How to take a screenshot programmatically on iOS
I want a screenshot of the image on the screen saved into the saved photo library.
Considering a check for retina display use the following code snippet:
#import <QuartzCore/QuartzCore.h>
if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]) {
UIGraphicsBeginImageContextWithOptions(self.window.bounds.size, NO, [UIScreen mainScreen].scale);
} else {
UIGraphicsBeginImageContext(self.window.bounds.size);
}
[self.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData *imageData = UIImagePNGRepresentation(image);
if (imageData) {
[imageData writeToFile:@"screenshot.png" atomically:YES];
} else {
NSLog(@"error while taking screenshot");
}
Below method works for OPENGL objects also
//iOS7 or above
- (UIImage *) screenshot {
CGSize size = CGSizeMake(your_width, your_height);
UIGraphicsBeginImageContextWithOptions(size, NO, [UIScreen mainScreen].scale);
CGRect rec = CGRectMake(0, 0, your_width, your_height);
[_viewController.view drawViewHierarchyInRect:rec afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, self.view.opaque, 0.0);
[self.myView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSData *imageData = UIImageJPEGRepresentation(image, 1.0 ); //you can use PNG too
[imageData writeToFile:@"image1.jpeg" atomically:YES];
- (UIImage*) getGLScreenshot {
NSInteger myDataLength = 320 * 480 * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// gl renders "upside down" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
for(int y = 0; y <480; y++)
{
for(int x = 0; x <320 * 4; x++)
{
buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x];
}
}
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * 320;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
return myImage;
}
- (void)saveGLScreenshotToPhotosAlbum {
UIImageWriteToSavedPhotosAlbum([self getGLScreenshot], nil, nil, nil);
}
Source.