I have a drawing app that I use preexisting .png images to draw certain textured colors into a UIImageView.
//basic drawing stuff
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
ctr = 0;
pts[0] = [touch locationInView:self.tempImage];
lastPoint = [touch locationInView:tempImage];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint p = [touch locationInView:self.tempImage];
currentPoint = [touch locationInView:tempImage];
ctr++;
pts[ctr] = p;
if (ctr == 4)
{
pts[3] = CGPointMake((pts[2].x + pts[4].x)/2.0, (pts[2].y + pts[4].y)/2.0); // move the endpoint to the middle of the line joining the second control point of the first Bezier segment and the first control point of the second Bezier segment
[path moveToPoint:pts[0]];
[path addCurveToPoint:pts[3] controlPoint1:pts[1] controlPoint2:pts[2]]; // add a cubic Bezier from pt[0] to pt[3], with control points pt[1] and pt[2]
[self draw2];
pts[1] = pts[4];
ctr = 1;
}
lastPoint = currentPoint;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[path removeAllPoints];
ctr = 0;
UIGraphicsBeginImageContext(self.tempImage.frame.size);
[self.imagesView.image drawInRect:CGRectMake(0,0, self.imagesView.frame.size.width, self.imagesView.frame.size.height) blendMode:kCGBlendModeNormal alpha:1.0];
[self.tempImage.image drawInRect:CGRectMake(0,0, self.tempImage.frame.size.width, self.tempImage.frame.size.height) blendMode:kCGBlendModeNormal alpha:a];
self.imagesView.image = UIGraphicsGetImageFromCurrentImageContext();
self.tempImage.image = nil;
UIGraphicsEndImageContext();
}
- (void)draw2
{
UIGraphicsBeginImageContext(self.tempImage.frame.size);
[self.tempImage.image drawInRect:CGRectMake(0, 0, self.tempImage.frame.size.width, self.tempImage.frame.size.height)];
if ([pencilString isEqualToString:@"red"]) {
//I assign the preexisting .png (RedTextureImage.png) to the colorWithPatternImage and draw with it
brushImage = [UIImage imageNamed:@"RedTextureImage.png];
[[UIColor colorWithPatternImage:brushImage]setStroke];
}
CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeNormal);
[path stroke];
}
//and this sets its alpha
self.tempImage setAlpha:a];
UIGraphicsEndImageContext();
}
so I can draw a stroke or line across the tempView when touchesMoved
and then have it saved onto the imagesView on touchesEnd at whatever alpha I choose.
PROBLEM
What I want to do is take the imagesView.image and save it as a png image and load it into the colorWithPatternImage, changing its alpha at will. So I can draw a line across the original drawing that is more transparent and then change the alpha and have a different line that is of a different transparency.
How do I save a UIImageView.image as a .png image to be used for the colorPatternImage?
I have an image to illustrate but can't see how to upload it.
So I figured this out:
In TouchesBegan I made brushImage = self.imagesView.image;
Then in TouchesMoved I used code to erase the stroke form imagesView and (draw2) redraw it using colorWithPatternColor brushImage but instead of using blendModeNormal I used blendModeCopy.
And I works just the way I want.