Take a look at Overview of Quartz 2D for information on using Quartz 2D on iPhone.
Nick Bedford
2009-09-25 01:42:42
Take a look at Overview of Quartz 2D for information on using Quartz 2D on iPhone.
These are the steps:
Here's a method that takes an image, draws something on top of it and returns a new UIImage with modified contents:
- (UIImage*)modifiedImageWithImage:(UIImage*)uiImage
{
// build context to draw in
CGImageRef image = uiImage.CGImage;
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGContextRef ctx = CGBitmapContextCreate(NULL,
CGImageGetWidth(image), CGImageGetHeight(image),
8, CGImageGetWidth(image) * 4,
colorspace, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colorspace);
// draw original image
CGRect r = CGRectMake(0, 0, CGImageGetWidth(image), CGImageGetHeight(image));
CGContextSetBlendMode(ctx, kCGBlendModeCopy);
CGContextDrawImage(ctx, r, image);
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
// draw something
CGContextAddEllipseInRect(ctx, CGRectInset(r, 10, 10));
CGContextSetRGBStrokeColor(ctx, 1.0f, 1.0f, 1.0f, 0.5f);
CGContextSetLineWidth(ctx, 16.0f);
CGContextDrawPath(ctx, kCGPathStroke);
CGContextAddEllipseInRect(ctx, CGRectInset(r, 10, 10));
CGContextSetRGBStrokeColor(ctx, 0.7f, 0.0f, 0.0f, 1.0f);
CGContextSetLineWidth(ctx, 4.0f);
CGContextDrawPath(ctx, kCGPathStroke);
// create resulting image
image = CGBitmapContextCreateImage(ctx);
UIImage* newImage = [[[UIImage alloc] initWithCGImage:image] autorelease];
CGImageRelease(image);
CGContextRelease(ctx);
return newImage;
}
To restore to old image, just keep a reference to it.
The cropping thing is not related to the above and you should create a new question for that.