UIImage vs NSImage:在iOS中绘制为离屏图像 [英] UIImage vs NSImage: Drawing to an off screen image in iOS
问题描述
在mac osx(可可)中,很容易将特定大小的空白图片绘制到屏幕外:
NSImage * image = [[NSImage alloc] initWithSize:NSMakeSize(64,64)];
[image lockFocus];
/ *这里绘制代码* /
[image unlockFocus];然而,在iOS(可可触摸)中,似乎没有对UIImage的等效调用。
我想使用UIImage(或一些其他等效类)做同样的事情。也就是说,我想使用 UIRectFill(...)
和 [UIBezierPath]这样的调用来创建一个显式大小的初始空图像
/ div>
CoreGraphics在这里需要,因为UIImage没有像你解释的高级功能。
UIGraphicsBeginImageContext (CGSizeMake(64,64));
CGContextRef context = UIGraphicsGetCurrentContext();
//在这里绘制代码(使用上下文)
UIImage * image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
In mac osx (cocoa), It is very easy to make a blank image of a specific size and draw to it off screen:
NSImage* image = [[NSImage alloc] initWithSize:NSMakeSize(64,64)];
[image lockFocus];
/* drawing code here */
[image unlockFocus];
However, in iOS (cocoa touch) there does not seem to be equivalent calls for UIImage. I want to use UIImage (or some other equivalent class) to do the same thing. That is, I want to make an explicitly size, initially empty image to which I can draw using calls like UIRectFill(...)
and [UIBezierPath stroke]
.
How would I do this?
CoreGraphics is needed here, as UIImage does not have high level functions like what you explained..
UIGraphicsBeginImageContext(CGSizeMake(64,64));
CGContextRef context = UIGraphicsGetCurrentContext();
// drawing code here (using context)
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
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