Created
November 5, 2015 16:30
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Add padding/margin at a image!
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import UIKit | |
extension UIImage { | |
func imageWithInsets(insetDimen: CGFloat) -> UIImage { | |
return imageWithInset(UIEdgeInsets(top: insetDimen, left: insetDimen, bottom: insetDimen, right: insetDimen)) | |
} | |
func imageWithInset(insets: UIEdgeInsets) -> UIImage { | |
UIGraphicsBeginImageContextWithOptions( | |
CGSizeMake(self.size.width + insets.left + insets.right, | |
self.size.height + insets.top + insets.bottom), false, self.scale) | |
let origin = CGPoint(x: insets.left, y: insets.top) | |
self.drawAtPoint(origin) | |
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext() | |
UIGraphicsEndImageContext() | |
return imageWithInsets | |
} | |
} |
added self.scale for others screens
extension UIImage {
func withInset(_ insets: UIEdgeInsets) -> UIImage? {
let cgSize = CGSize(width: self.size.width + insets.left * self.scale + insets.right * self.scale,
height: self.size.height + insets.top * self.scale + insets.bottom * self.scale)
UIGraphicsBeginImageContextWithOptions(cgSize, false, self.scale)
defer { UIGraphicsEndImageContext() }
let origin = CGPoint(x: insets.left * self.scale, y: insets.top * self.scale)
self.draw(at: origin)
return UIGraphicsGetImageFromCurrentImageContext()?.withRenderingMode(self.renderingMode)
}
}
Solution using new UIGraphicsImageRenderer
Apple API. Battle-tested 🙂
extension UIImage {
func image(insets: UIEdgeInsets) -> UIImage? {
let targetSize = CGSize(width: self.size.width + insets.left + insets.right,
height: self.size.height + insets.top + insets.bottom)
let targetOrigin = CGPoint(x: insets.left, y: insets.top)
let format = UIGraphicsImageRendererFormat()
format.scale = 1
let renderer = UIGraphicsImageRenderer(size: targetSize, format: format)
return renderer.image { _ in
self.draw(in: CGRect(origin: targetOrigin, size: self.size))
}
}
}
@dterekhov you forgot about renderingMode
and the correct scale
. Here is a fully operational solution:
extension UIImage {
func with(_ insets: UIEdgeInsets) -> UIImage {
let targetWidth = size.width + insets.left + insets.right
let targetHeight = size.height + insets.top + insets.bottom
let targetSize = CGSize(width: targetWidth, height: targetHeight)
let targetOrigin = CGPoint(x: insets.left, y: insets.top)
let format = UIGraphicsImageRendererFormat()
format.scale = scale
let renderer = UIGraphicsImageRenderer(size: targetSize, format: format)
return renderer.image { _ in
draw(in: CGRect(origin: targetOrigin, size: size))
}.withRenderingMode(renderingMode)
}
}
@dterekhov you forgot about
renderingMode
and the correctscale
. Here is a fully operational solution:extension UIImage { func with(_ insets: UIEdgeInsets) -> UIImage { let targetWidth = size.width + insets.left + insets.right let targetHeight = size.height + insets.top + insets.bottom let targetSize = CGSize(width: targetWidth, height: targetHeight) let targetOrigin = CGPoint(x: insets.left, y: insets.top) let format = UIGraphicsImageRendererFormat() format.scale = scale let renderer = UIGraphicsImageRenderer(size: targetSize, format: format) return renderer.image { _ in draw(in: CGRect(origin: targetOrigin, size: size)) }.withRenderingMode(renderingMode) } }
Thank you! It very useful.
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Ensure to copy the renderingMode of the original image.