I've been bashing my face into this one for literally days now and even though I feel constantly that I am right on the edge of revelation, I simply cannot achieve my goal.
I thought, ahead of time in the conceptual phases of my design, that it would be a trivial matter to grab a image from the iPhone's camera or library, scale it down to a specified height, using a function equivalent to the Aspect Fill option of UIImageView (entirely in code), and then crop off anything that did not fit within a passed CGRect.
Getting the original image from camera or library, was trivial. I am shocked at how difficult the other two steps have proved to be.
The attached image shows what I am trying to achieve. Would someone please be kind enough to hold my hand? Every code example I have found so far seems to smash the image, be upside down, look like crap, draw out of bounds, or otherwise just not work correctly.
I needed the same thing - in my case, to pick the dimension that fits once scaled, and then crop each end to fit the rest to the width. (I'm working in landscape, so might not have noticed any deficiencies in portrait mode.) Here's my code - it's part of a categeory on UIImage. Target size in my code is always set to the full screen size of the device.
#implementation UIImage (Extras)
#pragma mark -
#pragma mark Scale and crop image
- (UIImage*)imageByScalingAndCroppingForSize:(CGSize)targetSize
{
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO)
{
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
{
scaleFactor = widthFactor; // scale to fit height
}
else
{
scaleFactor = heightFactor; // scale to fit width
}
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor)
{
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
}
else
{
if (widthFactor < heightFactor)
{
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
}
UIGraphicsBeginImageContext(targetSize); // this will crop
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
if(newImage == nil)
{
NSLog(#"could not scale image");
}
//pop the context to get back to the default
UIGraphicsEndImageContext();
return newImage;
}
An older post contains code for a method to resize your UIImage. The relevant portion is as follows:
+ (UIImage*)imageWithImage:(UIImage*)image
scaledToSize:(CGSize)newSize;
{
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
As far as cropping goes, I believe that if you alter the method to use a different size for the scaling than for the context, your resulting image should be clipped to the bounds of the context.
+ (UIImage *)scaleImage:(UIImage *)image toSize:(CGSize)targetSize {
//If scaleFactor is not touched, no scaling will occur
CGFloat scaleFactor = 1.0;
//Deciding which factor to use to scale the image (factor = targetSize / imageSize)
if (image.size.width > targetSize.width || image.size.height > targetSize.height)
if (!((scaleFactor = (targetSize.width / image.size.width)) > (targetSize.height / image.size.height))) //scale to fit width, or
scaleFactor = targetSize.height / image.size.height; // scale to fit heigth.
UIGraphicsBeginImageContext(targetSize);
//Creating the rect where the scaled image is drawn in
CGRect rect = CGRectMake((targetSize.width - image.size.width * scaleFactor) / 2,
(targetSize.height - image.size.height * scaleFactor) / 2,
image.size.width * scaleFactor, image.size.height * scaleFactor);
//Draw the image into the rect
[image drawInRect:rect];
//Saving the image, ending image context
UIImage *scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return scaledImage;
}
I propose this one. Isn't she a beauty? ;)
There's a great piece of code related to the resizing of images + several other operations. I came around this one when trying to figure ou how to resize images...
http://vocaro.com/trevor/blog/2009/10/12/resize-a-uiimage-the-right-way/
This is a version of Jane Sales' answer in Swift. Cheers!
public func resizeImage(image: UIImage, size: CGSize) -> UIImage? {
var returnImage: UIImage?
var scaleFactor: CGFloat = 1.0
var scaledWidth = size.width
var scaledHeight = size.height
var thumbnailPoint = CGPointMake(0, 0)
if !CGSizeEqualToSize(image.size, size) {
let widthFactor = size.width / image.size.width
let heightFactor = size.height / image.size.height
if widthFactor > heightFactor {
scaleFactor = widthFactor
} else {
scaleFactor = heightFactor
}
scaledWidth = image.size.width * scaleFactor
scaledHeight = image.size.height * scaleFactor
if widthFactor > heightFactor {
thumbnailPoint.y = (size.height - scaledHeight) * 0.5
} else if widthFactor < heightFactor {
thumbnailPoint.x = (size.width - scaledWidth) * 0.5
}
}
UIGraphicsBeginImageContextWithOptions(size, true, 0)
var thumbnailRect = CGRectZero
thumbnailRect.origin = thumbnailPoint
thumbnailRect.size.width = scaledWidth
thumbnailRect.size.height = scaledHeight
image.drawInRect(thumbnailRect)
returnImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return returnImage
}
Here you go. This one is perfect ;-)
EDIT: see below comment - "Does not work with certain images, fails with: CGContextSetInterpolationQuality: invalid context 0x0 error"
// Resizes the image according to the given content mode, taking into account the image's orientation
- (UIImage *)resizedImageWithContentMode:(UIViewContentMode)contentMode imageToScale:(UIImage*)imageToScale bounds:(CGSize)bounds interpolationQuality:(CGInterpolationQuality)quality {
//Get the size we want to scale it to
CGFloat horizontalRatio = bounds.width / imageToScale.size.width;
CGFloat verticalRatio = bounds.height / imageToScale.size.height;
CGFloat ratio;
switch (contentMode) {
case UIViewContentModeScaleAspectFill:
ratio = MAX(horizontalRatio, verticalRatio);
break;
case UIViewContentModeScaleAspectFit:
ratio = MIN(horizontalRatio, verticalRatio);
break;
default:
[NSException raise:NSInvalidArgumentException format:#"Unsupported content mode: %d", contentMode];
}
//...and here it is
CGSize newSize = CGSizeMake(imageToScale.size.width * ratio, imageToScale.size.height * ratio);
//start scaling it
CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
CGImageRef imageRef = imageToScale.CGImage;
CGContextRef bitmap = CGBitmapContextCreate(NULL,
newRect.size.width,
newRect.size.height,
CGImageGetBitsPerComponent(imageRef),
0,
CGImageGetColorSpace(imageRef),
CGImageGetBitmapInfo(imageRef));
CGContextSetInterpolationQuality(bitmap, quality);
// Draw into the context; this scales the image
CGContextDrawImage(bitmap, newRect, imageRef);
// Get the resized image from the context and a UIImage
CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
// Clean up
CGContextRelease(bitmap);
CGImageRelease(newImageRef);
return newImage;
}
I found that the Swift 3 posted by Evgenii Kanvets does not uniformly scale the image.
Here is my Swift 4 version of the function that does not squish the image:
static func resizedCroppedImage(image: UIImage, newSize:CGSize) -> UIImage? {
// This function returns a newImage, based on image
// - image is scaled uniformaly to fit into a rect of size newSize
// - if the newSize rect is of a different aspect ratio from the source image
// the new image is cropped to be in the center of the source image
// (the excess source image is removed)
var ratio: CGFloat = 0
var delta: CGFloat = 0
var drawRect = CGRect()
if newSize.width > newSize.height {
ratio = newSize.width / image.size.width
delta = (ratio * image.size.height) - newSize.height
drawRect = CGRect(x: 0, y: -delta / 2, width: newSize.width, height: newSize.height + delta)
} else {
ratio = newSize.height / image.size.height
delta = (ratio * image.size.width) - newSize.width
drawRect = CGRect(x: -delta / 2, y: 0, width: newSize.width + delta, height: newSize.height)
}
UIGraphicsBeginImageContextWithOptions(newSize, true, 0.0)
image.draw(in: drawRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
I modified Brad Larson's Code. It will aspect fill the image in given rect.
-(UIImage*) scaleAndCropToSize:(CGSize)newSize;
{
float ratio = self.size.width / self.size.height;
UIGraphicsBeginImageContext(newSize);
if (ratio > 1) {
CGFloat newWidth = ratio * newSize.width;
CGFloat newHeight = newSize.height;
CGFloat leftMargin = (newWidth - newHeight) / 2;
[self drawInRect:CGRectMake(-leftMargin, 0, newWidth, newHeight)];
}
else {
CGFloat newWidth = newSize.width;
CGFloat newHeight = newSize.height / ratio;
CGFloat topMargin = (newHeight - newWidth) / 2;
[self drawInRect:CGRectMake(0, -topMargin, newSize.width, newSize.height/ratio)];
}
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(0.0,0.0,ScreenWidth,ScreenHeigth)];
[scrollView setBackgroundColor:[UIColor blackColor]];
[scrollView setDelegate:self];
[scrollView setShowsHorizontalScrollIndicator:NO];
[scrollView setShowsVerticalScrollIndicator:NO];
[scrollView setMaximumZoomScale:2.0];
image=[image scaleToSize:CGSizeMake(ScreenWidth, ScreenHeigth)];
imageView = [[UIImageView alloc] initWithImage:image];
UIImageView* imageViewBk = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"background.png"]];
[self.view addSubview:imageViewBk];
CGRect rect;
rect.origin.x=0;
rect.origin.y=0;
rect.size.width = image.size.width;
rect.size.height = image.size.height;
[imageView setFrame:rect];
[scrollView setContentSize:[imageView frame].size];
[scrollView setMinimumZoomScale:[scrollView frame].size.width / [imageView frame].size.width];
[scrollView setZoomScale:[scrollView minimumZoomScale]];
[scrollView addSubview:imageView];
[[self view] addSubview:scrollView];
then you can take screen shots to your image by this
float zoomScale = 1.0 / [scrollView zoomScale];
CGRect rect;
rect.origin.x = [scrollView contentOffset].x * zoomScale;
rect.origin.y = [scrollView contentOffset].y * zoomScale;
rect.size.width = [scrollView bounds].size.width * zoomScale;
rect.size.height = [scrollView bounds].size.height * zoomScale;
CGImageRef cr = CGImageCreateWithImageInRect([[imageView image] CGImage], rect);
UIImage *cropped = [UIImage imageWithCGImage:cr];
CGImageRelease(cr);
Xamarin.iOS version for accepted answer on how to resize and then crop UIImage (Aspect Fill) is
below
public static UIImage ScaleAndCropImage(UIImage sourceImage, SizeF targetSize)
{
var imageSize = sourceImage.Size;
UIImage newImage = null;
var width = imageSize.Width;
var height = imageSize.Height;
var targetWidth = targetSize.Width;
var targetHeight = targetSize.Height;
var scaleFactor = 0.0f;
var scaledWidth = targetWidth;
var scaledHeight = targetHeight;
var thumbnailPoint = PointF.Empty;
if (imageSize != targetSize)
{
var widthFactor = targetWidth / width;
var heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
{
scaleFactor = widthFactor;// scale to fit height
}
else
{
scaleFactor = heightFactor;// scale to fit width
}
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor)
{
thumbnailPoint.Y = (targetHeight - scaledHeight) * 0.5f;
}
else
{
if (widthFactor < heightFactor)
{
thumbnailPoint.X = (targetWidth - scaledWidth) * 0.5f;
}
}
}
UIGraphics.BeginImageContextWithOptions(targetSize, false, 0.0f);
var thumbnailRect = new RectangleF(thumbnailPoint, new SizeF(scaledWidth, scaledHeight));
sourceImage.Draw(thumbnailRect);
newImage = UIGraphics.GetImageFromCurrentImageContext();
if (newImage == null)
{
Console.WriteLine("could not scale image");
}
//pop the context to get back to the default
UIGraphics.EndImageContext();
return newImage;
}
I converted Sam Wirch's guide to swift and it worked well for me, although there's some very slight "squishing" in the final image that I couldn't resolve.
func resizedCroppedImage(image: UIImage, newSize:CGSize) -> UIImage {
var ratio: CGFloat = 0
var delta: CGFloat = 0
var offset = CGPointZero
if image.size.width > image.size.height {
ratio = newSize.width / image.size.width
delta = (ratio * image.size.width) - (ratio * image.size.height)
offset = CGPointMake(delta / 2, 0)
} else {
ratio = newSize.width / image.size.height
delta = (ratio * image.size.height) - (ratio * image.size.width)
offset = CGPointMake(0, delta / 2)
}
let clipRect = CGRectMake(-offset.x, -offset.y, (ratio * image.size.width) + delta, (ratio * image.size.height) + delta)
UIGraphicsBeginImageContextWithOptions(newSize, true, 0.0)
UIRectClip(clipRect)
image.drawInRect(clipRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
If anyone wants the objective c version, it's on his website.
Here is a Swift 3 version of Sam Wirch's guide to swift posted by William T.
extension UIImage {
static func resizedCroppedImage(image: UIImage, newSize:CGSize) -> UIImage? {
var ratio: CGFloat = 0
var delta: CGFloat = 0
var offset = CGPoint.zero
if image.size.width > image.size.height {
ratio = newSize.width / image.size.width
delta = (ratio * image.size.width) - (ratio * image.size.height)
offset = CGPoint(x: delta / 2, y: 0)
} else {
ratio = newSize.width / image.size.height
delta = (ratio * image.size.height) - (ratio * image.size.width)
offset = CGPoint(x: 0, y: delta / 2)
}
let clipRect = CGRect(x: -offset.x, y: -offset.y, width: (ratio * image.size.width) + delta, height: (ratio * image.size.height) + delta)
UIGraphicsBeginImageContextWithOptions(newSize, true, 0.0)
UIRectClip(clipRect)
image.draw(in: clipRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
The following simple code worked for me.
[imageView setContentMode:UIViewContentModeScaleAspectFill];
[imageView setClipsToBounds:YES];
- (UIImage*)imageScale:(CGFloat)scaleFactor cropForSize:(CGSize)targetSize
{
targetSize = !targetSize.width?self.size:targetSize;
UIGraphicsBeginImageContext(targetSize); // this will crop
CGRect thumbnailRect = CGRectZero;
thumbnailRect.size.width = targetSize.width*scaleFactor;
thumbnailRect.size.height = targetSize.height*scaleFactor;
CGFloat xOffset = (targetSize.width- thumbnailRect.size.width)/2;
CGFloat yOffset = (targetSize.height- thumbnailRect.size.height)/2;
thumbnailRect.origin = CGPointMake(xOffset,yOffset);
[self drawInRect:thumbnailRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
if(newImage == nil)
{
NSLog(#"could not scale image");
}
UIGraphicsEndImageContext();
return newImage;
}
Below the example of work:
Left image - (origin image)
; Right image with scale x2
If you want to scale image but retain its frame(proportions), call method this way:
[yourImage imageScale:2.0f cropForSize:CGSizeZero];
This question seems to have been put to rest, but in my quest for a solution that I could more easily understand (and written in Swift), I arrived at this (also posted to: How to crop the UIImage?)
I wanted to be able to crop from a region based on an aspect ratio, and scale to a size based on a outer bounding extent. Here is my variation:
import AVFoundation
import ImageIO
class Image {
class func crop(image:UIImage, crop source:CGRect, aspect:CGSize, outputExtent:CGSize) -> UIImage {
let sourceRect = AVMakeRectWithAspectRatioInsideRect(aspect, source)
let targetRect = AVMakeRectWithAspectRatioInsideRect(aspect, CGRect(origin: CGPointZero, size: outputExtent))
let opaque = true, deviceScale:CGFloat = 0.0 // use scale of device's main screen
UIGraphicsBeginImageContextWithOptions(targetRect.size, opaque, deviceScale)
let scale = max(
targetRect.size.width / sourceRect.size.width,
targetRect.size.height / sourceRect.size.height)
let drawRect = CGRect(origin: -sourceRect.origin * scale, size: image.size * scale)
image.drawInRect(drawRect)
let scaledImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return scaledImage
}
}
There are a couple things that I found confusing, the separate concerns of cropping and resizing. Cropping is handled with the origin of the rect that you pass to drawInRect, and scaling is handled by the size portion. In my case, I needed to relate the size of the cropping rect on the source, to my output rect of the same aspect ratio. The scale factor is then output / input, and this needs to be applied to the drawRect (passed to drawInRect).
One caveat is that this approach effectively assumes that the image you are drawing is larger than the image context. I have not tested this, but I think you can use this code to handle cropping / zooming, but explicitly defining the scale parameter to be the aforementioned scale parameter. By default, UIKit applies a multiplier based on the screen resolution.
Finally, it should be noted that this UIKit approach is higher level than CoreGraphics / Quartz and Core Image approaches, and seems to handle image orientation issues. It is also worth mentioning that it is pretty fast, second to ImageIO, according to this post here: http://nshipster.com/image-resizing/
Swift version:
static func imageWithImage(image:UIImage, newSize:CGSize) ->UIImage {
UIGraphicsBeginImageContextWithOptions(newSize, true, UIScreen.mainScreen().scale);
image.drawInRect(CGRectMake(0, 0, newSize.width, newSize.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage
}
Related
I have image view on which i am displaying image selected from library. To display the fine quality picture i used to rescale the picture using below method. The image quality i am getting is perfect but i need to set the imageView frame according to the size of newly created image. but when i use newImage.size.width it is giving me the width of original image view. Please help me to set the image view frame according to displayed image size. Thanks in advance
-(UIImage *)scaleImage:(UIImage *)img toRectSize:(CGRect)screenRect
{
UIGraphicsBeginImageContext(screenRect.size);
float hfactor = img.size.width / screenRect.size.width;
float vfactor = img.size.height / screenRect.size.height;
float factor = MAX(hfactor, vfactor);
float newWidth = img.size.width / factor;
float newHeight = img.size.height / factor;
float leftOffset = (screenRect.size.width - newWidth) / 2;
float topOffset = (screenRect.size.height - newHeight) / 2;
CGRect newRect = CGRectMake(leftOffset, topOffset, newWidth, newHeight);
[img drawInRect:newRect blendMode:kCGBlendModePlusDarker alpha:1];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Try this code that I used for resizing image and you will get the new frame as well.The ratio seem to be fixed but you can change it as per your requirement.
-(UIImage*)ImageResize:(UIImage*)image
{
if(image==NULL)
{
return NULL;
}
else
{
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float imgRatio = actualWidth/actualHeight;
float maxRatio = 130.0/160.0;
if(imgRatio!=maxRatio)
{
if(imgRatio < maxRatio)
{
imgRatio = 160.0 / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = 160.0;
}
else
{
imgRatio = 130.0 / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = 130.0;
}
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
[image drawInRect:rect];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
}
The below code can be used for specific image size that you can pass.
-(UIImage *)thumbnailWithImageWithoutScale:(UIImage *)image size:(CGSize)wantSize
{
UIImage * targetImage;
if (nil == image) {
targetImage = nil;
}else{
CGSize size = image.size;
CGRect rect;
if (wantSize.width/wantSize.height > size.width/size.height) {
rect.size.width = wantSize.height*size.width/size.height;
rect.size.height = wantSize.height;
rect.origin.x = (wantSize.width - rect.size.width)/2;
rect.origin.y = 0;
} else{
rect.size.width = wantSize.width;
rect.size.height = wantSize.width*size.height/size.width;
rect.origin.x = 0;
rect.origin.y = (wantSize.height - rect.size.height)/2;
}
UIGraphicsBeginImageContext(wantSize);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [[UIColor clearColor] CGColor]);
UIRectFill(CGRectMake(0, 0, wantSize.width, wantSize.height));//clear background
[image drawInRect:rect];
targetImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
return targetImage;
}
Try this,
resizedImage = [self imageWithImage:originalImage scaledToSize:CGSizeMake(45,45)];
self.imageView.image = resizedImage;
- (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize
{
UIGraphicsBeginImageContext(newSize);
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Are you using Autolayout?
If yes you have to change width and height constraints of your image view not the frame (you can create outlets of them in the same way as you do for other controls).
For autolayout you can change frame in viewDidAppear method (in viewWillAppear or viewWillLoad it may not work.
I have used the below code from this link:
How to resize an UIImage while maintaining its Aspect Ratio
to resize an image to fixed size (100*100) by maintaing its aspect ratio. I have used AsyncImageView in my application to load the images using url's. You can get the AsyncImageView code from this link: nicklockwood / AsyncImageView
But still those images looks like squeezed. How can I solve this issue?
- (UIImage*) scaleImage:(UIImage*)image toSize:(CGSize)newSize {
CGSize scaledSize = newSize;
float scaleFactor = 1.0;
if( image.size.width > image.size.height ) {
scaleFactor = image.size.width / image.size.height;
scaledSize.width = newSize.width;
scaledSize.height = newSize.height / scaleFactor;
}
else {
scaleFactor = image.size.height / image.size.width;
scaledSize.height = newSize.height;
scaledSize.width = newSize.width / scaleFactor;
}
UIGraphicsBeginImageContextWithOptions( scaledSize, NO, 0.0 );
CGRect scaledImageRect = CGRectMake( 0.0, 0.0, scaledSize.width, scaledSize.height );
[image drawInRect:scaledImageRect];
UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return scaledImage;
}
This is how the images are being loaded in my application:
Why not use SDWebImage to get remote image?
Here is the link:https://github.com/rs/SDWebImage
I have an image that is 640x480 pixels and I need to crop and center it into a 596x596 px UIImage. Any empty space should be black (it should be black above and below the image). Right now i'm cropping it like this...
-(UIImage*)cropImage:(UIImage *)theImage toFitSize:(CGSize)theSize
{
CGFloat CROP_X = floorf((theImage.size.width-theSize.width)/2);
CGFloat CROP_Y = floorf((theImage.size.height-theSize.height)/2);
CGRect imageRect = CGRectMake(CROP_X, CROP_Y, theSize.width, theSize.height);
UIGraphicsBeginImageContext(imageRect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 0, 0, 0, 1);
CGRect drawRect = CGRectMake(-imageRect.origin.x, -imageRect.origin.y, theImage.size.width, theImage.size.height);
CGContextClipToRect(context, CGRectMake(0, 0, imageRect.size.width, imageRect.size.height));
[theImage drawInRect:drawRect];
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return finalImage;
}
And I also tried
- (UIImage *)croppedImage:(CGRect)bounds
{
CGImageRef imageRef = CGImageCreateWithImageInRect([self CGImage], bounds);
UIImage *croppedImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
return croppedImage;
}
But the empty space comes out as transparent. How do i do this?
Thanks
Do you really need to alter the image? If you're just going to present the clipped image, you can configure the UIImageView backgroundColor property to get the desired effect.
CGRect largerRect = CGRectMake(/* larger rect */);
CGRect smallerRect = CGRectMake(/* smaller rect */);
UIImage *croppedImage = [self cropImage:largerImage toFitSize:smallerRect];
// make the view the original size
UIImageView *imageView = [[UIImageView alloc] initWithFrame:largerRect];
imageView.image = croppedImage;
// center the cropped image and give it a loud background color
imageView.contentMode = UIViewContentModeCenter;
imageView.backgroundColor = [UIColor redColor];
this is resize image working code you only use resizeimage function and image is resize as you want width height
-`-(UIImage *)resizeImage:(UIImage *)image{
float width = image.size.width;
float height = image.size.height;
float maxSide = 310;
if (width >= height && width > maxSide)
{
width = maxSide;
height = (height*(width/image.size.width));
}
else{
if (height > maxSide)
{
height = maxSide;
width = (width * (height/image.size.height));
}
}
if ((int)width % 2 != 0)
{
width-- ;
}
if ((int)height %2 !=0)
{
height-- ;
}
UIImage *newImage;
if (width != image.size.width)
newImage = [self scaleImage:image ToSize:CGSizeMake(width,height)];
else
newImage = image;
return newImage;}- (UIImage*)scaleImage:(UIImage*)image ToSize:(CGSize)targetSize{
if (image == nil)
return nil;
UIImage *sourceImage = image;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO)
{
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
scaleFactor = widthFactor; // scale to fit height
else
scaleFactor = heightFactor; // scale to fit width
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor)
{
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
}
else
if (widthFactor < heightFactor)
{
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
UIGraphicsBeginImageContext(targetSize); // this will crop
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
if(newImage == nil)
{
}
UIGraphicsEndImageContext();
return newImage;
}
`
I am using imagview with size of 80X80 to display large image (1024 X 780).
While placing the large image into the imageview, the image looks squeezed, compressed something not like the quality one.
My question is, how can I make the large image into small with as good quality as the original image ?
In the image view, please make the imageview.mode as centre not scale to fit or any other.
I believe this would put ur any scaled image at finest quality in ur 80x80 dimension.
In this case, you should do proper Scaling of the Image that u want to show in the ImageView
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize
{
UIImage *sourceImage = chosenImage;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor < heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = width * scaleFactor*1;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor < heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor > heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage ;
}
[imageView setContentMode:UIViewContentModeScaleAspectFill];
You should however consider resizing the image and saving it on the disk if you want to use it more then once.
To resize the image:
The simplest way to resize an UIImage?
UIImage resize (Scale proportion)
UIImage: Resize, then Crop
etc..
Going from 1034x780 into 80x80 is virtually impossible to keep the quality, as there isn't enough space to capture all the details.
You can try to scale it:
+ (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize;
{
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
you can set image mode [imageView setContentMode:UIViewContentModeScaleAspectFill];
imageView.autoresizingMask = ( UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight );
[imageView setClipsToBounds:YES];
When we resizing the image (after downloading and before storing that in document directory), by the following code:
-(UIImage *)resizeImage:(UIImage *)image withSize:(CGSize)newSize
{
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float imgRatio = actualWidth/actualHeight;
float maxRatio = newSize.width/newSize.height;
if(imgRatio!=maxRatio){
if(imgRatio < maxRatio){
imgRatio = newSize.width / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = newSize.width;
}
else{
imgRatio = newSize.height / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = newSize.height;
}
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
[image drawInRect:rect];
UIImage *resizedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//[resizedImage release];
return [resizedImage autorelease];
}
this produce a re sized image with the thin white line added towards it's orientation(as if image is landscape white line is added to it's bottom and if image is portrait white line is added to it's right hand).
please tell that, how to get rid of that white line?
Thank you.
Although the size is specified in floating point units, the actual image is always an integral number of pixels.
When you calculate the new size to preserve the aspect ratio, you will typically have only one of the sides as a whole number of pixels, while the other scales to have some fractional part. When you then draw the old image into that rect, it doesn't quite fill the new image. So what you see as a white line is the graphics system's way of rendering the pixels that are part image, part background.
In essence, what you want to do is not quite possible, so you need to fudge it somehow. There are several possibilities:
Scale the image such that the aspect ratio is not perfectly preserved but you have integral values, for example by rounding:
actualWidth = round(imgRatio * actualWidth);
Maintain the aspect ratio but clip the fractional edge. The easiest way to do this is probably to make the image context a little smaller:
UIGraphicsBeginImageContext(CGSizeMake(floor(actualWidth), floor(actualHeight)));
[image drawInRect:rect];
Just fill the background first with some colour that's less obvious than white. This is a dreadful kludge, obviously, but could be effective in the right circumstances, for example if you're always drawing the image against a black background.
On a separate note, you can't call anything after return, so your final release line isn't doing anything. This is just as well because the image returned from UIGraphicsGetImageFromCurrentImageContext is autoreleased -- you should not be releasing it anyway.
This code will fix your problem:
+ (UIImage *)scaleImageProportionally:(UIImage *)image {
if (MAX(image.size.height, image.size.width) <= DEFAULT_PHOTO_MAX_SIZE) {
return image;
}
else {
CGFloat targetWidth = 0;
CGFloat targetHeight = 0;
if (image.size.height > image.size.width) {
CGFloat ratio = image.size.height / image.size.width;
targetHeight = DEFAULT_PHOTO_MAX_SIZE;
targetWidth = roundf(DEFAULT_PHOTO_MAX_SIZE/ ratio);
}
else {
CGFloat ratio = image.size.width / image.size.height;
targetWidth = DEFAULT_PHOTO_MAX_SIZE;
targetHeight = roundf(DEFAULT_PHOTO_MAX_SIZE/ ratio);
}
CGSize targetSize = CGSizeMake(targetWidth, targetHeight);
UIImage *sourceImage = image;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
targetWidth = targetSize.width;
targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0, 0.0);
if (!CGSizeEqualToSize(imageSize, targetSize)) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor < heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = roundf(width * scaleFactor);
scaledHeight = roundf(height * scaleFactor);
// center the image
if (widthFactor < heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor > heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if (newImage == nil) NSLog(#"could not scale image");
return newImage;
}
}