Resize UIImage to 200x200pt/px

前端 未结 13 2013
后悔当初
后悔当初 2020-11-27 11:25

I have been struggling resizing an image. Basically I have stumpled upon: How to scale down a UIImage and make it crispy / sharp at the same time instead of blurry?

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13条回答
  • 2020-11-27 11:52

    This function will return an image with width you specified:

    func scaleImage(image: UIImage, maximumWidth: CGFloat) -> UIImage {
        let rect: CGRect = CGRectMake(0, 0, image.size.width, image.size.height)
        let cgImage: CGImageRef = CGImageCreateWithImageInRect(image.CGImage!, rect)!
        return UIImage(CGImage: cgImage, scale: image.size.width / maximumWidth, orientation: image.imageOrientation)
    }
    

    Swift 3.0

    func scaledImage(_ image: UIImage, maximumWidth: CGFloat) -> UIImage {
        let rect: CGRect = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
        let cgImage: CGImage = image.cgImage!.cropping(to: rect)!
        return UIImage(cgImage: cgImage, scale: image.size.width / maximumWidth, orientation: image.imageOrientation)
    }
    
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  • 2020-11-27 11:58

    For Swift 3.0

    simply add this snippet as extension to UIImage. However, remember that is not going to make the image in square form but if it was in that form, the result will be square.

    extension UIImage {
        func resizeImage(newWidth: CGFloat) -> UIImage {
    
            let scale = newWidth / self.size.width
            let newHeight = self.size.height * scale
            UIGraphicsBeginImageContext(CGSize(width: newWidth, height: newHeight))
            self.draw(in: CGRect(x: 0, y: 0, width: newWidth, height: newHeight))
            let newImage = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
    
            return newImage!
        } }
    
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  • 2020-11-27 12:00

    Here is my code. The Image is in width 850 px and not 200 px:

     func resizeImage(image: UIImage, newWidth: CGFloat) -> UIImage {
    
        let scale = newWidth / image.size.width
        let newHeight = image.size.height * scale
        UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight))
        image.drawInRect(CGRectMake(0, 0, newWidth, newHeight))
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
    
        return newImage
    }
    
    
    @IBAction func chooseImage(sender: AnyObject) {
    
    
        var myPickerController = UIImagePickerController()
        myPickerController.sourceType = UIImagePickerControllerSourceType.PhotoLibrary
        myPickerController.delegate = self;
        self.presentViewController(myPickerController, animated: true, completion: nil)
    
    
    }
    
    func imagePickerController(picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [NSObject : AnyObject])
    
    {
        var imagenow = info[UIImagePickerControllerOriginalImage] as? UIImage
    
        imageImage.image = resizeImage(imagenow!, newWidth: 200)
    
    
    
        pimg2 = imageImage.image!
    
        cidnew2 = textFieldCID!.text!
        pname2 = textFieldName!.text
        pmanu2 = textFieldMan!.text
        pnick2 = textFieldNick!.text
        podate2 = textFieldPODate!.text
        pno2 = textFieldArtNo!.text
    
    
    
        self.dismissViewControllerAnimated(true, completion: nil)
    
    }
    
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  • 2020-11-27 12:00

    This code works excellently on square image and won't lose the quality

    extension UIImage {
    
    func resize(targetSize: CGSize) -> UIImage {
        return UIGraphicsImageRenderer(size:targetSize).image { _ in
            self.draw(in: CGRect(origin: .zero, size: targetSize))
        }
    }
    
    }
    

    Answer From: Resize Image without losing quality

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  • 2020-11-27 12:00
    func getScaledDimension(width: CGFloat, height: CGFloat,new_width: CGFloat, new_height: CGFloat)->CGPoint {
    
            let widthAspect =  (width / new_width)
            let heightAspect = (height / new_height)
            if widthAspect == 0 || heightAspect == 0 {
                return CGPoint(x: width, y: height)
            }
            var width1 : CGFloat = 0
            var height1 : CGFloat =  0
            if widthAspect > heightAspect {
                width1 = (width) / heightAspect
                height1 = (height) / heightAspect
            } else {
                width1 = (width) / widthAspect
                height1 = (height) / widthAspect
            }
    
            return CGPoint(x: width1, y: height1 )
        }
    
    
    
        func ResizeImage(image: UIImage, targetSize: CGSize) -> UIImage {
    
            let rect = CGRectMake(0, 0, targetSize.width, targetSize.height)
    
            UIGraphicsBeginImageContextWithOptions(targetSize, false, 1.0)
            image.drawInRect(rect)
            let newImage = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
    
            return newImage
        }
    
    
     let imagesize =  getScaledDimension(image.size.width, height: image.size.height , new_width: Width, new_height: Hieght)
    
            print("Image Size Scaled Dimension -> H:\(imagesize.x) W:\(imagesize.y)")
    
            let newImage = ResizeImage(image, targetSize: CGSizeMake(imagesize.x,imagesize.y))
            print("Resize Image Size -> H\(newImage.size.height) W\(newImage.size.width) ")
    
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  • 2020-11-27 12:01

    Swift 4.0 -

    If you're dealing with images that contain transparencies, then the accepted answer function will actually convert the transparent areas to black.

    If you wish to scale and keep the transparencies in place, try this function:

    func resizeImageWith(image: UIImage, newSize: CGSize) -> UIImage {
    
        let horizontalRatio = newSize.width / image.size.width
        let verticalRatio = newSize.height / image.size.height
    
        let ratio = max(horizontalRatio, verticalRatio)
        let newSize = CGSize(width: image.size.width * ratio, height: image.size.height * ratio)
        var newImage: UIImage
    
        if #available(iOS 10.0, *) {
            let renderFormat = UIGraphicsImageRendererFormat.default()
            renderFormat.opaque = false
            let renderer = UIGraphicsImageRenderer(size: CGSize(width: newSize.width, height: newSize.height), format: renderFormat)
            newImage = renderer.image {
                (context) in
                image.draw(in: CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height))
            }
        } else {
            UIGraphicsBeginImageContextWithOptions(CGSize(width: newSize.width, height: newSize.height), isOpaque, 0)
            image.draw(in: CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height))
            newImage = UIGraphicsGetImageFromCurrentImageContext()!
            UIGraphicsEndImageContext()
        }
    
        return newImage
    }
    
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