Add transparent space around a UIImage
In Swift you can write an extension to UIImage that draws image with insets around it.
Swift 3:
import UIKit
extension UIImage {
func imageWithInsets(insets: UIEdgeInsets) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(
CGSize(width: self.size.width + insets.left + insets.right,
height: self.size.height + insets.top + insets.bottom), false, self.scale)
let _ = UIGraphicsGetCurrentContext()
let origin = CGPoint(x: insets.left, y: insets.top)
self.draw(at: origin)
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithInsets
}
}
OLD ANSWER:
import UIKit
extension UIImage {
func imageWithInsets(insets: UIEdgeInsets) -> UIImage {
UIGraphicsBeginImageContextWithOptions(
CGSizeMake(self.size.width + insets.left + insets.right,
self.size.height + insets.top + insets.bottom), false, self.scale)
let context = UIGraphicsGetCurrentContext()
let origin = CGPoint(x: insets.left, y: insets.top)
self.drawAtPoint(origin)
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithInsets
}
}
This is the solution in Swift 4 inspired by DrummerB answer:
import UIKit
extension UIImage {
func addImagePadding(x: CGFloat, y: CGFloat) -> UIImage? {
let width: CGFloat = size.width + x
let height: CGFloat = size.height + y
UIGraphicsBeginImageContextWithOptions(CGSize(width: width, height: height), false, 0)
let origin: CGPoint = CGPoint(x: (width - size.width) / 2, y: (height - size.height) / 2)
draw(at: origin)
let imageWithPadding = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithPadding
}
}
How to apply:
let image = UIImage(named: "your-image")!
let imageView = UIImageView(image: image.addImagePadding(x: 50, y: 50))
imageView.backgroundColor = UIColor.gray
view.addSubview(imageView)
Features:
- Simply pass padding values via parameters
- Colored padding (by setting the UIGraphicsBeginImageContextWithOptions opaque parameter to false)
You create a new image context that is 1000x1000, draw your old image in the middle, then get the new UIImage
from the context.
// Setup a new context with the correct size
CGFloat width = 1000;
CGFloat height = 1000;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(width, height), NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
// Now we can draw anything we want into this new context.
CGPoint origin = CGPointMake((width - oldImage.size.width) / 2.0f,
(height - oldImage.size.height) / 2.0f);
[oldImage drawAtPoint:origin];
// Clean up and get the new image.
UIGraphicsPopContext();
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();