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153 lines
5.2 KiB
Markdown
Executable File
153 lines
5.2 KiB
Markdown
Executable File
---
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title: Image Modification Blocks
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layout: docs
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permalink: /docs/image-modification-block.html
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prevPage: inversion.html
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nextPage: placeholder-fade-duration.html
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---
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Many times, operations that would affect the appearance of an image you're displaying are big sources of main thread work. Naturally, you want to move these to a background thread.
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By assigning an `imageModificationBlock` to your imageNode, you can define a set of transformations that need to happen asynchronously to any image that gets set on the imageNode.
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<div class = "highlight-group">
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<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
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<div class = "code">
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<pre lang="objc" class="objcCode">
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_backgroundImageNode.imageModificationBlock = ^(UIImage *image) {
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UIImage *newImage = [image applyBlurWithRadius:30
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tintColor:[UIColor colorWithWhite:0.5 alpha:0.3]
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saturationDeltaFactor:1.8
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maskImage:nil];
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return newImage ?: image;
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};
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//some time later...
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_backgroundImageNode.image = someImage;
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</pre>
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<pre lang="swift" class = "swiftCode hidden">
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backgroundImageNode.imageModificationBlock = { image in
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let newImage = image.applyBlurWithRadius(30, tintColor: UIColor(white: 0.5, alpha: 0.3),
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saturationDeltaFactor: 1.8,
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maskImage: nil)
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return (newImage != nil) ? newImage : image
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}
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//some time later...
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backgroundImageNode.image = someImage
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</pre>
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</div>
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</div>
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The image named "someImage" will now be blurred asynchronously before being assigned to the imageNode to be displayed.
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### Adding image effects
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The most efficient way to add image effects is by leveraging the `imageModificationBlock` block. If a block is provided it can perform drawing operations on the image during the display phase. As display is happening on a background thread it will not block the main thread.
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In the following example we assume we have an avatar node that will be setup in `init` of a supernode and the image of the node should be rounded. We provide the `imageModificationBlock` and in there we call a convenience method that transforms the image passed in into a circular image and return it.
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<div class = "highlight-group">
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<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
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<div class = "code">
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<pre lang="objc" class="objcCode">
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- (instancetype)init
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{
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// ...
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_userAvatarImageNode.imageModificationBlock = ^UIImage *(UIImage *image) {
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CGSize profileImageSize = CGSizeMake(USER_IMAGE_HEIGHT, USER_IMAGE_HEIGHT);
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return [image makeCircularImageWithSize:profileImageSize];
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};
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// ...
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}
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</pre>
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<pre lang="swift" class = "swiftCode hidden">
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init() {
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// ...
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_userAvatarImageNode?.imageModificationBlock = { image in
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return image.makeCircularImage(size: CGSize(width: USER_IMAGE_HEIGHT, height: USER_IMAGE_HEIGHT))
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}
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</pre>
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</div>
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</div>
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The actual drawing code is nicely abstracted away in an UIImage category and looks like the following:
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<div class = "highlight-group">
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<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
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<div class = "code">
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<pre lang="objc" class="objcCode">
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@implementation UIImage (Additions)
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- (UIImage *)makeCircularImageWithSize:(CGSize)size
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{
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// make a CGRect with the image's size
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CGRect circleRect = (CGRect) {CGPointZero, size};
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// begin the image context since we're not in a drawRect:
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UIGraphicsBeginImageContextWithOptions(circleRect.size, NO, 0);
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// create a UIBezierPath circle
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UIBezierPath *circle = [UIBezierPath bezierPathWithRoundedRect:circleRect cornerRadius:circleRect.size.width/2];
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// clip to the circle
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[circle addClip];
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// draw the image in the circleRect *AFTER* the context is clipped
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[self drawInRect:circleRect];
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// get an image from the image context
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UIImage *roundedImage = UIGraphicsGetImageFromCurrentImageContext();
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// end the image context since we're not in a drawRect:
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UIGraphicsEndImageContext();
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return roundedImage;
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}
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@end
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</pre>
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<pre lang="swift" class = "swiftCode hidden">
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extension UIImage {
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func makeCircularImage(size: CGSize) -> UIImage {
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// make a CGRect with the image's size
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let circleRect = CGRect(origin: .zero, size: size)
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// begin the image context since we're not in a drawRect:
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UIGraphicsBeginImageContextWithOptions(circleRect.size, false, 0)
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// create a UIBezierPath circle
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let circle = UIBezierPath(roundedRect: circleRect, cornerRadius: circleRect.size.width * 0.5)
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// clip to the circle
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circle.addClip()
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UIColor.white.set()
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circle.fill()
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// draw the image in the circleRect *AFTER* the context is clipped
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self.draw(in: circleRect)
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// get an image from the image context
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let roundedImage = UIGraphicsGetImageFromCurrentImageContext()
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// end the image context since we're not in a drawRect:
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UIGraphicsEndImageContext()
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return roundedImage ?? self
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}
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}
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</pre>
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</div>
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</div>
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The imageModificationBlock is very handy and can be used to add all kind of image effects, such as rounding, adding borders, or other pattern overlays, without extraneous display calls.
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