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UIImage+ScreenShot.m
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/*
UIImage+ScreenShot.m
Copyright (c) 2012 Truong Vinh Tran
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#import <QuartzCore/QuartzCore.h>
#import "UIImage+ScreenShot.h"
@implementation UIImage (ScreenShot)
+ (UIImage*)takingScreenShot:(UIInterfaceOrientation)orientation{
//scaling for retina display
float scaling = ([[UIScreen mainScreen] scale] == 2.0)?2.0f:1.0f;
scaling = 1;
CGSize imageSize = [[UIScreen mainScreen] bounds].size;
imageSize = CGSizeMake(imageSize.width*scaling, imageSize.height*scaling);
if (NULL != UIGraphicsBeginImageContextWithOptions)
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
else
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
// Iterate over every window from back to front
for (UIWindow *window in [[UIApplication sharedApplication] windows])
{
if (![window respondsToSelector:@selector(screen)] || [window screen] == [UIScreen mainScreen])
{
// -renderInContext: renders in the coordinate space of the layer,
// so we must first apply the layer's geometry to the graphics context
CGContextSaveGState(context);
// Center the context around the window's anchor point
CGContextTranslateCTM(context, [window center].x, [window center].y);
// Apply the window's transform about the anchor point
CGContextConcatCTM(context, [window transform]);
// Offset by the portion of the bounds left of and above the anchor point
CGContextTranslateCTM(context,
-[window bounds].size.width * [[window layer] anchorPoint].x,
-[window bounds].size.height * [[window layer] anchorPoint].y);
// Render the layer hierarchy to the current context
[[window layer] renderInContext:context];
// Restore the context
CGContextRestoreGState(context);
}
}
// Retrieve the screenshot image
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// change orientation if it wasnt portrait mode
// image was for the landscape right
if (orientation == UIInterfaceOrientationLandscapeRight) {
image = [[[UIImage alloc] initWithCGImage: image.CGImage
scale: 1.0
orientation: UIImageOrientationLeft] autorelease];
}
// image was for the landscape left
if (orientation==UIInterfaceOrientationLandscapeLeft) {
image = [[[UIImage alloc] initWithCGImage: image.CGImage
scale: 1.0
orientation: UIImageOrientationRight] autorelease];
}
// image was for the upside down
if (orientation==UIInterfaceOrientationPortraitUpsideDown) {
image = [[[UIImage alloc] initWithCGImage: image.CGImage
scale: 1.0
orientation: UIImageOrientationDown] autorelease];
}
return image;
}
@end