Is there an easy way to rotate a NSImage in a Mac OSX app? Or just set the orientation from portrait to landscape using Swift?
I am playing around with CATransform3DMakeAffineTransform but I can't get it to work.
CATransform3DMakeAffineTransform(CGAffineTransformMakeRotation(CGFloat(M_PI) * 90/180))
It's the first time for me to work with transformations. So please be patient with me :) Maybe I'm working on a wrong approach...
Can anybody help me please?
Thanks!
public extension NSImage {
public func imageRotatedByDegreess(degrees:CGFloat) -> NSImage {
var imageBounds = NSZeroRect ; imageBounds.size = self.size
let pathBounds = NSBezierPath(rect: imageBounds)
var transform = NSAffineTransform()
transform.rotateByDegrees(degrees)
pathBounds.transformUsingAffineTransform(transform)
let rotatedBounds:NSRect = NSMakeRect(NSZeroPoint.x, NSZeroPoint.y, pathBounds.bounds.size.width, pathBounds.bounds.size.height )
let rotatedImage = NSImage(size: rotatedBounds.size)
//Center the image within the rotated bounds
imageBounds.origin.x = NSMidX(rotatedBounds) - (NSWidth(imageBounds) / 2)
imageBounds.origin.y = NSMidY(rotatedBounds) - (NSHeight(imageBounds) / 2)
// Start a new transform
transform = NSAffineTransform()
// Move coordinate system to the center (since we want to rotate around the center)
transform.translateXBy(+(NSWidth(rotatedBounds) / 2 ), yBy: +(NSHeight(rotatedBounds) / 2))
transform.rotateByDegrees(degrees)
// Move the coordinate system bak to normal
transform.translateXBy(-(NSWidth(rotatedBounds) / 2 ), yBy: -(NSHeight(rotatedBounds) / 2))
// Draw the original image, rotated, into the new image
rotatedImage.lockFocus()
transform.concat()
self.drawInRect(imageBounds, fromRect: NSZeroRect, operation: NSCompositingOperation.CompositeCopy, fraction: 1.0)
rotatedImage.unlockFocus()
return rotatedImage
}
var image = NSImage(named:"test.png")!.imageRotatedByDegreess(CGFloat(90)) //use only this values 90, 180, or 270
}
Updated for Swift 3:
public extension NSImage {
public func imageRotatedByDegreess(degrees:CGFloat) -> NSImage {
var imageBounds = NSZeroRect ; imageBounds.size = self.size
let pathBounds = NSBezierPath(rect: imageBounds)
var transform = NSAffineTransform()
transform.rotate(byDegrees: degrees)
pathBounds.transform(using: transform as AffineTransform)
let rotatedBounds:NSRect = NSMakeRect(NSZeroPoint.x, NSZeroPoint.y, pathBounds.bounds.size.width, pathBounds.bounds.size.height )
let rotatedImage = NSImage(size: rotatedBounds.size)
//Center the image within the rotated bounds
imageBounds.origin.x = NSMidX(rotatedBounds) - (NSWidth(imageBounds) / 2)
imageBounds.origin.y = NSMidY(rotatedBounds) - (NSHeight(imageBounds) / 2)
// Start a new transform
transform = NSAffineTransform()
// Move coordinate system to the center (since we want to rotate around the center)
transform.translateX(by: +(NSWidth(rotatedBounds) / 2 ), yBy: +(NSHeight(rotatedBounds) / 2))
transform.rotate(byDegrees: degrees)
// Move the coordinate system bak to normal
transform.translateX(by: -(NSWidth(rotatedBounds) / 2 ), yBy: -(NSHeight(rotatedBounds) / 2))
// Draw the original image, rotated, into the new image
rotatedImage.lockFocus()
transform.concat()
self.draw(in: imageBounds, from: NSZeroRect, operation: NSCompositingOperation.copy, fraction: 1.0)
rotatedImage.unlockFocus()
return rotatedImage
}
}
class SomeClass: NSViewController {
var image = NSImage(named:"test.png")!.imageRotatedByDegreess(degrees: CGFloat(90)) //use only this values 90, 180, or 270
}
Thank for this solution, however it did not worked perfectly for me.
As you may have noticed that pathBounds is not used anywhere. In my opinion is has to be used like so:
let rotatedBounds:NSRect = NSMakeRect(NSZeroPoint.x, NSZeroPoint.y , pathBounds.bounds.size.width, pathBounds.bounds.size.height )
Otherwise the image will be rotated but cropped to a square bounds.
Letting IKImageView do the heavy lifting:
import Quartz
extension NSImage {
func imageRotated(by degrees: CGFloat) -> NSImage {
let imageRotator = IKImageView()
var imageRect = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
let cgImage = self.cgImage(forProposedRect: &imageRect, context: nil, hints: nil)
imageRotator.setImage(cgImage, imageProperties: [:])
imageRotator.rotationAngle = CGFloat(-(degrees / 180) * CGFloat(M_PI))
let rotatedCGImage = imageRotator.image().takeUnretainedValue()
return NSImage(cgImage: rotatedCGImage, size: NSSize.zero)
}
}
Here's a simple Swift (4+) solution to drawing an image that is rotated around the center:
extension NSImage {
/// Rotates the image by the specified degrees around the center.
/// Note that if the angle is not a multiple of 90°, parts of the rotated image may be drawn outside the image bounds.
func rotated(by angle: CGFloat) -> NSImage {
let img = NSImage(size: self.size, flipped: false, drawingHandler: { (rect) -> Bool in
let (width, height) = (rect.size.width, rect.size.height)
let transform = NSAffineTransform()
transform.translateX(by: width / 2, yBy: height / 2)
transform.rotate(byDegrees: angle)
transform.translateX(by: -width / 2, yBy: -height / 2)
transform.concat()
self.draw(in: rect)
return true
})
img.isTemplate = self.isTemplate // preserve the underlying image's template setting
return img
}
}
This one works also for non-square images, Swift 5.
extension NSImage {
func rotated(by degrees : CGFloat) -> NSImage {
var imageBounds = NSRect(x: 0, y: 0, width: size.width, height: size.height)
let rotatedSize = AffineTransform(rotationByDegrees: degrees).transform(size)
let newSize = CGSize(width: abs(rotatedSize.width), height: abs(rotatedSize.height))
let rotatedImage = NSImage(size: newSize)
imageBounds.origin = CGPoint(x: newSize.width / 2 - imageBounds.width / 2, y: newSize.height / 2 - imageBounds.height / 2)
let otherTransform = NSAffineTransform()
otherTransform.translateX(by: newSize.width / 2, yBy: newSize.height / 2)
otherTransform.rotate(byDegrees: degrees)
otherTransform.translateX(by: -newSize.width / 2, yBy: -newSize.height / 2)
rotatedImage.lockFocus()
otherTransform.concat()
draw(in: imageBounds, from: CGRect.zero, operation: NSCompositingOperation.copy, fraction: 1.0)
rotatedImage.unlockFocus()
return rotatedImage
}
}
Building on #FrankByte.com's code, this version should extend correctly in both x and y on any image and any rotation.
extension NSImage {
func rotated(by degrees: CGFloat) -> NSImage {
let sinDegrees = abs(sin(degrees * CGFloat.pi / 180.0))
let cosDegrees = abs(cos(degrees * CGFloat.pi / 180.0))
let newSize = CGSize(width: size.height * sinDegrees + size.width * cosDegrees,
height: size.width * sinDegrees + size.height * cosDegrees)
let imageBounds = NSRect(x: (newSize.width - size.width) / 2,
y: (newSize.height - size.height) / 2,
width: size.width, height: size.height)
let otherTransform = NSAffineTransform()
otherTransform.translateX(by: newSize.width / 2, yBy: newSize.height / 2)
otherTransform.rotate(byDegrees: degrees)
otherTransform.translateX(by: -newSize.width / 2, yBy: -newSize.height / 2)
let rotatedImage = NSImage(size: newSize)
rotatedImage.lockFocus()
otherTransform.concat()
draw(in: imageBounds, from: CGRect.zero, operation: NSCompositingOperation.copy, fraction: 1.0)
rotatedImage.unlockFocus()
return rotatedImage
}
}
Related
I am trying to figure out how to create a plainNode in SceneKit that takes up exactly half of the screen.
So I found this routine to projectValues that seems correct.
extension CGPoint {
func scnVector3Value(view: SCNView, depth: Float) -> SCNVector3 {
let projectedOrigin = view.projectPoint(SCNVector3(0, 0, depth))
return view.unprojectPoint(SCNVector3(Float(x), Float(y), projectedOrigin.z))
}
}
And I fed these values into it...
let native = UIScreen.main.bounds
let maxMax = CGPoint(x: native.width, y: native.height * 0.5)
let newPosition1 = maxMax.scnVector3Value(view: view, depth: Float(0))
print("newPosition \(newPosition1)")
let minMin = CGPoint(x: 0, y: 0)
let newPosition2 = minMin.scnVector3Value(view: view, depth: Float(0))
print("newPosition \(newPosition2)")
let minMax = CGPoint(x: 0, y: native.height * 0.5)
let newPosition3 = minMax.scnVector3Value(view: view, depth: Float(0))
print("newPosition \(newPosition3)")
let maxMin = CGPoint(x: native.width, y: 0)
let newPosition4 = maxMin.scnVector3Value(view: view, depth: Float(0))
print("newPosition \(newPosition4)")
// approximations that look almost correct, but they are not...
let width = (maxMax.x - minMin.x) / 100 * 2
let height = (maxMax.y - minMin.y) / 100 * 2
let plainGeo = SCNPlane(width: width, height: height)
let planeNode = SCNNode(geometry: plainGeo)
planeNode.geometry?.firstMaterial?.diffuse.contents = UIColor.red
view.scene.rootNode?.addChildNode(planeNode)
But it isn't right? What am I doing wrong here?
I have large images uploaded by users in Swift and I need to resize them all to 100x100px to create thumbnails to store in my server. So far I have found that this resizes an image given a CGSize:
func resizedImage(image: UIImage, size: CGSize) -> UIImage? {
let renderer = UIGraphicsImageRenderer(size: size)
return renderer.image { (context) in
image.draw(in: CGRect(origin: .zero, size: size))
}
}
Is there any way to create a CGSize knowing that my target size is strictly 100x100px?
Got this to work:
extension UIImage {
func resizedImage(pixelSize: (width: Int, height: Int)) -> UIImage? {
var size = CGSize(width: CGFloat(pixelSize.width) / UIScreen.main.scale, height: CGFloat(pixelSize.height) / UIScreen.main.scale)
let rect = AVMakeRect(aspectRatio: self.size, insideRect: CGRect(x:0, y:0, width: size.width, height: size.height))
let renderer = UIGraphicsImageRenderer(size: size)
return renderer.image { (context) in
self.draw(in: rect)
}
}
}
You should initialize your render based on the user device scale and multiply its width and height instead of dividing it:
extension UIImage {
func aspectFitScaled(to size: CGSize) -> UIImage {
let format = imageRendererFormat
format.opaque = false
format.scale = UIScreen.main.scale
let isLandscape = self.size.width > self.size.height
let ratio = isLandscape ? size.width / self.size.width : size.height / self.size.height
let drawSize = self.size.scaled(by: ratio)
let x = (size.width - drawSize.width) / 2
let y = (size.height - drawSize.height) / 2
let origin = CGPoint(x: x, y: y)
return UIGraphicsImageRenderer(size: size, format: format).image { _ in
draw(in: CGRect(origin: origin, size: drawSize))
}
}
}
usage:
class ViewController: UIViewController {
// imageView frame is 200 x 200
#IBOutlet weak var imageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
// original image size is (719.0, 808.0)
let image = UIImage(data: try! Data(contentsOf: URL(string: "https://i.stack.imgur.com/Xs4RX.jpg")!))!
imageView.backgroundColor = .gray
let ivImage = image.aspectFitScaled(to: imageView.frame.size)
imageView.image = ivImage
print("ivImage.size", ivImage.size) // (200.0, 200.0)
print("ivImage.scale", ivImage.scale) // screen scale 3.0 iPhone 8 Plus
// lets check the real image dimension
let data = ivImage.jpegData(compressionQuality: 1)!
let savedSize = UIImage(data: data)!.size
print("savedSize", savedSize) // savedSize (600.0, 600.0)
}
}
Edited with link to repository.
I am using SwiftUI and so don't have access to the 'cropping view'. I am using gestures instead of ScrollView to capture a zoom level and offset (x and y) of an image. I am unable to return an image which crops properly based on these factors.
It seems as if SwiftUI itself might be a factor. Perhaps the offset of the image within the view needs to be accounted for in determining offsets and zoom levels?
I have the image and I have the following values from the gestures on the view to represent scale and x/y position:
#State var scale: CGFloat = 1.0
#State var currentPosition: CGSize = CGSize.zero
The current attempt, which gets closest for the function called:
func prepareImage( ) {
let imageToManipulate = UIImage(named: "landscape")
let currentPositionWidth = self.currentPosition.width
let currentPositionHeight = self.currentPosition.height
let zoomScale = self.scale
let imsize = imageToManipulate!.size
var scale : CGFloat = self.frameSize.width / imsize.width
if imsize.height * scale < self.frameSize.height {
scale = self.frameSize.height / imsize.height
}
let croppedImsize = CGSize(width: (self.frameSize.width/scale) / zoomScale, height: (self.frameSize.height/scale) / zoomScale)
let xOffset = (( imsize.width - croppedImsize.width ) / 2.0) - (currentPositionWidth / zoomScale)
let yOffset = (( imsize.height - croppedImsize.height) / 2.0) - (currentPositionHeight / zoomScale)
let croppedImrect: CGRect = CGRect(x: xOffset, y: yOffset, width: croppedImsize.width, height: croppedImsize.height)
let r = UIGraphicsImageRenderer(size:croppedImsize)
let croppedIm = r.image { _ in
imageToManipulate!.draw(at: CGPoint(x:-croppedImrect.origin.x, y:-croppedImrect.origin.y))
}
self.croppedImage = croppedIm
self.photoIsFinished = true
}
However, as you will see in the repository, when combining both zoom/scale and x/y offsets it is always 'off' a bit.
As well, when you try to crop to a square image the amount it is 'off' can be quite significant.
Thanks to Asperi's answer , I have implement a lightweight swiftUI library to crop image.Here is the library and demo.Here
The magic is below:
public var body: some View {
GeometryReader { proxy in
// ...
Button(action: {
// how to crop the image according to rectangle area
if self.tempResult == nil {
self.cropTheImageWithImageViewSize(proxy.size)
}
self.resultImage = self.tempResult
}) {
Text("Crop Image")
.padding(.all, 10)
.background(Color.blue)
.foregroundColor(.white)
.shadow(color: .gray, radius: 1)
.padding(.top, 50)
}
}
}
func cropTheImageWithImageViewSize(_ size: CGSize) {
let imsize = inputImage.size
let scale = max(inputImage.size.width / size.width,
inputImage.size.height / size.height)
let zoomScale = self.scale
let currentPositionWidth = self.dragAmount.width * scale
let currentPositionHeight = self.dragAmount.height * scale
let croppedImsize = CGSize(width: (self.cropSize.width * scale) / zoomScale, height: (self.cropSize.height * scale) / zoomScale)
let xOffset = (( imsize.width - croppedImsize.width) / 2.0) - (currentPositionWidth / zoomScale)
let yOffset = (( imsize.height - croppedImsize.height) / 2.0) - (currentPositionHeight / zoomScale)
let croppedImrect: CGRect = CGRect(x: xOffset, y: yOffset, width: croppedImsize.width, height: croppedImsize.height)
if let cropped = inputImage.cgImage?.cropping(to: croppedImrect) {
//uiimage here can write to data in png or jpeg
let croppedIm = UIImage(cgImage: cropped)
tempResult = croppedIm
result = Image(uiImage: croppedIm)
}
}
The answer was provided via the GitHub repository by juanj
let imageToManipulate = UIImage(named: "landscape")
let zoomScale = self.scale
let imsize = imageToManipulate!.size
var scale : CGFloat = self.frameSize.width / imsize.width
if imsize.height * scale < self.frameSize.height {
scale = self.frameSize.height / imsize.height
}
let currentPositionWidth = self.currentPosition.width / scale
let currentPositionHeight = self.currentPosition.height / scale
let croppedImsize = CGSize(width: (self.frameSize.width/scale) / zoomScale, height: (self.frameSize.height/scale) / zoomScale)
let xOffset = (( imsize.width - croppedImsize.width ) / 2.0) - (currentPositionWidth / zoomScale)
let yOffset = (( imsize.height - croppedImsize.height) / 2.0) - (currentPositionHeight / zoomScale)
let croppedImrect: CGRect = CGRect(x: xOffset, y: yOffset, width: croppedImsize.width, height: croppedImsize.height)
let r = UIGraphicsImageRenderer(size:croppedImsize)
let croppedIm = r.image { _ in
imageToManipulate!.draw(at: CGPoint(x:-croppedImrect.origin.x, y:-croppedImrect.origin.y))
}
self.croppedImage = croppedIm
self.photoIsFinished = true
The full code, demonstrating how to allow a user to zoom and pan an image within a frame in a SwiftUI view, and then crop the result to a new image can be viewed in the repository.
Faced with a strange issue when UIImage(contentsOfFile: "") SLOWER than UIImage(imageLiteralResourceName: "")
In my CALayer I have ONE global variable
let img:UIImage? = nil
...and If the viewDidLoad I'm loading img using "contentsOfFile", then it draw this image very SLOW. (For example during touchMove+refresh CPU under 99-100% and FPS 5-10)
img = UIImage(cgImage: UIImage(contentsOfFile: controlPath! + "/line.png")!.cgImage!, scale: 2.0, orientation: UIImage.Orientation.up)
But... if in the viewDidLoad I'm loading the same img using "imageLiteralResourceName" or UIImage(data:NSDATA) - then it works Perfect! CPU load is low, FPS40-60 WHY???
img = UIImage(cgImage: UIImage(imageLiteralResourceName: "line.png").cgImage!, scale: 2.0, orientation: UIImage.Orientation.up).cgImage
Code that draw 100 copies of this image on screen:
override public func draw(in ctx: CGContext) {
...
//here we draw this image... nothing special
for _ in 0...99{
ctx.draw(img.cgImage!, in: randomPositionRect)
}
...
}
refreshing screen:
override public func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesMoved(touches, with: event)
....
myLayer.setNeedsDisplay()
}
PS> in objective c it work fast in both cases. Issue only with SWIFT
Full draw code:
var value = self.frame.size.height/2.0 //this value is changing in touchMove
override public func draw(in ctx: CGContext) {
let height:CGFloat = self.frame.size.height-paddingTop!-paddingBottom!
//rotate screen
ctx.translateBy(x: +(frame.size.width / 2), y: +(frame.size.height / 2))
ctx.rotate(by: degreesToRadians(x: 180))
ctx.scaleBy(x: -1.0, y: 1.0)
ctx.translateBy(x: -(frame.size.width / 2), y: -(frame.size.height / 2))
////
ctx.translateBy(x: 0.0, y: 110)
//Define the degrees needed for each plane to create a circle
let degForPlane = Float(360.0 / CGFloat(panelsCount!))
let radius: CGFloat = height / 2.0
//The current angle offset (initially it is 0... it will change through the pan function)
let vv: CGFloat = ((160.0 / frame.size.height) * (self.value)) + 10
var degX: CGFloat = vv
degX -= 90
degX += 360
/////DRAW Carousel ////
let rect = CGRect(x: 0, y: 0 - (originalPanelSize!.height / 2.0), width: originalPanelSize!.width, height: originalPanelSize!.height)
for i in 0...panelsCount!-1 {
//Create the Matrix identity
var t: CATransform3D = CATransform3DIdentity
//Perform rotate on the matrix identity
t = CATransform3DRotate(t, degreesToRadians(x: degX), 1.0, 0.0, 0.0)
//Perform translate on the current transform matrix (identity + rotate)
t = CATransform3DTranslate(t, 0.0, 0.0, radius)
if i > -1 && ((degX >= -180 && degX <= 90) || (degX >= 270 && degX <= 450)) {
let affine = CGAffineTransform(a: t.m11, b: t.m12, c: t.m21, d: t.m22, tx: t.m41, ty: t.m42)
ctx.saveGState()
ctx.concatenate(affine)
ctx.draw(img!, in: rect)
ctx.restoreGState()
}
degX -= CGFloat(degForPlane)
}
}
My current solution for now to use custom extension that load image by NSData:
Create a file UIImage+ext.swift
import Foundation
import UIKit
extension UIImage{
static func fromFile (path:String)->UIImage? {
if let data = NSData(contentsOfFile: path) {
return UIImage(cgImage: UIImage(data: data as Data)!.cgImage!, scale: UIScreen.main.scale, orientation: UIImage.Orientation.up)
}
return nil
}
}
Use:
let img = UIImage.fromFile(path: "MyFoler1/MyFolder2/File.png")
I am trying to display an image as the content of a CALayer slightly zoomed in by changing its bounds to a bigger size. (This is so that I can pan over it later.)
For some reason however setting the bounds does not change them or trigger an animation to do so.
This is the code I use to change the bounds:
self.imageLayer.bounds = CGRect(x: 0, y: 0, width: 10, height: 10)
I have a function to compute the CGRect, but this dummy one leads to exactly the same result of the size not changing.
I have also determined, that while I can't see the size change, if I check the bounds of the layer right after setting it, it correctly has the value I set it to.
The following code is executed after setting the bounds. I couldn't find anything in it, that changes them back.
self.imageLayer.add(self.generatePanAnimation(), forKey: "pan")
func generatePanAnimation() -> CAAnimation {
var positionA = CGPoint(x: (self.bounds.width / 2), y: self.bounds.height / 2)
var positionB = CGPoint(x: (self.bounds.width / 2), y: self.bounds.height / 2)
positionA = self.generateZoomedPosition()
positionB = self.generateZoomedPosition()
let panAnimation = CABasicAnimation(keyPath: "position")
if self.direction == .AtoB {
panAnimation.fromValue = positionA
panAnimation.toValue = positionB
} else {
panAnimation.fromValue = positionB
panAnimation.toValue = positionA
}
panAnimation.duration = self.panAndZoomDuration
self.panAnimation = panAnimation
return panAnimation
}
func generateZoomedPosition() -> CGPoint {
let maxRight = self.zoomedImageLayerBounds.width / 2
let maxLeft = self.bounds.width - (self.zoomedImageLayerBounds.height / 2)
let maxUp = self.zoomedImageLayerBounds.height / 2
let maxDown = self.bounds.height - (self.zoomedImageLayerBounds.height / 2)
let horizontalFactor = CGFloat(arc4random()) / CGFloat(UINT32_MAX)
let verticalFactor = CGFloat(arc4random()) / CGFloat(UINT32_MAX)
let randomX = maxLeft + horizontalFactor * (maxRight - maxLeft)
let randomY = maxDown + verticalFactor * (maxUp - maxDown)
return CGPoint(x: randomX, y: randomY)
}
I even tried setting the bounds as shown below, but it didn't help.
CATransaction.begin()
CATransaction.setValue(true, forKey: kCATransactionDisableActions)
self.imageLayer.bounds = CGRect(x: 0, y: 0, width: 10, height: 10)
CATransaction.commit()
I really hope someone has an idea. Thanks a lot!
The way to change the apparent drawing size of a layer is not to change its bounds but to change its transform. To make the layer look larger, including its drawing, apply a scale transform.