I am trying to create a snapshot of a UICollectionViewCell by creating a CGBitMapContext. I am not entirely clear on how to do this or how to use the associated classes, but after a bit of research, I have written the following method which is called from inside my UICollectionViewCell subclass:
- (void)snapShotOfCell
{
float scaleFactor = [[UIScreen mainScreen] scale];
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, self.frame.size.width * scaleFactor, self.frame.size.height * scaleFactor, 8, self.frame.size.width * scaleFactor * 4, colorSpace, kCGImageAlphaPremultipliedFirst);
CGImageRef image = CGBitmapContextCreateImage(context);
UIImage *snapShot = [[UIImage alloc]initWithCGImage:image];
UIImageView *imageView = [[UIImageView alloc]initWithFrame:self.frame];
imageView.image = snapShot;
imageView.opaque = YES;
[self addSubview:imageView];
CGImageRelease(image);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
}
The result is that the image does not appear. Upon debugging, I can determine that I have a valid (non nil) context, CGImage, UIImage and UIImageView, but nothing appears onscreen. Can someone tell me what I am missing?
You can add this as a category to UIView and it will be accessible for any view
Then you just need to do
[self addSubview:[[UIImageView alloc] initWithImage:self.snapshot]]
from you cell object.[EDIT]
Providing the need for asynchronous rendering (totally understandable) this can be achieved using dispatch queues. I think this would work:
[EDIT]