J'essaie de mettre à l'échelle une image en cours de programmation graphique dans la galerie de photos. J'essaie de redimensionner l'image pour la réduire. Comment utiliser le code ci-dessous pour réduire l'image
image1.scale
Utilisez cette extension pour redimensionner votre image:
extension UIImage{
func resizeImageWith(newSize: CGSize) -> UIImage {
let horizontalRatio = newSize.width / size.width
let verticalRatio = newSize.height / size.height
let ratio = max(horizontalRatio, verticalRatio)
let newSize = CGSize(width: size.width * ratio, height: size.height * ratio)
UIGraphicsBeginImageContextWithOptions(newSize, true, 0)
draw(in: CGRect(Origin: CGPoint(x: 0, y: 0), size: newSize))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
Fondamentalement, vous calculez le rapport d'aspect pour garder l'image intacte tout en la redimensionnant. Ensuite, vous obtenez le contexte d'image actuel et le dessinez dans le rectangle spécifié et le retournez enfin en tant que nouvelle image.
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 image = info[UIImagePickerControllerOriginalImage] as? UIImage
let scaledImage:UIImage = resizeImage(image!, newWidth: 200)
self.dismissViewControllerAnimated(true, completion: nil)
}
version Swift 4
extension UIImage {
func resize(withWidth 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
}
}
Cela peut être utile, cette méthode effectuera un redimensionnement proportionnel de l'image avec une bonne qualité.
func resizeImage(image: UIImage, withSize: CGSize) -> UIImage {
var actualHeight: CGFloat = image.size.height
var actualWidth: CGFloat = image.size.width
let maxHeight: CGFloat = withSize.width
let maxWidth: CGFloat = withSize.height
var imgRatio: CGFloat = actualWidth/actualHeight
let maxRatio: CGFloat = maxWidth/maxHeight
let 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
}
}
let rect: CGRect = CGRect(x: 0.0, y: 0.0, width: actualWidth, height: actualHeight)
UIGraphicsBeginImageContext(rect.size)
image.draw(in: rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
let imageData = UIImageJPEGRepresentation(image, CGFloat(compressionQuality))
UIGraphicsEndImageContext()
let resizedImage = UIImage(data: imageData!)
return resizedImage!
}
Appelez ces méthodes comme ceci,
resizeImage(image: UIImage(named: "ImageName"), withSize: CGSize(width: 300, height: 300))
Merci:)
Essaye ça:
Première méthode:
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
}
Deuxième méthode:
import UIKit
func RBSquareImageTo(image: UIImage, size: CGSize) -> UIImage {
return RBResizeImage(RBSquareImage(image), size)
}
func RBSquareImage(image: UIImage) -> UIImage {
var originalWidth = image.size.width
var originalHeight = image.size.height
var Edge: CGFloat
if originalWidth > originalHeight {
Edge = originalHeight
} else {
Edge = originalWidth
}
var posX = (originalWidth - Edge) / 2.0
var posY = (originalHeight - Edge) / 2.0
var cropSquare = CGRectMake(posX, posY, Edge, Edge)
var imageRef = CGImageCreateWithImageInRect(image.CGImage, cropSquare);
return UIImage(CGImage: imageRef, scale: UIScreen.mainScreen().scale, orientation: image.imageOrientation)
}
func RBResizeImage(image: UIImage, targetSize: CGSize) -> UIImage {
let size = image.size
let widthRatio = targetSize.width / image.size.width
let heightRatio = targetSize.height / image.size.height
// Figure out what our orientation is, and use that to form the rectangle
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSizeMake(size.width * heightRatio, size.height * heightRatio)
} else {
newSize = CGSizeMake(size.width * widthRatio, size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRectMake(0, 0, newSize.width, newSize.height)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.drawInRect(rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Référence: