Resizing UITableView ImageView - ios

How do I resize the UIImageView in a UITableViewCell? I'm passing in a large image (at least 100x100px), so the image itself shouldn't be the problem (it should scale down with the imageview)
cell.imageView.image = [UIImage imageNamed:#"unread.png"];
CGSize itemSize = CGSizeMake(25, 25);
UIGraphicsBeginImageContext(itemSize);
CGRect imageRect = CGRectMake(0.0, 0.0, itemSize.width, itemSize.height);
[cell.imageView.image drawInRect:imageRect];
cell.imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Normally the UIImageView in the UITableViewCell is 43 points (or 86 pixels) in height and width. I'd like to size it down to 20 x 20 but this isn't doing anything. Am I missing something?

You can't change the frame of uiimageview of uitableviewcell. You can choose an option from the below
Create a custom cell and place a uiimageview at your requirement(which is the best solution and i prefer this one).
Use core graphics inside your cellForRowAtIndexPath:
CGSize itemSize = CGSizeMake(width, height);
UIGraphicsBeginImageContext(itemSize);
CGRect imageRect = CGRectMake(0.0, 0.0, itemSize.width, itemSize.height);
[cell.imageView.image drawInRect:imageRect];
cell.imageView.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

I hope following function useful for you:
+(UIImage*)resizeImage:(UIImage *)image width:(int)width height:(int)height {
CGFloat targetWidth = width;
CGFloat targetHeight = height;
CGImageRef imageRef = [image CGImage];
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);
if (bitmapInfo == kCGImageAlphaNone) {
bitmapInfo = kCGImageAlphaNoneSkipLast;
}
CGContextRef bitmap;
if (image.imageOrientation == UIImageOrientationUp || image.imageOrientation == UIImageOrientationDown) {
bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
} else {
bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
}
// In the right or left cases, we need to switch scaledWidth and scaledHeight,
// and also the thumbnail point
if (image.imageOrientation == UIImageOrientationLeft) {
CGContextRotateCTM (bitmap, radians(90));
CGContextTranslateCTM (bitmap, 0, -targetHeight);
} else if (image.imageOrientation == UIImageOrientationRight) {
CGContextRotateCTM (bitmap, radians(-90));
CGContextTranslateCTM (bitmap, -targetWidth, 0);
} else if (image.imageOrientation == UIImageOrientationUp) {
// NOTHING
} else if (image.imageOrientation == UIImageOrientationDown) {
CGContextTranslateCTM (bitmap, targetWidth, targetHeight);
CGContextRotateCTM (bitmap, radians(-180.));
}
CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* newImage = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap);
CGImageRelease(ref);
return newImage;
}

Related

Resizing image in iOS

Hi I am developing an iOS app. I have an UIImageView with a image associated with it. I am changing its dimensions in viewDidLoad() method.
Initially when I change the dimension I am able to resize the image size on view. However after I crop the image(using Photoshop) accordingly to the shape of the object in the image(i.e getting rid of unwanted part of the image). My resize method doesn't seem to work i.e the size of the image is not changing though I call the same method.
The method I am using for resizing is given below.
-(void)initXYZ{
CGSize size;
CGFloat x,y;
x = 0+myImageView1.frame.size.width;
y = myImageView2.center.y;
size.width = _myImageView2.frame.size.width/2;
size.height = _myImageView2.frame.size.width/2;
UIImage *image = [UIImage imageNamed:#"xyz.png"];
image = [HomeViewController imageWithImage:image scaledToSize:size xCord:x yCord:y];}
Utility method is given below
+(UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize xCord:(CGFloat)X yCord:(CGFloat)Y{
UIGraphicsBeginImageContextWithOptions(newSize,NO,0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;}
Try this...
+ (UIImage*)imageWithImage:(UIImage*)image
scaledToSize:(CGSize)newSize
{
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
OR
+ (UIImage*)imageWithImage:(UIImage*)image
scaledToSize:(CGSize)newSize {
CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
CGImageRef imageRef = image.CGImage;
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
CGAffineTransform flipV = CGAffineTransformMake(1, 0, 0, -1, 0, newSize.height);
CGContextConcatCTM(context, flipV);
CGContextDrawImage(context, newRect, imageRef);
CGImageRef newImageRef = CGBitmapContextCreateImage(context);
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
CGImageRelease(newImageRef);
UIGraphicsEndImageContext();
return newImage;
}
Try this:
- (UIImage*)resizeAndStoreImages:(UIImage*)img
{
UIImage *chosenImage = img;
NSData *imageData = UIImageJPEGRepresentation(chosenImage, 1.0);
int resizedImgMaxHeight = 500;
int resizedImgMaxWidth = 500;
UIImage *resizedImageData;
if (chosenImage.size.height > chosenImage.size.width && chosenImage.size.height > resizedImgMaxHeight) { // portrait
int width = (chosenImage.size.width / chosenImage.size.height) * resizedImgMaxHeight;
CGRect rect = CGRectMake( 0, 0, width, resizedImgMaxHeight);
UIGraphicsBeginImageContext(rect.size);
[chosenImage drawInRect:rect];
UIImage *pic1 = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
resizedImageData = [UIImage imageWithData:UIImageJPEGRepresentation(pic1, 1.0)];
pic1 = nil;
} else if (chosenImage.size.width > chosenImage.size.height && chosenImage.size.width > resizedImgMaxWidth) { // landscape
int height = (chosenImage.size.height / chosenImage.size.width) * resizedImgMaxWidth;
CGRect rect = CGRectMake( 0, 0, resizedImgMaxWidth, height);
UIGraphicsBeginImageContext(rect.size);
[chosenImage drawInRect:rect];
UIImage *pic1 = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
resizedImageData = [UIImage imageWithData:UIImageJPEGRepresentation(pic1, 1.0)];
pic1 = nil;
} else {
if (chosenImage.size.height > resizedImgMaxHeight) {
int width = (chosenImage.size.width / chosenImage.size.height) * resizedImgMaxHeight;
CGRect rect = CGRectMake( 0, 0, width, resizedImgMaxHeight);
UIGraphicsBeginImageContext(rect.size);
[chosenImage drawInRect:rect];
UIImage *pic1 = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
resizedImageData = [UIImage imageWithData:UIImageJPEGRepresentation(pic1, 1.0)];
pic1 = nil;
} else {
resizedImageData = [UIImage imageWithData:imageData];
}
}
return resizedImageData;
}
Adjust the resizedImgMaxHeight and resizedImgMaxWidth as per your need

crop UIImage function not work properly when photo take from camera.?

I used crop function that crop image . It is work good when i take photo from photo library but when i use camera to take picture and crop the image. the crop function give me a wrong crop image .
My crop logic:
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;
UIImage *cropped = [self cropImage:imageView.image toRect:rect];//[UIImage imageWithCGImage:cr];
//CGImageRelease(cr);
return cropped;
static inline double radians (double degrees) {return degrees * M_PI/180;}
-(UIImage*)cropImage:(UIImage*)originalImage toRect:(CGRect)rect{
CGImageRef imageRef = CGImageCreateWithImageInRect([originalImage CGImage], rect);
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);
CGContextRef bitmap = CGBitmapContextCreate(NULL, rect.size.width, rect.size.height, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
if (originalImage.imageOrientation == UIImageOrientationLeft) {
CGContextRotateCTM (bitmap, radians(90));
CGContextTranslateCTM (bitmap, 0, -rect.size.height);
} else if (originalImage.imageOrientation == UIImageOrientationRight) {
CGContextRotateCTM (bitmap, radians(-90));
CGContextTranslateCTM (bitmap, -rect.size.width, 0);
} else if (originalImage.imageOrientation == UIImageOrientationUp) {
// NOTHING
} else if (originalImage.imageOrientation == UIImageOrientationDown) {
CGContextTranslateCTM (bitmap, rect.size.width, rect.size.height);
CGContextRotateCTM (bitmap, radians(-180.));
}
CGContextDrawImage(bitmap, CGRectMake(0, 0, rect.size.width, rect.size.height), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage *resultImage=[UIImage imageWithCGImage:ref];
CGImageRelease(imageRef);
CGContextRelease(bitmap);
CGImageRelease(ref);
return resultImage;
}
what is the problem with my code ?
image taken from camera is not proper crop .
Please solve it .
I want whole bottle image see in first image that i have to set but when i press crop button and give me a wrong image . seein second image.

How can I crop an image to have curved irregular edges?

I have UITableViewCell with image in the right size.
This is how the cell should look like:
And i have the backgound:
And the image placeholder:
And i want to know if there is a way to crop image with the iOS library?
Yes that possible:
UIImage *imageToCrop = ...;
UIGraphicsBeginImageContext();
CGContextRef context = UIGraphicsGetCurrentContext();
[imageToCrop drawAtPoint:CGPointZero];
CGContextAddEllipseInRect(context, CGRectMake(0 ,0, imageToCrop.size.width, imageToCrop.size.height);
CGContextClip(context);
UIImage *croppedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
You can use CoreGraphics to add mask or clip with path. Mask is image with alpha channel which determines what part of image show. Below example how clip with image mask:
- (UIImage *)croppedImage:(UIImage *)sourceImage
{
UIGraphicsBeginImageContextWithOptions(CGSizeMake(width, height), NO, [UIScreen mainScreen].scale);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextClipToMask(context, CGRectMake(0, 0, width, height), [UIImage imageNamed:#"mask"].CGImage);
[sourceImage drawInRect:CGRectMake(0, 0, width, height)];
UIImage *resultImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resultImage;
}
Then you can write cell.picture = [self croppedImage:sourceImage];
You can use image masking technique to crop this image
Please have a look at this link
https://developer.apple.com/library/mac/documentation/graphicsimaging/conceptual/drawingwithquartz2d/dq_images/dq_images.html#//apple_ref/doc/uid/TP30001066-CH212-CJBHIJEB
I have written some code that may help you out
#interface ImageRenderer : NSObject {
UIImage *image_;
}
#property (nonatomic, retain) UIImage * image;
- (void)cropImageinRect:(CGRect)rect;
- (void)maskImageWithMask:(UIImage *)maskImage;
- (void)imageWithAlpha;
#end
#implementation ImageRenderer
#synthesize image = image_;
- (void)cropImageinRect:(CGRect)rect {
CGImageRef imageRef = CGImageCreateWithImageInRect(image_.CGImage, rect);
image_ = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
}
- (void)maskImageWithMask:(UIImage *)maskImage {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGImageRef maskImageRef = [maskImage CGImage];
// create a bitmap graphics context the size of the image
CGContextRef mainViewContentContext = CGBitmapContextCreate (NULL, maskImage.size.width, maskImage.size.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast);
if (mainViewContentContext == NULL){
return;
}
CGFloat ratio = 0;
ratio = maskImage.size.width/ image_.size.width;
if(ratio * image_.size.height < maskImage.size.height) {
ratio = maskImage.size.height/ image_.size.height;
}
CGRect rect1 = {{0, 0}, {maskImage.size.width, maskImage.size.height}};
CGRect rect2 = {{-((image_.size.width*ratio)-maskImage.size.width)/2 , -((image_.size.height*ratio)-maskImage.size.height)/2}, {image_.size.width*ratio, image_.size.height*ratio}};
CGContextClipToMask(mainViewContentContext, rect1, maskImageRef);
CGContextDrawImage(mainViewContentContext, rect2, image_.CGImage);
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef newImage = CGBitmapContextCreateImage(mainViewContentContext);
CGContextRelease(mainViewContentContext);
image_ = [UIImage imageWithCGImage:newImage];
CGImageRelease(newImage);
}
- (void)imageWithAlpha {
CGImageRef imageRef = image_.CGImage;
CGFloat width = CGImageGetWidth(imageRef);
CGFloat height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(nil, width, height, 8, 0, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGImageRef resultImageRef = CGBitmapContextCreateImage(context);
image_ = [UIImage imageWithCGImage:resultImageRef scale:image_.scale orientation:image_.imageOrientation];
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
CGImageRelease(resultImageRef);
}
#end
In this code you can crop the image out of a bigger one and then you can use a mask image to get your work done.

App crashing due to memory warning

I am working on one photographic app in that I am adding 10 effects to one image. I am using some libraries for this. After sometime app is crashing . Its showing memory warning. I am using image after compression but still also app is crashing . Can any one tell me how to solve this memory warning . I am using this following code for image compression
-(UIImage *)resizeImage:(UIImage *)image {
int w = image.size.width;
int h = image.size.height;
CGImageRef imageRef = [image CGImage];
int width, height;
int destWidth = 640;
int destHeight = 480;
if(w > h){
width = destWidth;
height = h*destWidth/w;
} else {
height = destHeight;
width = w*destHeight/h;
}
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef bitmap;
bitmap = CGBitmapContextCreate(NULL, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedFirst);
if (image.imageOrientation == UIImageOrientationLeft) {
CGContextRotateCTM (bitmap, M_PI/2);
CGContextTranslateCTM (bitmap, 0, -height);
} else if (image.imageOrientation == UIImageOrientationRight) {
CGContextRotateCTM (bitmap, -M_PI/2);
CGContextTranslateCTM (bitmap, -width, 0);
} else if (image.imageOrientation == UIImageOrientationUp) {
} else if (image.imageOrientation == UIImageOrientationDown) {
CGContextTranslateCTM (bitmap, width,height);
CGContextRotateCTM (bitmap, -M_PI);
}
CGContextDrawImage(bitmap, CGRectMake(0, 0, width, height), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage *result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap);
CGImageRelease(ref);
return result;
}
and I am using that GPUImage library and I have added GPUImageView for displaying image.
Please help me if someone has any idea.
Thanks in advance.
You need to release colorspace:
CGColorSpaceRelease(colorspace);
This may be a reason of leak, but if you call resizeImage many times then it can be the reason of crashes

Constrain color burn to the inside of a CGPath

I have a closed path defined as a CGPath (actually, CGMutablePath).
I want to color burn a specific region of a UIImage defined by the path. I've been fiddling around with Core Graphics, but currently my only options are to color tint a rectangular area defined by a CGRect, not a path.
Can anyone point me in the right direction?
--Update
Using the help of Rob I managed to rotate the image I got from the camera 90 deg to let it appear correctly in the UIImageview..
Only problem I have left is the PATH i need to draw is still 90 degrees of, and out of scale. The code i currently use is as following:
- (UIImage*)applyColorFillWithPath:(CGMutablePathRef) path withColor:(UIColor*)color {
CGFloat targetWidth = self.size.width;
CGFloat targetHeight = self.size.height;
CGImageRef imageRef = [self CGImage];
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);
if (bitmapInfo == kCGImageAlphaNone) {
bitmapInfo = kCGImageAlphaNoneSkipLast;
}
CGContextRef context;
if (self.imageOrientation == UIImageOrientationUp || self.imageOrientation == UIImageOrientationDown) {
//UIGraphicsBeginImageContext(CGSizeMake(targetWidth, targetHeight));
context = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
} else {
//UIGraphicsBeginImageContext(CGSizeMake(targetHeight, targetWidth));
context = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
}
// set the fill color
//[color setFill];
if (self.imageOrientation == UIImageOrientationLeft) {
CGContextRotateCTM(context, radians(90));
CGContextTranslateCTM (context, 0, -targetHeight);
} else if (self.imageOrientation == UIImageOrientationRight) {
CGContextRotateCTM (context, radians(-90));
CGContextTranslateCTM (context, -targetWidth, 0);
} else if (self.imageOrientation == UIImageOrientationUp) {
// NOTHING
} else if (self.imageOrientation == UIImageOrientationDown) {
CGContextTranslateCTM (context, targetWidth, targetHeight);
CGContextRotateCTM (context, radians(-180));
}
CGContextDrawImage(context, CGRectMake(0, 0, targetWidth, targetHeight),imageRef);
CGContextBeginPath(context);
CGContextAddPath(context, path);
CGContextSaveGState(context);
CGContextClip(context);
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillRect(context, CGPathGetBoundingBox(path));
CGContextRestoreGState(context);
// Turn the bitmap context into a UIImage.
CGImageRef cgImage = CGBitmapContextCreateImage(context);
CGContextRelease(context);
UIImage *coloredImg = [UIImage imageWithCGImage:cgImage scale:1 orientation:UIImageOrientationUp];
CGImageRelease(cgImage);
//return the color-burned image
return coloredImg;
}
The following image is the result. De red rectangle is a representation of the CGPATH. The white square is actually the result of the above method on the path.
http://i41.tinypic.com/f1zbdi.png
I suppose I need to manually rotate the CGPATH 90 degrees using COS math's and what not.. Although I might oversee something.. ?
Set the context's clipping path to your path to constrain the affected pixels.
CGContextRef gc = myGraphicsContext();
CGMutablePathRef path = myMutablePathRef();
CGContextBeginPath(gc);
CGContextAddPath(gc, path);
CGContextSaveGState(gc); {
CGContextClip(gc);
// Do color burn. For example:
CGContextSetBlendMode(gc, kCGBlendModeColorBurn);
CGContextSetFillColorWithColor(gc, [UIColor redColor].CGColor);
CGContextFillRect(gc, CGPathGetBoundingBox(path));
} CGContextRestoreGState(gc);

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