iOS, Thumbnail from image, Big Nerd Ranch, chapter 19 - ios

I am going through 19th chapter of Big Nerd Ranch, iOS textbook and can not understand several parts of the function that takes in a big image and creates a thumbnail out of it. Have a look:
- (void)setThumbnailFromImage:(UIImage *)image
{
CGSize origImageSize = image.size;
// The rectangle of the thumbnail
CGRect newRect = CGRectMake(0, 0, 40, 40);
// Figure out a scaling ratio to make sure we maintain the same aspect ratio
float ratio = MAX(newRect.size.width / origImageSize.width,
newRect.size.height / origImageSize.height);
// Create a transparent bitmap context with a scaling factor
// equal to that of the screen
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0);
// Create a path that is a rounded rectangle
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:newRect
cornerRadius:5.0];
// Make all subsequent drawing clip to this rounded rectangle
[path addClip];
// Center the image in the thumbnail rectangle
CGRect projectRect;
projectRect.size.width = ratio * origImageSize.width;
projectRect.size.height = ratio * origImageSize.height;
projectRect.origin.x = (newRect.size.width - projectRect.size.width) / 2.0;
projectRect.origin.y = (newRect.size.height - projectRect.size.height) / 2.0;
[image drawInRect:projectRect];
// Get the image from the image context; keep it as our thumbnail
UIImage *smallImage = UIGraphicsGetImageFromCurrentImageContext();
self.thumbnail = smallImage;
// Cleanup image context resources; we're done
UIGraphicsEndImageContext();
}
From my understanding we are getting the MAX of the two ratios and then we put a smaller edge of the original image equal to newRect's edge (which is 40 in our case), the other edge seemingly should stick out of the newRect since the edge would be larger than the edge of newRect, when we UIGraphicsGetImageFromCurrentImageContext(). That's my vague 'understanding'.
Could anyone please explain what is this whole code doing in a detailed way, especially, the centering part? If you know some tutorials that might be relevant, it would also be great.

I just took or added to the previous comments and tried to explain each part more clearly. You seemed to get the basic idea, so I hope this helps solidify everything.
- (void)setThumbnailFromImage:(UIImage *)image
{
CGSize origImageSize = image.size;
//Create new rectangle of your desired size
CGRect newRect = CGRectMake(0, 0, 40, 40);
//Divide both the width and the height by the width and height of the original image to get the proper ratio.
//Take whichever one is greater so that the converted image isn't distorted through incorrect scaling.
float ratio = MAX(newRect.size.width / origImageSize.width,
newRect.size.height / origImageSize.height);
// Create a transparent bitmap context with a scaling factor
// equal to that of the screen
// Basically everything within this builds the image
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0);
// Create a path that is a rounded rectangle -- essentially a frame for the new image
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:newRect
cornerRadius:5.0];
// Applying path
[path addClip];
// Center the image in the thumbnail rectangle
CGRect projectRect;
// Scale the image with previously determined ratio
projectRect.size.width = ratio * origImageSize.width;
projectRect.size.height = ratio * origImageSize.height;
// I believe the anchor point of the new image is (0.5, 0.5), so here he is setting the position to be in the middle
// Half of the width and height added to whatever origin you have (in this case 0) will give the proper coordinates
projectRect.origin.x = (newRect.size.width - projectRect.size.width) / 2.0;
projectRect.origin.y = (newRect.size.height - projectRect.size.height) / 2.0;
// Add the scaled image
[image drawInRect:projectRect];
// Retrieving the image that has been created and saving it in memory
UIImage *smallImage = UIGraphicsGetImageFromCurrentImageContext();
self.thumbnail = smallImage;
// Cleanup image context resources; we're done
UIGraphicsEndImageContext();
}

Related

Image getting stretched while making uiimage in oval shape

I am using following code to make an image oval shape.
UIImage * fooImage = image;
CGRect imageRect = CGRectMake(0, 0, 291, 130);
UIGraphicsBeginImageContextWithOptions(imageRect.size,NO,0.0);
// create a bezier path defining rounded corners
UIBezierPath * path = [UIBezierPath bezierPathWithOvalInRect: CGRectMake(0.0, 0.0, CGRectGetWidth(img_blank.frame), CGRectGetHeight(img_blank.frame))];
// use this path for clipping in the implicit context
[path addClip];
// draw the image into the implicit context
[fooImage drawInRect:imageRect];
// save the clipped image from the implicit context into an image
UIImage *maskedImage = UIGraphicsGetImageFromCurrentImageContext();
img_blank.image=maskedImage;
Here image_blank is the UIImage which I am using, if image with greater width and less height comes then it will not strech. If I change the values, I won't get an oval shape that fits my UIImageview(img_blank).
This issue is that your rect size and your image size don't match.
When you:
[fooImage drawInRect:imageRect];
the image will be drawn skewed into that rectangle, which you've defined as CGRectMake(0, 0, 291, 130);
To get it to work, you need to create a second rectangle that expands the oval's rectangle to match the image'a width/height ratio. You can then use this second rectangle to draw the image so that the image will aspect-fill the oval.
This is some pseudo code that I've used in the past for similar problems:
// get the size of the image that we want to scale
CGSize imageSize = imageToDraw.size;
// get the size of the canvas we're trying to fill
CGSize canvasSize = imageRect.size;
// we need to see how the ratio of image width & height compare to the canvas
CGFloat horizontalRatio = canvasSize.width / imageSize.width;
CGFloat verticalRatio = canvasSize.height / imageSize.height;
// pick the ratio that requires the most scaling
CGFloat ratio = MAX(horizontalRatio, verticalRatio); //AspectFill
// calculate the size that we should draw the image so that it could fill
// the entire canvas with an aspect-fill rule
CGSize aspectFillSize = CGSizeMake(imageSize.width * ratio, imageSize.height * ratio);
// now draw the image, centering it and filling the canvas
[imageToDraw drawInRect:CGRectMake((canvasSize.width-aspectFillSize.width)/2,
(canvasSize.height-aspectFillSize.height)/2,
aspectFillSize.width,
aspectFillSize.height)];

Crop a Portion of UIImage from Larger UIImage, and include non-image parts

I think I may have an odd request, however hopefully someone can help. I am using the well known UIScrollView + UIImageView to zoom into and out of an image, as well as pan. This works fine and dandy, but the current project we have needs to be able to crop the image, but also include the black bars on the sides if the image is smaller than the crop rectangle. See the images below.
We wish to capture everything inside of the blue box, including the white (which will be black, since opaque is set to YES).
This works great for images that are completely zoomed out (The white is just the UIImageView's extra space).
However the problem arises when we try to zoom into the image, and capture only that portion, plus the empty space.
This results in the following image
The problem we are seeing is we need to be able to create an image that is exactly what is in the Crop Rect, regardless if there is part of the image there or not. The other problem is we wish to have the ability to dynamically change the output resolution. The aspect ratio is 16:9, and for this example kMaxWidth = 1136 and kMaxHeight = 639, however in the future we may want to request a larger or smaller 16:9 resolution.
Below is the function I have so far:
- (UIImage *)createCroppedImageFromImage:(UIImage *)image {
CGSize newRect = CGSizeMake(kMaxWidth, kMaxHeight);
UIGraphicsBeginImageContextWithOptions(newRect, YES, 0.0);
// 0 is the edge of the screen, to help with zooming
CGFloat xDisplacement = ((abs(0 - imageView.frame.origin.x) * kMaxWidth) / (self.cropSize.width / self.scrollView.zoomScale) / self.scrollView.zoomScale);
CGFloat yDisplacement = ((abs(self.cropImageView.frame.origin.y - imageView.frame.origin.y) * kMaxHeight) / (self.cropSize.height / self.scrollView.zoomScale) / self.scrollView.zoomScale);
CGFloat newImageWidth = (self.image.size.width * kMaxWidth) / (self.cropSize.width / self.scrollView.zoomScale);
CGFloat newImageHeight = (self.image.size.height * kMaxHeight) / (self.cropSize.height / self.scrollView.zoomScale);
[image drawInRect:CGRectMake(xDisplacement, 0, newImageWidth, newImageHeight)];
UIImage *croppedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return croppedImage;
}
Any help would be greatly appreciated.
I ended up just taking a screenshot, and cropping that. It seems to work well enough.
- (UIImage *)cropImage {
CGRect cropRect = self.cropOverlay.cropRect;
UIGraphicsBeginImageContext(self.view.frame.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *fullScreenshot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGImageRef croppedImage = CGImageCreateWithImageInRect(fullScreenshot.CGImage, cropRect);
UIImage *crop = [[UIImage imageWithCGImage:croppedImage] resizedImage:self.outputSize interpolationQuality:kCGInterpolationHigh];
CGImageRelease(croppedImage);
return crop;
}
If using iOS 7, you would use drawViewHierarchyInRect:afterScreenUpdates:, instead of renderInContext:
I think the translated rect for the image view isn't calculated properly. Since UIImageView is the subview inside the UIScrollView, you should be able to calculate the visible rect by calling [scrollView convertRect:scrollView.bounds toView:imageView];. That will be the visible rect of your image view. All you need to now is crop it.
-(UIImage*)cropImage:(UIImage*)img inRect:(CGRect)rect{
CGImageRef cropped = CGImageCreateWithImageInRect(img.CGImage, rect);
UIImage *image = [UIImage imageWithCGImage:cropped];
CGImageRelease(cropped);
return image;
}
Edit: Yeah... I forgot to mention that cropping should be done in (0,1) coordinate space. I've modified the crop function for you, so it crops the image based on all parameters you provided, UIImageView inside UIScrollView and an image.
-(UIImage*)cropImage:(UIImage*)image inImageView:(UIImageView*)imageView scrollView:(UIScrollView*)scrollView{
// get visible rect from image scrollview
CGRect visibleRect = [scrollView convertRect:scrollView.bounds toView:imageView];
UIImage* rCroppedImage;
CALayer* maskLayer= [[CALayer alloc] init];
maskLayer.contents= (id)image.CGImage;
maskLayer.frame= CGRectMake(0, 0, visibleRect.size.width, visibleRect.size.height);
CGRect rect= CGRectMake(visibleRect.origin.x / image.size.width,
visibleRect.origin.y / image.size.height,
visibleRect.size.width / image.size.width,
visibleRect.size.height / image.size.height);
maskLayer.contentsRect= rect;
UIGraphicsBeginImageContext(visibleRect.size);
CGContextRef context= UIGraphicsGetCurrentContext();
[maskLayer renderInContext:context];
rCroppedImage= UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return rCroppedImage;
}

Capture a Screen Shot of UIView - Slow Performance

I have a Drawing App of sorts, I would like to create a Snapshot of the Canvas UIView (both on and off screen) and then scale it down. The code I have for doing that take bloody for ever on an iPad 3. Simulator there is no delay. The Canvas is 2048x2048.
Is there another way I should be doing this? Or something I have a miss in the code?
Thank you!
-(UIImage *) createScreenShotThumbnailWithWidth:(CGFloat)width{
// Size of our View
CGSize size = editorContentView.bounds.size;
//First Grab our Screen Shot at Full Resolution
UIGraphicsBeginImageContext(size);
[editorContentView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *screenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//Calculate the scal ratio of the image with the width supplied.
CGFloat ratio = 0;
if (size.width > size.height) {
ratio = width / size.width;
} else {
ratio = width / size.height;
}
//Setup our rect to draw the Screen shot into
CGSize newSize = CGSizeMake(ratio * size.width, ratio * size.height);
//Send back our screen shot
return [self imageWithImage:screenShot scaledToSize:newSize];
}
Did you use the "Time Profiler" Instrument ("Product" Menu -> "Profile") to check where in your code you spend the most of your time? (use it with your Device of course, not the Simulator, to have realistic profiling). I'd guess it is not in the image capture portion you quoted in your question, but in your rescaling method imageWithImage:scaledToSize: method.
Instead of rendering the image at its whole size in a context, then rescaling the image to the final size, you should render the layer in the context directly at the expected size by applying some affine transform to the context.
So simply use CGContextConcatCTM(someScalingAffineTransform); on UIGraphicsGetCurrentContext() right after your line UIGraphicsBeginImageContext(size);, to apply an scaling affine transform that will make the layer be rendered at a different scale/size.
This way it will be directly rendered as the expected size which will be much faster, instead of being rendered at 100% and then having you to rescale it afterwards in a time-consuming way
Thank you AliSoftware, Here is the Code I ended up using:
-(UIImage *) createScreenShotThumbnailWithWidth:(CGFloat)width{
if (IoUIDebug & IoUIDebugSelectorNames) {
NSLog(#"%# - %#", INTERFACENAME, NSStringFromSelector(_cmd) );
}
// Size of our View
CGSize size = editorContentView.bounds.size;
//Calculate the scal ratio of the image with the width supplied.
CGFloat ratio = 0;
if (size.width > size.height) {
ratio = width / size.width;
} else {
ratio = width / size.height;
}
CGSize newSize = CGSizeMake(ratio * size.width, ratio * size.height);
//Create GraphicsContext with our new size
UIGraphicsBeginImageContext(newSize);
//Create Transform to scale down the Context
CGAffineTransform transform = CGAffineTransformIdentity;
transform = CGAffineTransformScale(transform, ratio, ratio);
//Apply the Transform to the Context
CGContextConcatCTM(UIGraphicsGetCurrentContext(),transform);
//Render our Image into the the Scaled Graphic Context
[editorContentView.layer renderInContext:UIGraphicsGetCurrentContext()];
//Save a copy of the Image of the Graphic Context
UIImage* screenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return screenShot;
}

Is it possible to display an image in Core Graphics with an Aspect Fit resize?

A CALayer can do it, and a UIImageView can do it. Can I directly display an image with aspect-fit with Core Graphics? The UIImage drawInRect does not allow me to set the resize mechanism.
If you're already linking AVFoundation, an aspect-fit function is provided in that framework:
CGRect AVMakeRectWithAspectRatioInsideRect(CGSize aspectRatio, CGRect boundingRect);
For instance, to scale an image to fit:
UIImage *image = …;
CRect targetBounds = self.layer.bounds;
// fit the image, preserving its aspect ratio, into our target bounds
CGRect imageRect = AVMakeRectWithAspectRatioInsideRect(image.size,
targetBounds);
// draw the image
CGContextDrawImage(context, imageRect, image.CGImage);
You need to do the math yourself. For example:
// desired maximum width/height of your image
UIImage *image = self.imageToDraw;
CGRect imageRect = CGRectMake(10, 10, 42, 42); // desired x/y coords, with maximum width/height
// calculate resize ratio, and apply to rect
CGFloat ratio = MIN(imageRect.size.width / image.size.width, imageRect.size.height / image.size.height);
imageRect.size.width = imageRect.size.width * ratio;
imageRect.size.height = imageRect.size.height * ratio;
// draw the image
CGContextDrawImage(context, imageRect, image.CGImage);
Alternatively, you can embed a UIImageView as a subview of your view, which gives you easy to use options for this. For similar ease of use but better performance, you can embed a layer containing the image in your view's layer. Either of these approaches would be worthy of a separate question, if you choose to go down that route.
Of course you can. It'll draw the image in whatever rect you pass. So just pass an aspect-fitted rect. Sure, you have to do a little bit of math yourself, but that's pretty easy.
here's the solution
CGSize imageSize = yourImage.size;
CGSize viewSize = CGSizeMake(450, 340); // size in which you want to draw
float hfactor = imageSize.width / viewSize.width;
float vfactor = imageSize.height / viewSize.height;
float factor = fmax(hfactor, vfactor);
// Divide the size by the greater of the vertical or horizontal shrinkage factor
float newWidth = imageSize.width / factor;
float newHeight = imageSize.height / factor;
CGRect newRect = CGRectMake(xOffset,yOffset, newWidth, newHeight);
[image drawInRect:newRect];
-- courtesy https://stackoverflow.com/a/1703210

Rotate a image (not UIImageView) by one degree each time when a button is clicked

There are several post that I've found but none of them are useful for me.
I want to rotate a image (either clockwise/anti-clockwise at a time). I've done this by following code but when I assign a rotated image to a image view then image become smaller after every click.
I've debugged and found that at every rotation (either clockwise/anti-clockwise) image size is increased. I know when image is rotated then image size is little bit increased but here image size is increased much grater than expectation.
//code for image rotation
- (UIImage *)imageRotatedByDegrees:(UIImage*)oldImage deg:(CGFloat)degrees{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,oldImage.size.width, oldImage.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(degrees * M_PI / 180);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
// // Rotate the image context
CGContextRotateCTM(bitmap, (degrees * M_PI / 180));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-oldImage.size.width / 2, -oldImage.size.height / 2, oldImage.size.width, oldImage.size.height), [oldImage CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
- (IBAction)btnRotateImageTapped:(UIButton *)sender {
static NSInteger degree = 0;
if (sender.tag == 471) { //rotate left btn tag
degree += 1;
} else if (sender.tag == 472) { //rotate right btn tag
degree += -1;
}
UIImage *img = [self imageRotatedByDegrees:self.imgViewTeethTemplate.image deg:degree];
self.imgViewTeethTemplate.image = img;
}
I don't know is this right way or not. If not can anyone help me out of this. Any help is must appreciated.
I think it is because you are calculating the new size at each rotation. You should copy your image into a new one that is 1/cos(45deg) larger, (that is 2/sqrt(2)) and then do the rotations of this new image as required. You do not need to worry about loosing part of your original image as it will be contained in the larger one whatever the rotation is.

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