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I'm trying to add a text to an UIImage and I'm getting a pixelated drawing.

I have tried some other answers with no success:

My code:

-(UIImage *)addText:(UIImage *)imgV text:(NSString *)text1
{
   int w = self.frame.size.width * 2;
   int h = self.frame.size.height * 2;
   CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
   CGContextRef context = CGBitmapContextCreate
         (NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);

   CGContextDrawImage(context, CGRectMake(0, 0, w, h), imgV.CGImage);    
   CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1);

   char* text = (char *)[text1 cStringUsingEncoding:NSASCIIStringEncoding];
   CGContextSelectFont(context, "Arial", 24, kCGEncodingMacRoman);

   // Adjust text;

   CGContextSetTextDrawingMode(context, kCGTextInvisible);
   CGContextShowTextAtPoint(context, 0, 0, text, strlen(text));

   CGPoint pt = CGContextGetTextPosition(context);
   float posx = (w/2 - pt.x)/2.0;
   float posy = 54.0;    
   CGContextSetTextDrawingMode(context, kCGTextFill);
   CGContextSetRGBFillColor(context, 255, 255, 255, 1.0);

   CGContextShowTextAtPoint(context, posx, posy, text, strlen(text));

   CGImageRef imageMasked = CGBitmapContextCreateImage(context);
   CGContextRelease(context);
   CGColorSpaceRelease(colorSpace);

   return [UIImage imageWithCGImage:imageMasked];
}

example of jagged image

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ppaulojr
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2 Answers2

5

Like Peter said, use UIGraphicsBeginImageContextWithOptions. You might want to pass image.scale to the scale attribute (where image.scale is the scale of one of the images you're drawing), or simply use [UIScreen mainScreen].scale.

This code can be made simpler overall. Try something like:

// Create the image context
UIGraphicsBeginImageContextWithOptions(_baseImage.size, NO, _baseImage.scale);

// Draw the image
CGRect rect = CGRectMake(0, 0, _baseImage.size.width, _baseImage.size.height);
[_baseImage drawInRect:rect];

// Get a vertically centered rect for the text drawing
rect.origin.y = (rect.size.height - FONT_SIZE) / 2 - 2;
rect = CGRectIntegral(rect);
rect.size.height = FONT_SIZE;

// Draw the text
UIFont *font = [UIFont boldSystemFontOfSize:FONT_SIZE];
[[UIColor whiteColor] set];
[text drawInRect:rect withFont:font lineBreakMode:NSLineBreakByClipping alignment:NSTextAlignmentCenter];

// Get and return the new image
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;

Where text is an NSString object.

fnf
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0

I was facing the exact same problem and posted a question last night to which no-one replied. I have combined fnf's suggested changes with Clif Viegas's answer in the following question: CGContextDrawImage draws image upside down when passed UIImage.CGImage

to come up with the solution. My addText method is slightly different from yours:

+(UIImage *)addTextToImage:(UIImage *)img text:(NSString *)text1{

int w = img.size.width;
int h = img.size.height;

CGSize size = CGSizeMake(w, h);
if (UIGraphicsBeginImageContextWithOptions != NULL) {
    UIGraphicsBeginImageContextWithOptions(size, NO, 0.0);
} else {
    UIGraphicsBeginImageContext(size);
}
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();


CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0,h);
CGContextScaleCTM(context, 1.0, -1.0);

CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage);

CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1);

char* text = (char *)[text1 cStringUsingEncoding:NSASCIIStringEncoding];// \"05/05/09\";

CGContextSelectFont(context, "Times New Roman", 14, kCGEncodingMacRoman);
CGContextSetTextDrawingMode(context, kCGTextFill);

CGContextSetRGBFillColor(context, 0, 0, 0, 1);

//rotate text

CGContextSetTextMatrix(context, CGAffineTransformMakeRotation( -M_PI/8 ));

CGContextShowTextAtPoint(context, 70, 88, text, strlen(text));

CGColorSpaceRelease(colorSpace);

UIGraphicsEndImageContext();
return newImg;

}

In summary, what I have done is add

if (UIGraphicsBeginImageContextWithOptions != NULL) {
    UIGraphicsBeginImageContextWithOptions(size, NO, 0.0);
} else {
    UIGraphicsBeginImageContext(size);
}

Remove

// CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);

and put

CGContextRef context = UIGraphicsGetCurrentContext();

instead. But this causes the image to be upside down. Hence I put

CGContextTranslateCTM(context, 0,h);
CGContextScaleCTM(context, 1.0, -1.0);

just before CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage);

This way you can use CG functions instead of using drawInRect etc.

Don't forget

UIGraphicsEndImageContext

at the end. Hope this helps.

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ganime
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