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iosxcodeimageuiimageviewdraw

Draw border around content of UIImageView


I've a UIImageView with a image with is a car with a transparent background:

enter image description here

And I want to draw a border around the car:

enter image description here

How can I reach this effect?

At the moment, I've tested CoreGraphics in this way, but without good results:

    // load the image
    UIImage *img = carImage;

    UIGraphicsBeginImageContext(img.size);
    CGContextRef context = UIGraphicsGetCurrentContext();
    [[UIColor redColor] setFill];
    CGContextTranslateCTM(context, 0, img.size.height);
    CGContextScaleCTM(context, 1.0, -1.0);

    CGContextSetBlendMode(context, kCGBlendModeNormal);
    CGRect rect = CGRectMake(0, 0, img.size.width * 1.1, img.size.height*1.1);
    CGContextDrawImage(context, rect, img.CGImage);

    CGContextClipToMask(context, rect, img.CGImage);
    CGContextAddRect(context, rect);
    CGContextDrawPath(context,kCGPathFill);

    // generate a new UIImage from the graphics context we drew onto
    UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

Any help? Thanks.


Solution

  • Here's what I did:

    I did it in Swift just to check it in playgrounds, think you can translate it to Objective-C easily:

    import UIKit
    
    func drawOutlie(#image:UIImage, color:UIColor) -> UIImage
    {
      var newImageKoef:CGFloat = 1.08
      
      var outlinedImageRect = CGRect(x: 0.0, y: 0.0, width: image.size.width * newImageKoef, height: image.size.height * newImageKoef)
      
      var imageRect = CGRect(x: image.size.width * (newImageKoef - 1) * 0.5, y: image.size.height * (newImageKoef - 1) * 0.5, width: image.size.width, height: image.size.height)
      
      UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, newImageKoef)
      
      image.drawInRect(outlinedImageRect)
      
      var context = UIGraphicsGetCurrentContext()
      CGContextSetBlendMode(context, kCGBlendModeSourceIn)
      
      CGContextSetFillColorWithColor(context, color.CGColor)
      CGContextFillRect(context, outlinedImageRect)
      image.drawInRect(imageRect)
      
      var newImage = UIGraphicsGetImageFromCurrentImageContext()
      UIGraphicsEndImageContext()
      
      return newImage
      
    }
    
    var imageIn = UIImage(named: "158jM")
    
    var imageOut = drawOutlie(image: imageIn, UIColor.redColor())
    

    So how does it work?

    1. We create clean context (aka canvas) with a bit bigger size then original image (for outline)
    2. We draw our image on whole canvas
    3. We fill that image with color
    4. We draw smaller image on top

    You can change outline size changing this property : var newImageKoef:CGFloat = 1.08

    Here's a result that I had in playgrounds

    image description here

    Swift 5:

    extension UIImage {
        
        func drawOutline(imageKeof: CGFloat = 0.2, color: UIColor = .white)-> UIImage? {
            let outlinedImageRect = CGRect(x: 0.0, y: 0.0, width: size.width * imageKeof, height: size.height * imageKeof)
            let imageRect = CGRect(x: self.size.width * (imageKeof - 1) * 0.5, y: self.size.height * (imageKeof - 1) * 0.5, width: size.width, height: size.height)
            UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, imageKeof)
            draw(in: outlinedImageRect)
            let context = UIGraphicsGetCurrentContext()
            context!.setBlendMode(.sourceIn)
            context!.setFillColor(color.cgColor)
            context!.fill(outlinedImageRect)
            draw(in: imageRect)
            let newImage = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
            return newImage
        }
    }