Swiftgram/submodules/AsyncDisplayKit/docs/_docs/image-modification-block.md
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---
title: Image Modification Blocks
layout: docs
permalink: /docs/image-modification-block.html
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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.
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.
<div class = "highlight-group">
<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
<div class = "code">
<pre lang="objc" class="objcCode">
_backgroundImageNode.imageModificationBlock = ^(UIImage *image) {
UIImage *newImage = [image applyBlurWithRadius:30
tintColor:[UIColor colorWithWhite:0.5 alpha:0.3]
saturationDeltaFactor:1.8
maskImage:nil];
return newImage ?: image;
};
//some time later...
_backgroundImageNode.image = someImage;
</pre>
<pre lang="swift" class = "swiftCode hidden">
backgroundImageNode.imageModificationBlock = { image in
let newImage = image.applyBlurWithRadius(30, tintColor: UIColor(white: 0.5, alpha: 0.3),
saturationDeltaFactor: 1.8,
maskImage: nil)
return (newImage != nil) ? newImage : image
}
//some time later...
backgroundImageNode.image = someImage
</pre>
</div>
</div>
The image named "someImage" will now be blurred asynchronously before being assigned to the imageNode to be displayed.
### Adding image effects
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.
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.
<div class = "highlight-group">
<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
<div class = "code">
<pre lang="objc" class="objcCode">
- (instancetype)init
{
// ...
_userAvatarImageNode.imageModificationBlock = ^UIImage *(UIImage *image) {
CGSize profileImageSize = CGSizeMake(USER_IMAGE_HEIGHT, USER_IMAGE_HEIGHT);
return [image makeCircularImageWithSize:profileImageSize];
};
// ...
}
</pre>
<pre lang="swift" class = "swiftCode hidden">
init() {
// ...
_userAvatarImageNode?.imageModificationBlock = { image in
return image.makeCircularImage(size: CGSize(width: USER_IMAGE_HEIGHT, height: USER_IMAGE_HEIGHT))
}
</pre>
</div>
</div>
The actual drawing code is nicely abstracted away in an UIImage category and looks like the following:
<div class = "highlight-group">
<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
<div class = "code">
<pre lang="objc" class="objcCode">
@implementation UIImage (Additions)
- (UIImage *)makeCircularImageWithSize:(CGSize)size
{
// make a CGRect with the image's size
CGRect circleRect = (CGRect) {CGPointZero, size};
// begin the image context since we're not in a drawRect:
UIGraphicsBeginImageContextWithOptions(circleRect.size, NO, 0);
// create a UIBezierPath circle
UIBezierPath *circle = [UIBezierPath bezierPathWithRoundedRect:circleRect cornerRadius:circleRect.size.width/2];
// clip to the circle
[circle addClip];
// draw the image in the circleRect *AFTER* the context is clipped
[self drawInRect:circleRect];
// get an image from the image context
UIImage *roundedImage = UIGraphicsGetImageFromCurrentImageContext();
// end the image context since we're not in a drawRect:
UIGraphicsEndImageContext();
return roundedImage;
}
@end
</pre>
<pre lang="swift" class = "swiftCode hidden">
extension UIImage {
func makeCircularImage(size: CGSize) -> UIImage {
// make a CGRect with the image's size
let circleRect = CGRect(origin: .zero, size: size)
// begin the image context since we're not in a drawRect:
UIGraphicsBeginImageContextWithOptions(circleRect.size, false, 0)
// create a UIBezierPath circle
let circle = UIBezierPath(roundedRect: circleRect, cornerRadius: circleRect.size.width * 0.5)
// clip to the circle
circle.addClip()
UIColor.white.set()
circle.fill()
// draw the image in the circleRect *AFTER* the context is clipped
self.draw(in: circleRect)
// get an image from the image context
let roundedImage = UIGraphicsGetImageFromCurrentImageContext()
// end the image context since we're not in a drawRect:
UIGraphicsEndImageContext()
return roundedImage ?? self
}
}
</pre>
</div>
</div>
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.