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Old 01-19-2012, 08:03 AM   #1 (permalink)
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Default Is possible PrintScreen or save in an image some part of the screen?

Is it possible? I need save the sreen and send from iPad to a WebService... Concretly the problem is that i want simulate a sign in the screen and later save this sign in a NSData and send by email.

Some idea?

thanks for all!

Best regards!
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Old 01-19-2012, 09:26 AM   #2 (permalink)
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to take a screen shot of the screen you want renderInContext

Code:
#include <QuartzCore/QuartzCore.h>


[Background.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil);
I think this works anyway..
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Old 01-19-2012, 12:53 PM   #3 (permalink)
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Quote:
Originally Posted by 1337Skittles View Post
to take a screen shot of the screen you want renderInContext

Code:
#include <QuartzCore/QuartzCore.h>


[Background.window.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil);
I think this works anyway..

That's not quite right. You have to create an offscreen context, render the key window's layer into it, and the get an image from that context:

Code:
  UIWindow* theWindow = [[UIApplication sharedApplication] keyWindow];
  UIGraphicsBeginImageContext(theWindow.bounds.size);
  [theWindow.layer renderInContext:UIGraphicsGetCurrentContext()];
  UIImage *windowImage = UIGraphicsGetImageFromCurrentImageContext();
  UIGraphicsEndImageContext();
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Check out this password generator app that shows various techniques including using a data container singleton object to share data between objects in your project.

See this tutorial on using UIView animations and layer animations:

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Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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Old 01-26-2012, 02:14 AM   #4 (permalink)
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Quote:
Originally Posted by Duncan C View Post
That's not quite right. You have to create an offscreen context, render the key window's layer into it, and the get an image from that context:

Code:
  UIWindow* theWindow = [[UIApplication sharedApplication] keyWindow];
  UIGraphicsBeginImageContext(theWindow.bounds.size);
  [theWindow.layer renderInContext:UIGraphicsGetCurrentContext()];
  UIImage *windowImage = UIGraphicsGetImageFromCurrentImageContext();
  UIGraphicsEndImageContext();
Thanks friend! It is perfect, but now i need save only a size of screen, concretly i need save (0, 744, 768, 180)...

Some idea?
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Old 01-26-2012, 10:45 AM   #5 (permalink)
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Quote:
Originally Posted by alberprimo View Post
Thanks friend! It is perfect, but now i need save only a size of screen, concretly i need save (0, 744, 768, 180)...

Some idea?
I'm not sure what you are asking. You don't want to capture the whole screen, but only a part of it?

Is the region you're capturing a specific view? That would make it easier.
__________________
Regards,

Duncan C
WareTo

Check out our apps in the Apple App store


Check out this password generator app that shows various techniques including using a data container singleton object to share data between objects in your project.

See this tutorial on using UIView animations and layer animations:

See this thread on generating random, non-repeating text

Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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