J'ai cherché sur Google et je n'ai trouvé que des bibliothèques qui réduisent la hauteur/largeur ou qui modifient l'apparence de UIImage via CoreImage. Mais je n'ai pas encore vu ni trouvé une bibliothèque, un article qui explique comment réduire la taille de l'image. Ainsi, lors du téléchargement, ce n'est pas la taille de l'image.
jusqu'ici j'ai ceci:
if image != nil {
//let data = NSData(data: UIImagePNGRepresentation(image))
let data = UIImagePNGRepresentation(image)
body.appendString("--\(boundary)\r\n")
body.appendString("Content-Disposition: form-data; name=\"image\"; filename=\"randomName\"\r\n")
body.appendString("Content-Type: image/png\r\n\r\n")
body.appendData(data)
body.appendString("\r\n")
}
et envoi de 12 Mo de photos. Comment puis-je réduire cela à 1 Mo? Merci!
Xcode 8.2.1 • Swift 3.0.2
extension UIImage {
func resized(withPercentage percentage: CGFloat) -> UIImage? {
let canvasSize = CGSize(width: size.width * percentage, height: size.height * percentage)
UIGraphicsBeginImageContextWithOptions(canvasSize, false, scale)
defer { UIGraphicsEndImageContext() }
draw(in: CGRect(Origin: .zero, size: canvasSize))
return UIGraphicsGetImageFromCurrentImageContext()
}
func resized(toWidth width: CGFloat) -> UIImage? {
let canvasSize = CGSize(width: width, height: CGFloat(ceil(width/size.width * size.height)))
UIGraphicsBeginImageContextWithOptions(canvasSize, false, scale)
defer { UIGraphicsEndImageContext() }
draw(in: CGRect(Origin: .zero, size: canvasSize))
return UIGraphicsGetImageFromCurrentImageContext()
}
}
Usage:
let myPicture = UIImage(data: try! Data(contentsOf: URL(string:"http://i.stack.imgur.com/Xs4RX.jpg")!))!
let myThumb1 = myPicture.resized(withPercentage: 0.1)
let myThumb2 = myPicture.resized(toWidth: 72.0)
C'est la façon dont j'ai suivi pour redimensionner l'image.
-(UIImage *)resizeImage:(UIImage *)image
{
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float maxHeight = 300.0;
float maxWidth = 400.0;
float imgRatio = actualWidth/actualHeight;
float maxRatio = maxWidth/maxHeight;
float compressionQuality = 0.5;//50 percent compression
if (actualHeight > maxHeight || actualWidth > maxWidth)
{
if(imgRatio < maxRatio)
{
//adjust width according to maxHeight
imgRatio = maxHeight / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = maxHeight;
}
else if(imgRatio > maxRatio)
{
//adjust height according to maxWidth
imgRatio = maxWidth / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = maxWidth;
}
else
{
actualHeight = maxHeight;
actualWidth = maxWidth;
}
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
[image drawInRect:rect];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
NSData *imageData = UIImageJPEGRepresentation(img, compressionQuality);
UIGraphicsEndImageContext();
return [UIImage imageWithData:imageData];
}
En utilisant cette méthode, mon image ayant 6,5 Mo réduit à 104 Ko.
Code Swift 4:
func resize(_ image: UIImage) -> UIImage {
var actualHeight = Float(image.size.height)
var actualWidth = Float(image.size.width)
let maxHeight: Float = 300.0
let maxWidth: Float = 400.0
var imgRatio: Float = actualWidth / actualHeight
let maxRatio: Float = maxWidth / maxHeight
let compressionQuality: Float = 0.5
//50 percent compression
if actualHeight > maxHeight || actualWidth > maxWidth {
if imgRatio < maxRatio {
//adjust width according to maxHeight
imgRatio = maxHeight / actualHeight
actualWidth = imgRatio * actualWidth
actualHeight = maxHeight
}
else if imgRatio > maxRatio {
//adjust height according to maxWidth
imgRatio = maxWidth / actualWidth
actualHeight = imgRatio * actualHeight
actualWidth = maxWidth
}
else {
actualHeight = maxHeight
actualWidth = maxWidth
}
}
let rect = CGRect(x: 0.0, y: 0.0, width: CGFloat(actualWidth), height: CGFloat(actualHeight))
UIGraphicsBeginImageContext(rect.size)
image.draw(in: rect)
let img = UIGraphicsGetImageFromCurrentImageContext()
let imageData = UIImageJPEGRepresentation(img!, CGFloat(compressionQuality))
UIGraphicsEndImageContext()
return UIImage(data: imageData!) ?? UIImage()
}
Si quelqu'un recherche redimensionne image en moins de 1 Mo avec Swift 3 et 4.
Juste copier/coller cette extension:
extension UIImage {
func resized(withPercentage percentage: CGFloat) -> UIImage? {
let canvasSize = CGSize(width: size.width * percentage, height: size.height * percentage)
UIGraphicsBeginImageContextWithOptions(canvasSize, false, scale)
defer { UIGraphicsEndImageContext() }
draw(in: CGRect(Origin: .zero, size: canvasSize))
return UIGraphicsGetImageFromCurrentImageContext()
}
func resizedTo1MB() -> UIImage? {
guard let imageData = UIImagePNGRepresentation(self) else { return nil }
var resizingImage = self
var imageSizeKB = Double(imageData.count) / 1000.0 // ! Or devide for 1024 if you need KB but not kB
while imageSizeKB > 1000 { // ! Or use 1024 if you need KB but not kB
guard let resizedImage = resizingImage.resized(withPercentage: 0.9),
let imageData = UIImagePNGRepresentation(resizedImage)
else { return nil }
resizingImage = resizedImage
imageSizeKB = Double(imageData.count) / 1000.0 // ! Or devide for 1024 if you need KB but not kB
}
return resizingImage
}
}
Et utiliser:
let resizedImage = originalImage.resizedTo1MB()
Éditer: Veuillez noter qu'il s'agit de bloquer l'interface utilisateur, donc déplacez-vous vers arrière-plan si vous pensez que c'est la bonne manière de traiter votre cas.
Identique à Leo Answer mais quelques petites modifications pour Swift 2.0
extension UIImage {
func resizeWithPercentage(percentage: CGFloat) -> UIImage? {
let imageView = UIImageView(frame: CGRect(Origin: .zero, size: CGSize(width: size.width * percentage, height: size.height * percentage)))
imageView.contentMode = .ScaleAspectFit
imageView.image = self
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, false, scale)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
imageView.layer.renderInContext(context)
guard let result = UIGraphicsGetImageFromCurrentImageContext() else { return nil }
UIGraphicsEndImageContext()
return result
}
func resizeWithWidth(width: CGFloat) -> UIImage? {
let imageView = UIImageView(frame: CGRect(Origin: .zero, size: CGSize(width: width, height: CGFloat(ceil(width/size.width * size.height)))))
imageView.contentMode = .ScaleAspectFit
imageView.image = self
UIGraphicsBeginImageContextWithOptions(imageView.bounds.size, false, scale)
guard let context = UIGraphicsGetCurrentContext() else { return nil }
imageView.layer.renderInContext(context)
guard let result = UIGraphicsGetImageFromCurrentImageContext() else { return nil }
UIGraphicsEndImageContext()
return result
}
}
Voici la réponse de user4261201 mais dans Swift, que j'utilise actuellement:
func compressImage (_ image: UIImage) -> UIImage {
let actualHeight:CGFloat = image.size.height
let actualWidth:CGFloat = image.size.width
let imgRatio:CGFloat = actualWidth/actualHeight
let maxWidth:CGFloat = 1024.0
let resizedHeight:CGFloat = maxWidth/imgRatio
let compressionQuality:CGFloat = 0.5
let rect:CGRect = CGRect(x: 0, y: 0, width: maxWidth, height: resizedHeight)
UIGraphicsBeginImageContext(rect.size)
image.draw(in: rect)
let img: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
let imageData:Data = UIImageJPEGRepresentation(img, compressionQuality)!
UIGraphicsEndImageContext()
return UIImage(data: imageData)!
}
Si vous téléchargez une image au format NSData
, utilisez ceci:
NSData *imageData = UIImageJPEGRepresentation(yourImage, floatValue);
yourImage
est votre UIImage
.floatvalue
est la valeur de compression (0.0 à 1.0)
Ce qui précède consiste à convertir une image en JPEG
.
Pour PNG
use: UIImagePNGRepresentation
Remarque: Le code ci-dessus est en Objective-C. Veuillez vérifier comment définir NSData dans Swift.
Basé sur la réponse de Tung Fam. Pour redimensionner à une taille de fichier spécifique. Comme 0,7 Mo, vous pouvez utiliser ce code.
extension UIImage {
func resize(withPercentage percentage: CGFloat) -> UIImage? {
var newRect = CGRect(Origin: .zero, size: CGSize(width: size.width*percentage, height: size.height*percentage))
UIGraphicsBeginImageContextWithOptions(newRect.size, true, 1)
self.draw(in: newRect)
defer {UIGraphicsEndImageContext()}
return UIGraphicsGetImageFromCurrentImageContext()
}
func resizeTo(MB: Double) -> UIImage? {
guard let fileSize = self.pngData()?.count else {return nil}
let fileSizeInMB = CGFloat(fileSize)/(1024.0*1024.0)//form bytes to MB
let percentage = 1/fileSizeInMB
return resize(withPercentage: percentage)
}
}
Swift4.2
let imagedata = yourImage.jpegData(compressionQuality: 0.1)!
C’est ce que j’ai fait dans Swift 3 pour redimensionner un UIImage. Il réduit la taille de l'image à moins de 100 Ko. Cela fonctionne proportionnellement!
extension UIImage {
class func scaleImageWithDivisor(img: UIImage, divisor: CGFloat) -> UIImage {
let size = CGSize(width: img.size.width/divisor, height: img.size.height/divisor)
UIGraphicsBeginImageContext(size)
img.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
let scaledImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return scaledImage!
}
}
Usage:
let scaledImage = UIImage.scaleImageWithDivisor(img: capturedImage!, divisor: 3)
extension UIImage {
func resized(toValue value: CGFloat) -> UIImage {
if size.width > size.height {
return self.resize(toWidth: value)!
} else {
return self.resize(toHeight: value)!
}
}
Idem en Objective-C:
interface:
@interface UIImage (Resize)
- (UIImage *)resizedWithPercentage:(CGFloat)percentage;
- (UIImage *)resizeTo:(CGFloat)weight isPng:(BOOL)isPng jpegCompressionQuality:(CGFloat)compressionQuality;
@end
la mise en oeuvre :
#import "UIImage+Resize.h"
@implementation UIImage (Resize)
- (UIImage *)resizedWithPercentage:(CGFloat)percentage {
CGSize canvasSize = CGSizeMake(self.size.width * percentage, self.size.height * percentage);
UIGraphicsBeginImageContextWithOptions(canvasSize, false, self.scale);
[self drawInRect:CGRectMake(0, 0, canvasSize.width, canvasSize.height)];
UIImage *sizedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return sizedImage;
}
- (UIImage *)resizeTo:(CGFloat)weight isPng:(BOOL)isPng jpegCompressionQuality:(CGFloat)compressionQuality {
NSData *imageData = isPng ? UIImagePNGRepresentation(self) : UIImageJPEGRepresentation(self, compressionQuality);
if (imageData && [imageData length] > 0) {
UIImage *resizingImage = self;
double imageSizeKB = [imageData length] / weight;
while (imageSizeKB > weight) {
UIImage *resizedImage = [resizingImage resizedWithPercentage:0.9];
imageData = isPng ? UIImagePNGRepresentation(resizedImage) : UIImageJPEGRepresentation(resizedImage, compressionQuality);
resizingImage = resizedImage;
imageSizeKB = (double)(imageData.length / weight);
}
return resizingImage;
}
return nil;
}
Utilisation:
#import "UIImage+Resize.h"
UIImage *resizedImage = [self.picture resizeTo:2048 isPng:NO jpegCompressionQuality:1.0];
Lorsque j'essaie d'utiliser la réponse acceptée pour redimensionner une image afin de l'utiliser dans mon projet, elle est très pixelisée et floue. J'ai fini avec ce morceau de code pour redimensionner les images sans ajouter de pixelisation ni de flou:
func scale(withPercentage percentage: CGFloat)-> UIImage? {
let cgSize = CGSize(width: size.width * percentage, height: size.height * percentage)
let hasAlpha = true
let scale: CGFloat = 0.0 // Use scale factor of main screen
UIGraphicsBeginImageContextWithOptions(cgSize, !hasAlpha, scale)
self.draw(in: CGRect(Origin: CGPoint.zero, size: cgSize))
let scaledImage = UIGraphicsGetImageFromCurrentImageContext()
return scaledImage
}
En utilisant cela, vous pouvez contrôler la taille souhaitée:
func jpegImage(image: UIImage, maxSize: Int, minSize: Int, times: Int) -> Data? {
var maxQuality: CGFloat = 1.0
var minQuality: CGFloat = 0.0
var bestData: Data?
for _ in 1...times {
let thisQuality = (maxQuality + minQuality) / 2
guard let data = image.jpegData(compressionQuality: thisQuality) else { return nil }
let thisSize = data.count
if thisSize > maxSize {
maxQuality = thisQuality
} else {
minQuality = thisQuality
bestData = data
if thisSize > minSize {
return bestData
}
}
}
return bestData
}
Exemple d'appel de méthode:
jpegImage(image: image, maxSize: 500000, minSize: 400000, times: 10)
Il essaiera d'obtenir un fichier dont la taille maximale et minimale est maxSize et minSize, mais uniquement plusieurs fois. S'il échoue dans ce délai, il retournera zéro.