Add Width to a UIImage? - ios

I have an image 96x96 and I would like to add extra width to it so that the new image is 120 x 96 with the image centered.
Above is an example of what I have. Below is what I want (Added width with the original image centered in it).
I've tried the following, but I get a weirdly cropped image:
- (UIImage*)imageWithAddedWhitespaceFromImage:(UIImage *)image {
CGSize size = CGSizeMake(96, 96);
UIGraphicsBeginImageContext(size);
[image drawInRect:CGRectMake(12, 0, size.width + 24, size.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}

You're almost there. You need to create an image context of target size and then draw your image at original size. Comments in the code with ** highlight my changes.
- (UIImage*)imageWithAddedWhitespaceFromImage:(UIImage *)image {
// ** Create context at target size of 120x96
CGSize size = CGSizeMake(120, 96);
// ** Use this API for properly scaled image (instead of UIGraphicsGetImageFromCurrentImageContext)
UIGraphicsBeginImageContextWithOptions(size, NO, 0.0);
// ** Now draw the image offset by 12px
[image drawInRect:CGRectMake(12, 0, image.size.width, image.size.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}

Related

iOS how to draw a part of image to a specific rect?

I want to crop a 200*200 image, the cropped part is (x=10,y=10,w=50,h=50). and drawing this part to new 500*500 image, the new rect is (x=30,y=30,w=50, h=50), how to do it?
I can get the part of image with the following method
- (UIImage*) getSubImageWithRect: (CGRect) rect {
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
// translated rectangle for drawing sub image
CGRect drawRect = CGRectMake(-rect.origin.x, -rect.origin.y, self.size.width, self.size.height);
// clip to the bounds of the image context
// not strictly necessary as it will get clipped anyway?
CGContextClipToRect(context, CGRectMake(0, 0, rect.size.width, rect.size.height));
// draw image
[self drawInRect:drawRect];
// grab image
UIImage* subImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return subImage;
}
Lets try using following code chunk
- (UIImage*) getSubImageFromImage:(UIImage *)image
{
// translated rectangle for drawing sub image
CGRect drawRect = CGRectMake(10, 10, 50, 50);
// Create Image Ref on Image
CGImageRef imageRef = CGImageCreateWithImageInRect([image CGImage], rect);
// Get Cropped Image
UIImage *img = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
return img;
}

unable to resize image properly

I am having problem with UIImage resizing, image masking is working fine but after applying mask UIImage is starched, the problem is with scaling as image is not scaled properly.
CCClippingNode *clippingNode = [[CCClippingNode alloc] initWithStencil:pMaskingFrame ];
pTobeMasked.scaleX = (float)pMaskingFrame.contentSize.width / (float)pTobeMasked.contentSize.width;
pTobeMasked.scaleY = (float)pMaskingFrame.contentSize.height / (float)pTobeMasked.contentSize.height;
clippingNode.alphaThreshold = 0;
[pContainerNode addChild:clippingNode];
pTobeMasked.position = ccp(pMaskingFrame.position.x, pMaskingFrame.position.y);
[clippingNode addChild:pTobeMasked];
One of my project I have used below function to resize an image;
/*
method parameters definition
image : original image to be resized
size : new size
*/
+ (UIImage*)resizeImage:(UIImage *)image size:(CGSize)size
{
UIGraphicsBeginImageContext(size);
[image drawInRect:CGRectMake(0, 0, size.width, size.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
//here is the scaled image which has been changed to the size specified
UIGraphicsEndImageContext();
return newImage;
}
This will work like a charm. It's similar to the already posted answer, but it has some more options:
+(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;
}

Resizing screen shot image leads to blurred text ios

My code:
-(UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize
{
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
The first parameter is image which is screen shot my view controller.
The second parameter newSize is actually smaller than the image size which follows the aspect ratio also. But the image is looks good but the text(UILabel) are some what blur.
How can i solve this any idea?
Assuming newSize is in points:
UIGraphicsBeginImageContextWithOptions(newSize, NO, image.scale);

Cropping and scaling a UIImage properly

I'm trying to crop a image into a square shape, and then scale it to a size 200x200. Here's the code I use, but it's not really working for me. The image I get is sometimes in a different orientation, or isn't cropped from the center, or is wider than it should be.
float scale = _avatar.image.scale;
UIImageOrientation orientation = _avatar.image.imageOrientation;
if(_avatar.image.size.width < _avatar.image.size.height){ // avatar is a UIImageView
float startingY = (_avatar.image.size.height-_avatar.image.size.width)/2; // image is taller, determine the origin of the width-sized square, which will be the new image
CGImageRef imageRef = CGImageCreateWithImageInRect([_avatar.image CGImage], CGRectMake(0, startingY, _avatar.image.size.width, _avatar.image.size.width));
_avatar.image = [UIImage imageWithCGImage:imageRef scale:scale orientation:orientation];
CGImageRelease(imageRef);
} else {
float startingX = (_avatar.image.size.width-_avatar.image.size.height)/2; // image is wider, determine the origin of the height-sized square, which will be the new image
CGImageRef imageRef = CGImageCreateWithImageInRect([_avatar.image CGImage], CGRectMake(startingX, 0, _avatar.image.size.height, _avatar.image.size.height));
_avatar.image = [UIImage imageWithCGImage:imageRef scale:scale orientation:orientation];
CGImageRelease(imageRef);
}
UIGraphicsBeginImageContextWithOptions(CGSizeMake(200, 200), YES, 0.0);
[_avatar.image drawInRect:CGRectMake(0, 0, 200, 200)];
UIImage *scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
How it must be done to achieve the correct result?
I would suggest you to use this category for UIImage posted on github. They are also really simple classes and you can also use them to learn what is under the hood.
The UIImage has done all the coordinate and orientation tricks for you. So you should not use the width and height from an UIImage object to caculate the square's coordinate. You can take advantages of the UIKit to crop an image.
CGFloat startingX = 0;
CGFloat startingY = 0;
CGFloat squareWidth;
if(_avatar.image.size.width < _avatar.image.size.height){ // avatar is a UIImageView
startingY = (_avatar.image.size.height-_avatar.image.size.width)/2; // image is taller, determine the origin of the width-sized square, which will be the new image
squareWidth = _avatar.image.size.width;
} else {
startingX = (_avatar.image.size.width-_avatar.image.size.height)/2; // image is wider, determine the origin of the height-sized square, which will be the new image
squareWidth = _avatar.image.size.height;
}
UIGraphicsBeginImageContextWithOptions(CGSizeMake(squareWidth, squareWidth), YES, 0.0);
[_avatar.image drawAtPoint:CGPointMake(-startingX, -startingY)]; // Make an offset to draw part of the image
UIImage *croppedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIGraphicsBeginImageContextWithOptions(CGSizeMake(200, 200), YES, 0.0);
[croppedImage drawInRect:CGRectMake(0, 0, 200, 200)];
UIImage *scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

Image gets stretched when captured

I have a UIImageView with a size of (144,130) and the image size I am getting after capturing is (720,960).
I have resized image with
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Here new size is (144,130) which I have given because it is the imageviews size. Even though the image is getting stretched.
What should I make changes so that image does not get stretched?
EDIT-1
UIImage *imageCapture = [info objectForKey:#"UIImagePickerControllerOriginalImage"];
UIImage *finalImage = [self imageByScalingAndCroppingForSize:(imageview.frame.size)];
as per the answer in this link
EDIT-2
Image captured has size : {720, 960}
imageview.frame.size : {144, 130}
newSize : {97.5, 130}
with resizing u have to maintain the aspect ratio. just match your view's aspect ratio with the actual image and there won't be any stretched image...
this could be useful for you
You have set the Imageview Property
imageView.contentMode=UIViewContentModeScaleAspectFit;
and if you are using nib then set the imageview property in View section-> Mode -> Aspect Fit
There is no need to resize your image. It worked for me.
And though you want to resize the image you can have following image in UIImage category
- (UIImage *) scaleProportionalToSize: (CGSize)size
{
float widthRatio = size.width/self.size.width;
float heightRatio = size.height/self.size.height;
if(widthRatio > heightRatio)
{
size=CGSizeMake(self.size.width*heightRatio,self.size.height*heightRatio);
} else {
size=CGSizeMake(self.size.width*widthRatio,self.size.height*widthRatio);
}
return [self scaledToSize:size];
}
- (UIImage *)scaledToSize:(CGSize)newSize
{
UIGraphicsBeginImageContext(newSize);
[self drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//[newImage autorelease];
return newImage;
}
When you are resizing image to newSize you must take into account that, if you are resize width by suppose 10% then you must resize height by 10% only.

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