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IOS: Take screenshot
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- (UIImage*)screenshot | |
{ | |
// Create a graphics context with the target size | |
// On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration | |
// On iOS prior to 4, fall back to use UIGraphicsBeginImageContext | |
CGSize imageSize = [[UIScreen mainScreen] bounds].size; | |
if (NULL != UIGraphicsBeginImageContextWithOptions) | |
UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0); | |
else | |
UIGraphicsBeginImageContext(imageSize); | |
CGContextRef context = UIGraphicsGetCurrentContext(); | |
// Iterate over every window from back to front | |
for (UIWindow *window in [[UIApplication sharedApplication] windows]) | |
{ | |
if (![window respondsToSelector:@selector(screen)] || [window screen] == [UIScreen mainScreen]) | |
{ | |
// -renderInContext: renders in the coordinate space of the layer, | |
// so we must first apply the layer's geometry to the graphics context | |
CGContextSaveGState(context); | |
// Center the context around the window's anchor point | |
CGContextTranslateCTM(context, [window center].x, [window center].y); | |
// Apply the window's transform about the anchor point | |
CGContextConcatCTM(context, [window transform]); | |
// Offset by the portion of the bounds left of and above the anchor point | |
CGContextTranslateCTM(context, | |
-[window bounds].size.width * [[window layer] anchorPoint].x, | |
-[window bounds].size.height * [[window layer] anchorPoint].y); | |
// Render the layer hierarchy to the current context | |
[[window layer] renderInContext:context]; | |
// Restore the context | |
CGContextRestoreGState(context); | |
} | |
} | |
// Retrieve the screenshot image | |
UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); | |
UIGraphicsEndImageContext(); | |
return image; | |
} |
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