What do I need to do to save an image my program has generated (possibly from the camera, possibly not) to the system photo library on the iPhone?
You can use this function:
UIImageWriteToSavedPhotosAlbum(UIImage *image,
id completionTarget,
SEL completionSelector,
void *contextInfo);
You only need completionTarget, completionSelector and contextInfo if you want to be notified when the UIImage
is done saving, otherwise you can pass in nil
.
See the official documentation for UIImageWriteToSavedPhotosAlbum()
.
Deprecated in iOS 9.0.
There`s much more fast then UIImageWriteToSavedPhotosAlbum way to do it using iOS 4.0+ AssetsLibrary framework
ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
[library writeImageToSavedPhotosAlbum:[image CGImage] orientation:(ALAssetOrientation)[image imageOrientation] completionBlock:^(NSURL *assetURL, NSError *error){
if (error) {
// TODO: error handling
} else {
// TODO: success handling
}
}];
[library release];
ALAssetsLibrary
, it takes just the same time to save as UIImageWriteToSavedPhotosAlbum
. –
Passport The simplest way is:
UIImageWriteToSavedPhotosAlbum(myUIImage, nil, nil, nil);
For Swift
, you can refer to Saving to the iOS photo library using swift
One thing to remember: If you use a callback, make sure that your selector conforms to the following form:
- (void) image: (UIImage *) image didFinishSavingWithError: (NSError *) error contextInfo: (void *) contextInfo;
Otherwise, you'll crash with an error such as the following:
[NSInvocation setArgument:atIndex:]: index (2) out of bounds [-1, 1]
Just pass the images from an array to it like so
-(void) saveMePlease {
//Loop through the array here
for (int i=0:i<[arrayOfPhotos count]:i++){
NSString *file = [arrayOfPhotos objectAtIndex:i];
NSString *path = [get the path of the image like you would in DOCS FOLDER or whatever];
NSString *imagePath = [path stringByAppendingString:file];
UIImage *image = [[[UIImage alloc] initWithContentsOfFile:imagePath]autorelease];
//Now it will do this for each photo in the array
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
}
}
Sorry for typo's kinda just did this on the fly but you get the point
When saving an array of photos, don't use a for loop, do the following
-(void)saveToAlbum{
[self performSelectorInBackground:@selector(startSavingToAlbum) withObject:nil];
}
-(void)startSavingToAlbum{
currentSavingIndex = 0;
UIImage* img = arrayOfPhoto[currentSavingIndex];//get your image
UIImageWriteToSavedPhotosAlbum(img, self, @selector(image:didFinishSavingWithError:contextInfo:), nil);
}
- (void)image: (UIImage *) image didFinishSavingWithError: (NSError *) error contextInfo: (void *) contextInfo{ //can also handle error message as well
currentSavingIndex ++;
if (currentSavingIndex >= arrayOfPhoto.count) {
return; //notify the user it's done.
}
else
{
UIImage* img = arrayOfPhoto[currentSavingIndex];
UIImageWriteToSavedPhotosAlbum(img, self, @selector(image:didFinishSavingWithError:contextInfo:), nil);
}
}
In Swift:
// Save it to the camera roll / saved photo album
// UIImageWriteToSavedPhotosAlbum(self.myUIImageView.image, nil, nil, nil) or
UIImageWriteToSavedPhotosAlbum(self.myUIImageView.image, self, "image:didFinishSavingWithError:contextInfo:", nil)
func image(image: UIImage!, didFinishSavingWithError error: NSError!, contextInfo: AnyObject!) {
if (error != nil) {
// Something wrong happened.
} else {
// Everything is alright.
}
}
Below function would work. You can copy from here and paste there...
-(void)savePhotoToAlbum:(UIImage*)imageToSave {
CGImageRef imageRef = imageToSave.CGImage;
NSDictionary *metadata = [NSDictionary new]; // you can add
ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
[library writeImageToSavedPhotosAlbum:imageRef metadata:metadata completionBlock:^(NSURL *assetURL,NSError *error){
if(error) {
NSLog(@"Image save eror");
}
}];
}
Swift 4
func writeImage(image: UIImage) {
UIImageWriteToSavedPhotosAlbum(image, self, #selector(self.finishWriteImage), nil)
}
@objc private func finishWriteImage(_ image: UIImage, didFinishSavingWithError error: NSError?, contextInfo: UnsafeRawPointer) {
if (error != nil) {
// Something wrong happened.
print("error occurred: \(String(describing: error))")
} else {
// Everything is alright.
print("saved success!")
}
}
my last answer will do it..
for each image you want to save, add it to a NSMutableArray
//in the .h file put:
NSMutableArray *myPhotoArray;
///then in the .m
- (void) viewDidLoad {
myPhotoArray = [[NSMutableArray alloc]init];
}
//However Your getting images
- (void) someOtherMethod {
UIImage *someImage = [your prefered method of using this];
[myPhotoArray addObject:someImage];
}
-(void) saveMePlease {
//Loop through the array here
for (int i=0:i<[myPhotoArray count]:i++){
NSString *file = [myPhotoArray objectAtIndex:i];
NSString *path = [get the path of the image like you would in DOCS FOLDER or whatever];
NSString *imagePath = [path stringByAppendingString:file];
UIImage *image = [[[UIImage alloc] initWithContentsOfFile:imagePath]autorelease];
//Now it will do this for each photo in the array
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
}
}
homeDirectoryPath = NSHomeDirectory();
unexpandedPath = [homeDirectoryPath stringByAppendingString:@"/Pictures/"];
folderPath = [NSString pathWithComponents:[NSArray arrayWithObjects:[NSString stringWithString:[unexpandedPath stringByExpandingTildeInPath]], nil]];
unexpandedImagePath = [folderPath stringByAppendingString:@"/image.png"];
imagePath = [NSString pathWithComponents:[NSArray arrayWithObjects:[NSString stringWithString:[unexpandedImagePath stringByExpandingTildeInPath]], nil]];
if (![[NSFileManager defaultManager] fileExistsAtPath:folderPath isDirectory:NULL]) {
[[NSFileManager defaultManager] createDirectoryAtPath:folderPath attributes:nil];
}
I created a UIImageView category for this, based on some of the answers above.
Header File:
@interface UIImageView (SaveImage) <UIActionSheetDelegate>
- (void)addHoldToSave;
@end
Implementation
@implementation UIImageView (SaveImage)
- (void)addHoldToSave{
UILongPressGestureRecognizer* longPress = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(handleLongPress:)];
longPress.minimumPressDuration = 1.0f;
[self addGestureRecognizer:longPress];
}
- (void)handleLongPress:(UILongPressGestureRecognizer*)sender {
if (sender.state == UIGestureRecognizerStateEnded) {
UIActionSheet* _attachmentMenuSheet = [[UIActionSheet alloc] initWithTitle:nil
delegate:self
cancelButtonTitle:@"Cancel"
destructiveButtonTitle:nil
otherButtonTitles:@"Save Image", nil];
[_attachmentMenuSheet showInView:[[UIView alloc] initWithFrame:self.frame]];
}
else if (sender.state == UIGestureRecognizerStateBegan){
//Do nothing
}
}
-(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex{
if (buttonIndex == 0) {
UIImageWriteToSavedPhotosAlbum(self.image, nil,nil, nil);
}
}
@end
Now simply call this function on your imageview:
[self.imageView addHoldToSave];
Optionally you can alter the minimumPressDuration parameter.
In Swift 2.2
UIImageWriteToSavedPhotosAlbum(image: UIImage, _ completionTarget: AnyObject?, _ completionSelector: Selector, _ contextInfo: UnsafeMutablePointer<Void>)
If you do not want to be notified when the image is done saving then you may pass nil in the completionTarget, completionSelector and contextInfo parameters.
Example:
UIImageWriteToSavedPhotosAlbum(image, self, #selector(self.imageSaved(_:didFinishSavingWithError:contextInfo:)), nil)
func imageSaved(image: UIImage!, didFinishSavingWithError error: NSError?, contextInfo: AnyObject?) {
if (error != nil) {
// Something wrong happened.
} else {
// Everything is alright.
}
}
The important thing to note here is that your method that observes the image saving should have these 3 parameters else you will run into NSInvocation errors.
Hope it helps.
You can use this
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
UIImageWriteToSavedPhotosAlbum(img.image, nil, nil, nil);
});
For Swift 5.0
I used this code to copy images to photo albums my application had created; When I want to copy images files I call "startSavingPhotoAlbume()" function. First I get UIImage from App folder then save it to photo albums. Because it is irrelevant I dont show how to read image from App folder.
var saveToPhotoAlbumCounter = 0
func startSavingPhotoAlbume(){
saveToPhotoAlbumCounter = 0
saveToPhotoAlbume()
}
func saveToPhotoAlbume(){
let image = loadImageFile(fileName: imagefileList[saveToPhotoAlbumCounter], folderName: folderName)
UIImageWriteToSavedPhotosAlbum(image!, self, #selector(image(_:didFinishSavingWithError:contextInfo:)), nil)
}
@objc func image(_ image: UIImage, didFinishSavingWithError error: NSError?, contextInfo: UnsafeRawPointer) {
if (error != nil) {
print("ptoto albume savin error for \(imageFileList[saveToPhotoAlbumCounter])")
} else {
if saveToPhotoAlbumCounter < imageFileList.count - 1 {
saveToPhotoAlbumCounter += 1
saveToPhotoAlbume()
} else {
print("saveToPhotoAlbume is finished with \(saveToPhotoAlbumCounter) files")
}
}
}
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