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Re: Scaling a UIImage
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Re: Scaling a UIImage


  • Subject: Re: Scaling a UIImage
  • From: Alex Zavatone via Cocoa-dev <email@hidden>
  • Date: Wed, 4 Nov 2020 16:17:22 -0600

Sorry for the delay.  I hope these do what you need.
Of course you’ll need to add checks to make sure that you’re not dividing by
zero or nil.



// Alex Zavatone 4/2/16.
+ (UIImage *)imageWithImage:(UIImage *)image scaledToHeight:(CGFloat)newHeight
{
    CGFloat ratio = newHeight / image.size.height;
    CGFloat newWidth = image.size.width * ratio;

    CGSize newSize = CGSizeMake(newWidth, newHeight);
    //UIGraphicsBeginImageContext(newSize);
    // In next line, pass 0.0 to use the current device's pixel scaling factor
(and thus account for Retina resolution).
    // Pass 1.0 to force exact pixel size.
    UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
    [image drawInRect:CGRectMake(0, 0, newWidth, newHeight)];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}


+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize
{
    //UIGraphicsBeginImageContext(newSize);
    // In next line, pass 0.0 to use the current device's pixel scaling factor
(and thus account for Retina resolution).
    // Pass 1.0 to force exact pixel size.
    UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
    [image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

+ (UIImage *)imageWithImage:(UIImage *)image
scaledToPercentage:(CGFloat)newScale
{
    CGSize newSize = CGSizeMake(image.size.width * newScale, image.size.width *
newScale);
    UIImage *newImage = [self imageWithImage:image scaledToSize:newSize];

    return newImage;
}


Cheers,
Alex Zavatone


> On Nov 3, 2020, at 10:34 AM, James Crate via Cocoa-dev
> <email@hidden> wrote:
>
> On Nov 2, 2020, at 5:59 PM, Carl Hoefs via Cocoa-dev
> <email@hidden> wrote:
>
>> I have an iOS app that interacts with a macOS server process. The iOS app
>> takes a 3264x2448 camera image, scales it to 640x480 pixels, and makes a
>> JPEG representation of it to send to the server:
>
> I have code that does pretty much the same thing, in Swift though so you’ll
> need to convert the API calls to ObjC. Since you’re taking a picture, you
> could use the AVCapturePhoto directly.
>
>
>    let capture : AVCapturePhoto
>    private lazy var context = CIContext()
>
>    lazy var remotePreviewImage: Data? = {
>        guard let cgImage =
> self.capture.cgImageRepresentation()?.takeRetainedValue() else { return nil }
>
>        var baseImg = CIImage(cgImage: cgImage)
>
>        if let orientation = self.capture.metadata[
> String(kCGImagePropertyOrientation) ] as? Int32 {
>            baseImg = baseImg.oriented(forExifOrientation: orientation)
>        }
>
>        let scalePct = [800.0 / baseImg.extent.size.width, 800.0 /
> baseImg.extent.size.height].max() ?? 0.3
>        let transformedImg = baseImg.transformed(by: CGAffineTransform(scaleX:
> scalePct, y: scalePct))
>        print("generated remote preview image \(transformedImg.extent.size)")
>
>        let colorspace : CGColorSpace = baseImg.colorSpace ??
> CGColorSpace(name: CGColorSpace.sRGB)!
>        let compressionKey = CIImageRepresentationOption(rawValue:
> kCGImageDestinationLossyCompressionQuality as String)
>        let data = self.context.jpegRepresentation(of: transformedImg,
> colorSpace: colorspace,
>                                                   options: [compressionKey :
> 0.6])
>        print("photo generated preview \(data?.count ?? 0) bytes")
>        return data
>    }()
>
>
> I had a previous version that used ImageIO. I don’t remember why I switched
> but I still had the commented code hanging around.
>
> //    lazy var remotePreviewImage: Data? = {
> //        guard let data = self.capture.fileDataRepresentation() else {
> return nil }
> //        guard let src = CGImageSourceCreateWithData(data as NSData, nil)
> else { return nil }
> //        let thumbOpts = [
> //            kCGImageSourceCreateThumbnailFromImageAlways: true,
> //            kCGImageSourceCreateThumbnailWithTransform: true,
> //            kCGImageSourceThumbnailMaxPixelSize: 800,
> //        ] as [CFString : Any]
> //
> //        if let cgImage = CGImageSourceCreateThumbnailAtIndex(src, 0,
> thumbOpts as CFDictionary) {
> //            // create jpg data
> //            let data = NSMutableData()
> //
> //            if let dest = CGImageDestinationCreateWithData(data,
> kUTTypeJPEG, 1, nil) {
> //                CGImageDestinationAddImage(dest, cgImage,
> [kCGImageDestinationLossyCompressionQuality: 0.6] as CFDictionary)
> //                CGImageDestinationFinalize(dest)
> //            }
> //            print("getPhoto generated preview \(data.count) bytes for
> RemoteCapture")
> //            return data as Data
> //        }
> //        return nil
> //    }()
>
>
> Jim Crate
>
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  • Follow-Ups:
    • Re: Scaling a UIImage
      • From: Carl Hoefs via Cocoa-dev <email@hidden>
References: 
 >Scaling a UIImage (From: Carl Hoefs via Cocoa-dev <email@hidden>)
 >Re: Scaling a UIImage (From: James Crate via Cocoa-dev <email@hidden>)

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