I've taken a look at this question: UIImage Shadow Trouble
我看过这个问题:UIImage Shadow Trouble
But the accepted answer didn't work for me.
但接受的答案对我不起作用。
What I'm trying to do is take a UIImage and add a shadow to it, then return a whole new UIImage, shadow and all.
我正在尝试做的是采用UIImage并为其添加阴影,然后返回一个全新的UIImage,阴影和所有。
This is what I'm trying:
这就是我正在尝试的:
- (UIImage*)imageWithShadow {
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef shadowContext = CGBitmapContextCreate(NULL, self.size.width, self.size.height + 1, CGImageGetBitsPerComponent(self.CGImage), 0,
colourSpace, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colourSpace);
CGContextSetShadow(shadowContext, CGSizeMake(0, -1), 1);
CGContextDrawImage(shadowContext, CGRectMake(0, 0, self.size.width, self.size.height), self.CGImage);
CGImageRef shadowedCGImage = CGBitmapContextCreateImage(shadowContext);
CGContextRelease(shadowContext);
UIImage * shadowedImage = [UIImage imageWithCGImage:shadowedCGImage];
CGImageRelease(shadowedCGImage);
return shadowedImage;
}
The result is that I get exactly the same image as before I put it through this method.
结果是我得到了与之前通过此方法完全相同的图像。
I am doing this the correct way, or is there something obvious I'm missing?
我这样做的方法是正确的,还是有一些明显的东西我不见了?
14
There are several problems with your code:
您的代码有几个问题:
目标图像太小。一定要有足够的地方画阴影。
CGContextSetShadowWithColor
to define both the shadow and its color.考虑使用CGContextSetShadowWithColor来定义阴影及其颜色。
不要忘记坐标系被翻转,因此原点是左下角,而不是左上角。
By fixing these issues, the shadow should be drawn.
通过解决这些问题,应该绘制阴影。
- (UIImage*)imageWithShadow {
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef shadowContext = CGBitmapContextCreate(NULL, self.size.width + 10, self.size.height + 10, CGImageGetBitsPerComponent(self.CGImage), 0,
colourSpace, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colourSpace);
CGContextSetShadowWithColor(shadowContext, CGSizeMake(5, -5), 5, [UIColor blackColor].CGColor);
CGContextDrawImage(shadowContext, CGRectMake(0, 10, self.size.width, self.size.height), self.CGImage);
CGImageRef shadowedCGImage = CGBitmapContextCreateImage(shadowContext);
CGContextRelease(shadowContext);
UIImage * shadowedImage = [UIImage imageWithCGImage:shadowedCGImage];
CGImageRelease(shadowedCGImage);
return shadowedImage;
}
5
I needed a method that would accept an UIImage as a parameter and return a slightly larger UIImage with shadows. The posts here have been very helpful to me so here's my method. The returned image has a centered 5px shadow on each side.
我需要一个接受UIImage作为参数的方法,并返回一个稍大的带有阴影的UIImage。这里的帖子对我很有帮助,所以这是我的方法。返回的图像每侧有一个居中的5px阴影。
+(UIImage*)imageWithShadowForImage:(UIImage *)initialImage {
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef shadowContext = CGBitmapContextCreate(NULL, initialImage.size.width + 10, initialImage.size.height + 10, CGImageGetBitsPerComponent(initialImage.CGImage), 0, colourSpace, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colourSpace);
CGContextSetShadowWithColor(shadowContext, CGSizeMake(0,0), 5, [UIColor blackColor].CGColor);
CGContextDrawImage(shadowContext, CGRectMake(5, 5, initialImage.size.width, initialImage.size.height), initialImage.CGImage);
CGImageRef shadowedCGImage = CGBitmapContextCreateImage(shadowContext);
CGContextRelease(shadowContext);
UIImage * shadowedImage = [UIImage imageWithCGImage:shadowedCGImage];
CGImageRelease(shadowedCGImage);
return shadowedImage;
}
5
iOS8 / Swift version (made as an extension to UIImage):
iOS8 / Swift版本(作为UIImage的扩展):
extension UIImage {
func addShadow(blurSize: CGFloat = 6.0) -> UIImage {
let shadowColor = UIColor(white:0.0, alpha:0.8).cgColor
let context = CGContext(data: nil,
width: Int(self.size.width + blurSize),
height: Int(self.size.height + blurSize),
bitsPerComponent: self.cgImage!.bitsPerComponent,
bytesPerRow: 0,
space: CGColorSpaceCreateDeviceRGB(),
bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)!
context.setShadow(offset: CGSize(width: blurSize/2,height: -blurSize/2),
blur: blurSize,
color: shadowColor)
context.draw(self.cgImage!,
in: CGRect(x: 0, y: blurSize, width: self.size.width, height: self.size.height),
byTiling:false)
return UIImage(cgImage: context.makeImage()!)
}
}
(converted from Laurent Etiemble's & capikaw answers)
(由Laurent Etiemble转换为capikaw答案)
EDIT 2016/10/31: converted to Swift 3, and removed all unnecessary stuff
编辑2016/10/31:转换为Swift 3,并删除所有不必要的东西
Usage:
let sourceImage: UIImage(named: "some image")
let shadowImage = sourceImage.addShadow()
3
I needed a bigger shadow for my UIImages. Here is my variant of the answer that allows for a customized shadow size with no offset.
我的UIImages需要更大的阴影。这是我的答案变体,允许自定义阴影大小没有偏移。
- (UIImage*)imageWithShadow:(UIImage*)originalImage BlurSize:(float)blurSize {
CGColorSpaceRef colourSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef shadowContext = CGBitmapContextCreate(NULL, originalImage.size.width + (blurSize*2), originalImage.size.height + (blurSize*2), CGImageGetBitsPerComponent(originalImage.CGImage), 0, colourSpace, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease(colourSpace);
CGContextSetShadowWithColor(shadowContext, CGSizeMake(0, 0), blurSize, [UIColor blackColor].CGColor);
CGContextDrawImage(shadowContext, CGRectMake(blurSize, blurSize, originalImage.size.width, originalImage.size.height), originalImage.CGImage);
CGImageRef shadowedCGImage = CGBitmapContextCreateImage(shadowContext);
CGContextRelease(shadowContext);
UIImage * shadowedImage = [UIImage imageWithCGImage:shadowedCGImage];
CGImageRelease(shadowedCGImage);
return shadowedImage;
}
Use it like:
使用它像:
UIImage *shadowedImage = [self imageWithShadow:myImage BlurSize:30.0f];
1
My method that draws a shadow on an image. It has custom shadow parameters and renders image in correct size and screen scale. Should be implemented in UIImage extension. (Swift 3).
我在图像上绘制阴影的方法。它具有自定义阴影参数,并以正确的大小和屏幕比例呈现图像。应该在UIImage扩展中实现。 (斯威夫特3)。
func addingShadow(blur: CGFloat = 1, shadowColor: UIColor = UIColor(white: 0, alpha: 1), offset: CGSize = CGSize(width: 1, height: 1) ) -> UIImage {
UIGraphicsBeginImageContextWithOptions(CGSize(width: size.width + 2 * blur, height: size.height + 2 * blur), false, 0)
let context = UIGraphicsGetCurrentContext()!
context.setShadow(offset: offset, blur: blur, color: shadowColor.cgColor)
draw(in: CGRect(x: blur - offset.width / 2, y: blur - offset.height / 2, width: size.width, height: size.height))
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
0
To make an image a CGImage
as in this case , try
要像在这种情况下使图像成为CGImage,请尝试
self.shadowImage.CGImage
0
GK100's answer in Swift 2 / iOS9
GK100在Swift 2 / iOS9中的答案
func addShadow(blurSize: CGFloat = 6.0) -> UIImage {
let data : UnsafeMutablePointer<Void> = nil
let colorSpace:CGColorSpace = CGColorSpaceCreateDeviceRGB()!
let bitmapInfo : CGBitmapInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.PremultipliedLast.rawValue)
let myColorValues:[CGFloat] = [0.0, 0.0, 0.0, 0.8]
let myColor = CGColorCreate(colorSpace, myColorValues)
let shadowContext : CGContextRef = CGBitmapContextCreate(data, Int(self.size.width + blurSize), Int(self.size.height + blurSize), CGImageGetBitsPerComponent(self.CGImage), 0, colorSpace, bitmapInfo.rawValue)!
CGContextSetShadowWithColor(shadowContext, CGSize(width: blurSize/2,height: -blurSize/2), blurSize, myColor)
CGContextDrawImage(shadowContext, CGRect(x: 0, y: blurSize, width: self.size.width, height: self.size.height), self.CGImage)
let shadowedCGImage : CGImageRef = CGBitmapContextCreateImage(shadowContext)!
let shadowedImage : UIImage = UIImage(CGImage: shadowedCGImage)
return shadowedImage
}
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