Question

I am trying to save each image in an array as a .PNG file (also as the right size, without scaling up because of retina mac dpi issues) and can't seem to find a solution. NONE of the solutions at How to save PNG file from NSImage (retina issues) seem to be working for me. I've tried each one and each of them would still save a 72x72 file as 144x144 in retina .etc.

More specifically I am looking for an NSImage category (yes, I am working in the Mac environment)

I am trying to have the user Choose a directory to save them in and execute the saving of the images from array like this:

- (IBAction)saveImages:(id)sender {
    // Prepare Images that are checked and put them in an array
    [self prepareImages];

    if ([preparedImages count] == 0) {
        NSLog(@"We have no preparedImages to save!");
        NSAlert *alert = [[NSAlert alloc] init];
        [alert setAlertStyle:NSInformationalAlertStyle];
        [alert setMessageText:NSLocalizedString(@"Error", @"Save Images Error Text")];
        [alert setInformativeText:NSLocalizedString(@"You have not selected any images to create.", @"Save Images Error Informative Text")];

        [alert beginSheetModalForWindow:self.window
                          modalDelegate:self
                        didEndSelector:@selector(testDatabaseConnectionDidEnd:returnCode:
                                                   contextInfo:)
                            contextInfo:nil];
        return;
    } else {
        NSLog(@"We have prepared %lu images.", (unsigned long)[preparedImages count]);
    }

    // Save Dialog
    // Create a File Open Dialog class.
    //NSOpenPanel* openDlg = [NSOpenPanel openPanel];
    NSSavePanel *panel = [NSSavePanel savePanel];

    // Set array of file types
    NSArray *fileTypesArray;
    fileTypesArray = [NSArray arrayWithObjects:@"jpg", @"gif", @"png", nil];

    // Enable options in the dialog.
    //[openDlg setCanChooseFiles:YES];
    //[openDlg setAllowedFileTypes:fileTypesArray];
    //[openDlg setAllowsMultipleSelection:TRUE];
    [panel setNameFieldStringValue:@"Images.png"];
    [panel setDirectoryURL:directoryPath];


    // Display the dialog box.  If the OK pressed,
    // process the files.
    [panel beginWithCompletionHandler:^(NSInteger result) {

        if (result == NSFileHandlingPanelOKButton) {
            NSLog(@"OK Button!");
            // create a file manager and grab the save panel's returned URL
            NSFileManager *manager = [NSFileManager defaultManager];
            directoryPath = [panel URL];
            [[self directoryLabel] setStringValue:[NSString stringWithFormat:@"%@", directoryPath]];

            // then copy a previous file to the new location

            // copy item at URL was self.myURL
            // copy images that are created from array to this path


            for (NSImage *image in preparedImages) {
#warning Fix Copy Item At URL to copy image from preparedImages array to save each one
                NSString *imageName = image.name;
                NSString *imagePath = [[directoryPath absoluteString] stringByAppendingPathComponent:imageName];

                //[manager copyItemAtURL:nil toURL:directoryPath error:nil];
                NSLog(@"Trying to write IMAGE: %@ to URL: %@", imageName, imagePath);
                //[image writePNGToURL:[NSURL URLWithString:imagePath] outputSizeInPixels:image.size error:nil];
                [self saveImage:image atPath:imagePath];
            }
            //[manager copyItemAtURL:nil toURL:directoryPath error:nil];


        }
    }];

    [preparedImages removeAllObjects];

    return;

}

one user attempted to answer his by using this NSImage category but it does not produce any file or PNG for me.

@interface NSImage (SSWPNGAdditions)

- (BOOL)writePNGToURL:(NSURL*)URL outputSizeInPixels:(NSSize)outputSizePx error:(NSError*__autoreleasing*)error;

@end

@implementation NSImage (SSWPNGAdditions)

- (BOOL)writePNGToURL:(NSURL*)URL outputSizeInPixels:(NSSize)outputSizePx error:(NSError*__autoreleasing*)error
{
    BOOL result = YES;
    NSImage* scalingImage = [NSImage imageWithSize:[self size] flipped:[self isFlipped] drawingHandler:^BOOL(NSRect dstRect) {
        [self drawAtPoint:NSMakePoint(0.0, 0.0) fromRect:dstRect operation:NSCompositeSourceOver fraction:1.0];
        return YES;
    }];
    NSRect proposedRect = NSMakeRect(0.0, 0.0, outputSizePx.width, outputSizePx.height);
    CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
    CGContextRef cgContext = CGBitmapContextCreate(NULL, proposedRect.size.width, proposedRect.size.height, 8, 4*proposedRect.size.width, colorSpace, kCGImageAlphaPremultipliedLast);
    CGColorSpaceRelease(colorSpace);
    NSGraphicsContext* context = [NSGraphicsContext graphicsContextWithGraphicsPort:cgContext flipped:NO];
    CGContextRelease(cgContext);
    CGImageRef cgImage = [scalingImage CGImageForProposedRect:&proposedRect context:context hints:nil];
    CGImageDestinationRef destination = CGImageDestinationCreateWithURL((__bridge CFURLRef)(URL), kUTTypePNG, 1, NULL);
    CGImageDestinationAddImage(destination, cgImage, nil);
    if(!CGImageDestinationFinalize(destination))
    {
        NSDictionary* details = @{NSLocalizedDescriptionKey:@"Error writing PNG image"};
        [details setValue:@"ran out of money" forKey:NSLocalizedDescriptionKey];
        *error = [NSError errorWithDomain:@"SSWPNGAdditionsErrorDomain" code:10 userInfo:details];
        result = NO;
    }
    CFRelease(destination);
    return result;
}

@end
Was it helpful?

Solution

I had trouble with the answer provided in original thread too. Further reading landed me on a post by Erica Sadun related to debugging code for retina displays without a retina display. She creates a bitmap of the desired size, then replaces the current drawing context (display based/retina influenced) with the generic one associated with the new bitmap. She then renders the original image into the bitmap (using the generic graphics context).

I took her code and made a quick category on NSImage which seems to do the job for me. After calling

NSBitmapImageRep *myRep = [myImage unscaledBitmapImageRep];

you should have a bitmap of the proper (original) dimensions, regardless of the type of physical display you started with. From this point, you can call representationUsingType:properties on the unscaled bitmap to get whatever format you are looking to write out.

Here is my category (header omitted). Note - you may need to expose the colorspace portion of the bitmap initializer. This is the value that works for my particular case.

-(NSBitmapImageRep *)unscaledBitmapImageRep {

    NSBitmapImageRep *rep = [[NSBitmapImageRep alloc]
                               initWithBitmapDataPlanes:NULL
                                             pixelsWide:self.size.width
                                             pixelsHigh:self.size.height
                                          bitsPerSample:8
                                        samplesPerPixel:4
                                               hasAlpha:YES
                                               isPlanar:NO
                                         colorSpaceName:NSDeviceRGBColorSpace
                                            bytesPerRow:0
                                           bitsPerPixel:0];
    rep.size = self.size;

   [NSGraphicsContext saveGraphicsState];
   [NSGraphicsContext setCurrentContext:
            [NSGraphicsContext graphicsContextWithBitmapImageRep:rep]];

    [self drawAtPoint:NSMakePoint(0, 0) 
             fromRect:NSZeroRect 
            operation:NSCompositeSourceOver 
             fraction:1.0];

    [NSGraphicsContext restoreGraphicsState];
    return rep;
}

OTHER TIPS

Thank tad & SnowPaddler.

For anyone who is not familiar with Cocoa and using Swift 4, you can view Swift 2 & Swift 3 version from edit history:

import Cocoa

func unscaledBitmapImageRep(forImage image: NSImage) -> NSBitmapImageRep {
    guard let rep = NSBitmapImageRep(
        bitmapDataPlanes: nil,
        pixelsWide: Int(image.size.width),
        pixelsHigh: Int(image.size.height),
        bitsPerSample: 8,
        samplesPerPixel: 4,
        hasAlpha: true,
        isPlanar: false,
        colorSpaceName: .deviceRGB,
        bytesPerRow: 0,
        bitsPerPixel: 0
        ) else {
            preconditionFailure()
    }

    NSGraphicsContext.saveGraphicsState()
    NSGraphicsContext.current = NSGraphicsContext(bitmapImageRep: rep)
    image.draw(at: .zero, from: .zero, operation: .sourceOver, fraction: 1.0)
    NSGraphicsContext.restoreGraphicsState()

    return rep
}

func writeImage(
    image: NSImage,
    usingType type: NSBitmapImageRep.FileType,
    withSizeInPixels size: NSSize?,
    to url: URL) throws {
    if let size = size {
        image.size = size
    }
    let rep = unscaledBitmapImageRep(forImage: image)

    guard let data = rep.representation(using: type, properties: [.compressionFactor: 1.0]) else {
        preconditionFailure()
    }

    try data.write(to: url)
}

Tad - thank you very much for this code - I agonised over this for days! It helped me write a file from a NSImage whilst keeping the resolution to 72DPI despite the retina display installed on my Mac. For the benefit of others that want to save a NSImage to a file with a specific pixel size and type (PNG, JPG etc) with a resolution of 72 DPI, here is the code that worked for me. I found that you need to set the size of your image before calling unscaledBitmapImageRep for this to work.

-(void)saveImage:(NSImage *)image
     AsImageType:(NSBitmapImageFileType)imageType
         forSize:(NSSize)targetSize
          atPath:(NSString *)path
{
    image.size = targetSize;

    NSBitmapImageRep * rep = [image unscaledBitmapImageRep:targetSize];

    // Write the target image out to a file
    NSDictionary *imageProps = [NSDictionary dictionaryWithObject:[NSNumber numberWithFloat:1.0] forKey:NSImageCompressionFactor];
    NSData *targetData = [rep representationUsingType:imageType properties:imageProps];
    [targetData writeToFile:path atomically: NO];

    return;
}

I have also included the source code for the category header and .m file below.

The NSImage+Scaling.h file:

#import <Cocoa/Cocoa.h>
#import <QuartzCore/QuartzCore.h>

@interface NSImage (Scaling)

-(NSBitmapImageRep *)unscaledBitmapImageRep;

@end

And the NSImage+Scaling.m file:

#import "NSImage+Scaling.h"

#pragma mark - NSImage_Scaling
@implementation NSImage (Scaling)

-(NSBitmapImageRep *)unscaledBitmapImageRep
{

    NSBitmapImageRep *rep = [[NSBitmapImageRep alloc]
                             initWithBitmapDataPlanes:NULL
                             pixelsWide:self.size.width
                             pixelsHigh:self.size.height
                             bitsPerSample:8
                             samplesPerPixel:4
                             hasAlpha:YES
                             isPlanar:NO
                             colorSpaceName:NSDeviceRGBColorSpace
                             bytesPerRow:0
                             bitsPerPixel:0];

    [NSGraphicsContext saveGraphicsState];
    [NSGraphicsContext setCurrentContext:
    [NSGraphicsContext graphicsContextWithBitmapImageRep:rep]];    

    [self drawAtPoint:NSMakePoint(0, 0)
             fromRect:NSZeroRect
            operation:NSCompositeSourceOver
             fraction:1.0];

    [NSGraphicsContext restoreGraphicsState];
    return rep;
}

@end

I had the same difficulties with saving an NSImage object to a PNG or JPG file, and I finally understood why...

Firstly, the code excerpt shown above works well:

import Cocoa

func unscaledBitmapImageRep(forImage image: NSImage) -> NSBitmapImageRep {
    guard let rep = NSBitmapImageRep(
        bitmapDataPlanes: nil,
        pixelsWide: Int(image.size.width),
        pixelsHigh: Int(image.size.height),
        bitsPerSample: 8,
        samplesPerPixel: 4,
        hasAlpha: true,
        isPlanar: false,
        colorSpaceName: .deviceRGB,
        bytesPerRow: 0,
        bitsPerPixel: 0
    ) else {
        preconditionFailure()
    }

    NSGraphicsContext.saveGraphicsState()
    NSGraphicsContext.current = NSGraphicsContext(bitmapImageRep: rep)
    image.draw(at: .zero, from: .zero, operation: .sourceOver, fraction: 1.0)
    NSGraphicsContext.restoreGraphicsState()

    return rep
}

func writeImage(
    image: NSImage,
    usingType type: NSBitmapImageRep.FileType,
    withSizeInPixels size: NSSize?,
    to url: URL) throws {
    if let size = size {
        image.size = size
    }
    let rep = unscaledBitmapImageRep(forImage: image)

    guard let data = rep.representation(using: type, properties:[.compressionFactor: 1.0]) else {
    preconditionFailure()
    }

    try data.write(to: url)
}

...However, since I am working with a Mac App that is Sandboxed, which as you know is a requirement for Apple App Store distribution, I noticed that I had to choose my destination directory with care as I was testing my preliminary code.

If I used a file URL by way of:

let fileManager = FileManager.default
let documentsURL = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first!
let documentPath = documentsURL.path
let filePath = documentsURL.appendingPathComponent("TestImage.png")

filePath = file:///Users/Andrew/Library/Containers/Objects-and-Such.ColourSpace/Data/Documents/TestImage.png

...which works for sandboxed Apps, file saving won't work if I had chosen a directory such as Desktop:

filePath = file:///Users/Andrew/Library/Containers/Objects-and-Such.ColourSpace/Data/Desktop/TestImage.png

I hope this helps.

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