
webView.scrollView.bounces = NO;
webView.scrollView.scrollEnabled = NO;
webView.opaque=FALSE;
[webView setBackgroundColor:[UIColor clearColor]];