Simple resizing of UIImage in XCODE - objective-c

Is there any way how to resize UIImage in as few lines as possible? I don't mind of ratio, I just want to set image resolution to 80x60. That's all

This may be overkill but, you can simply take your image, and create a graphics context at that resolution you want, then you can set the tempImage as the UIImageView, overwriting it.
UIImage *image = YourImageView.image;
UIImage *tempImage = nil;
CGSize targetSize = CGSizeMake(80,60);
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectMake(0, 0, 0, 0);
thumbnailRect.origin = CGPointMake(0.0,0.0);
thumbnailRect.size.width = targetSize.width;
thumbnailRect.size.height = targetSize.height;
[image drawInRect:thumbnailRect];
tempImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
YourImageView.image = tempImage;

- (void)resizeImage:(UIImage *)image
{
CGSize origImageSize = [image size];
CGRect imageRect = CGRectMake(0, 0, 80, 60);
float ratio = MAX(newRect.size.width / origImageSize.width,
newRect.size.height / origImageSize.height);
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0);
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:newRect
cornerRadius:5.0];
[path addClip];
CGRect imageRect;
imageRect.size.width = ratio * origImageSize.width;
imageRect.size.height = ratio * origImageSize.height;
imageRect.origin.x = (newRect.size.width - imageRect.size.width) / 2.0;
imageRect.origin.y = (newRect.size.height - imageRect.size.height) / 2.0;
[image drawInRect:imageRect];
UIImage *smallImage = UIGraphicsGetImageFromCurrentImageContext();
NSData *data = UIImagePNGRepresentation(smallImage);
UIGraphicsEndImageContext();
}
Do not forget to add CoreGraphics frameawork.

Use this class (add code to .h file accordingly)
#import "UIImage+Resize.h"
#implementation UIImage (Resize)
- (UIImage *)resizedImage:(CGSize)bounds {
return [self resizedImage:bounds upScale:YES];
}
- (UIImage*)resizedImage:(CGSize)bounds upScale:(BOOL)upScale {
CGSize originalSize = self.size;
float xScale = bounds.width / originalSize.width;
float yScale = bounds.height / originalSize.height;
float scale = MIN(xScale, yScale);
if (!upScale) {
scale = MIN(scale, 1);
}
CGSize newSize = CGSizeMake(originalSize.width * scale, originalSize.height * scale);
UIGraphicsBeginImageContextWithOptions(newSize, NO, [UIScreen mainScreen].scale);
[self drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *resultImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resultImage;
}

I've found the following code on this page:
- (UIImage*)imageWithImage: (UIImage*) sourceImage scaledToWidth: (float) i_width{
if (sourceImage.size.width>sourceImage.size.height) {
sourceImage = [[UIImage alloc] initWithCGImage: sourceImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
}
float oldWidth = sourceImage.size.width;
float scaleFactor = i_width / oldWidth;
float newHeight = sourceImage.size.height * scaleFactor;
float newWidth = oldWidth * scaleFactor;
UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight)); [sourceImage drawInRect:CGRectMake(0, 0, newWidth, newHeight)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext();
return newImage;
}
All you have to do is provide it with the i_width, and it will scale it accordingly.
I've added a little twist to it, so that if the picture is in landscape mode, it will be rotated to portrait, and then resized. If you want it to be the opposite (portrait to landscape), change this:
if (sourceImage.size.width>sourceImage.size.height) {
sourceImage = [[UIImage alloc] initWithCGImage: sourceImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
}
to this:
if (sourceImage.size.height>sourceImage.size.width) {
sourceImage = [[UIImage alloc] initWithCGImage: sourceImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
}
CAVEAT: my rotating method doesn't take into consideration if the picture is pointing left or right. In other words, If an image is landscape by upside down, my code can't recognise that. I hope someone else can shed some light on this though :)

Related

Image with rounded corners and border

Trying to get an image with rounded corners and stroke,
but there is something I do wrong, because app hangs during this:
- (UIImage *)roundedCornerImage:(NSInteger)radius{
UIGraphicsBeginImageContextWithOptions(self.size, NO, 0);
CGRect box = CGRectInset((CGRect){CGPointZero, self.size}, self.size.width * 0.9f, self.size.height * 0.9f);
UIBezierPath *ballBezierPath = [UIBezierPath bezierPathWithOvalInRect:box];
[[UIColor blackColor] setStroke];
[ballBezierPath setLineWidth:4.0];
[ballBezierPath stroke];
[[UIBezierPath bezierPathWithRoundedRect:(CGRect){CGPointZero, self.size}
cornerRadius:radius]addClip];
[self drawInRect:(CGRect){CGPointZero, self.size}];
UIImage* result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return result;
}
Forget messing with the layer, it's a performance killer in scroll views. Just generate a new image instead:
+(UIImage *)makeRoundedImage:(UIImage *)image withRadius:(CGFloat)radius
{
CGRect itemFrame = CGRectMake(0, 0, radius*2, radius*2);
// The source image
UIImageView *imageView = [UIImageView new];
imageView.frame = itemFrame;
imageView.contentMode = UIViewContentModeScaleToFill;
[imageView setImage:image];
imageView.layer.cornerRadius = radius;
imageView.layer.masksToBounds = YES;
// Make an image of our client item
UIGraphicsBeginImageContextWithOptions(itemFrame.size, NO, 0.0);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *returnImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Fini
return returnImage;
}
Just use
[imageView.layer setCornerRadius:5.0f];
[imageView.layer setBorderWidth:5.0f];
Don;t forget to #import Quartzcore;

Can UIimage change the size and resolution of pictures?

If I pick a 640*960 picture and put it into a 200*300 UIImage,then will that picture uploaded to services as a 200*300 picture .
You can use following methods to resize your image:
+ (UIImage *) imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
//UIGraphicsBeginImageContext(newSize);
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
+ (UIImage *) imageWithImage: (UIImage*) sourceImage scaledToWidth: (float) i_width {//method to scale image accordcing to width
float oldWidth = sourceImage.size.width;
float scaleFactor = i_width / oldWidth;
float newHeight = sourceImage.size.height * scaleFactor;
float newWidth = oldWidth * scaleFactor;
UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight));
[sourceImage drawInRect:CGRectMake(0, 0, newWidth, newHeight)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Create the image from a png file
imageOriginal = [UIImage imageNamed:#"bg-640by960.png"];
imageView =[[UIImageView alloc] initWithImage:imageOriginal];
imageView.tag=200;
// Get size of current image
size = [imageOriginal size];
// Frame location in view to show original image
[imageView setFrame:CGRectMake(0, 0, size.width, size.height)];
[[self view] addSubview:imageView];
[self.view bringSubviewToFront:btnCrop];
//To resize image call below method
[[self.view viewWithTag:200] removeFromSuperview];
[self squareImageWithImage:imageOriginal scaledToSize:CGSizeMake(200, 300)];
}
- (UIImage *)squareImageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize
{
double ratio;
double delta;
CGPoint offset;
//make a new square size, that is the resized imaged width
CGSize sz = CGSizeMake(newSize.width, newSize.width);
//figure out if the picture is landscape or portrait, then
//calculate scale factor and offset
if (image.size.width > image.size.height) {
ratio = newSize.width / image.size.width;
delta = (ratio*image.size.width - ratio*image.size.height);
offset = CGPointMake(delta/2, 0);
} else {
ratio = newSize.width / image.size.height;
delta = (ratio*image.size.height - ratio*image.size.width);
offset = CGPointMake(0, delta/2);
}
//make the final clipping rect based on the calculated values
CGRect clipRect = CGRectMake(-offset.x, -offset.y,
(ratio * image.size.width) + delta,
(ratio * image.size.height) + delta);
//start a new context, with scale factor 0.0 so retina displays get
//high quality image
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)]) {
UIGraphicsBeginImageContextWithOptions(sz, YES, 0.0);
} else {
UIGraphicsBeginImageContext(sz);
}
UIRectClip(clipRect);
[image drawInRect:clipRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
imageView =
[[UIImageView alloc] initWithImage:newImage];
[imageView setFrame:CGRectMake(60, 60, newSize.width, newSize.height)];
[self.view addSubview:imageView];
return newImage;
}

ios: change the colors of a UIImage

I am working on an Iphone application.
I have png pictures that represents symbols. symbols are all black with a transparent background.
Is there a way I can turn the black color into another one? What I'm looking for is something that can help me choose the color I want and when using the symbols (in a UIImage) I can make them appear the color of my choice.
I have searched around and found a framework called OpenCV that can manipulate images but I cant find out how to recolor the picture.
Any help and suggestion is greatly appreciated.
Thank you
The easiest and shortest:
Way to do that in case when you dealing with UIImageView:
Obj-C:
theImageView.image = [theImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[theImageView setTintColor:[UIColor redColor]];
Swift:
let theImageView = UIImageView(image: UIImage(named:"foo")!.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate))
theImageView.tintColor = UIColor.redColor()
hi you want to change remove/ one specific color means use the below category....
.h file:
#import <UIKit/UIKit.h>
#interface UIImage (Color)
+ (UIImage*)setBackgroundImageByColor:(UIColor *)backgroundColor withFrame:(CGRect )rect;
+ (UIImage*) replaceColor:(UIColor*)color inImage:(UIImage*)image withTolerance:(float)tolerance;
+(UIImage *)changeWhiteColorTransparent: (UIImage *)image;
+(UIImage *)changeColorTo:(NSMutableArray*) array Transparent: (UIImage *)image;
//resizing Stuff...
+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize;
#end
.m file
#import <QuartzCore/QuartzCore.h>
#import "UIImage+Color.h"
#implementation UIImage (Color)
+ (UIImage* )setBackgroundImageByColor:(UIColor *)backgroundColor withFrame:(CGRect )rect{
// tcv - temporary colored view
UIView *tcv = [[UIView alloc] initWithFrame:rect];
[tcv setBackgroundColor:backgroundColor];
// set up a graphics context of button's size
CGSize gcSize = tcv.frame.size;
UIGraphicsBeginImageContext(gcSize);
// add tcv's layer to context
[tcv.layer renderInContext:UIGraphicsGetCurrentContext()];
// create background image now
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
// [tcv release];
}
+ (UIImage*) replaceColor:(UIColor*)color inImage:(UIImage*)image withTolerance:(float)tolerance {
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
NSUInteger bitmapByteCount = bytesPerRow * height;
unsigned char *rawData = (unsigned char*) calloc(bitmapByteCount, sizeof(unsigned char));
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGColorRef cgColor = [color CGColor];
const CGFloat *components = CGColorGetComponents(cgColor);
float r = components[0];
float g = components[1];
float b = components[2];
//float a = components[3]; // not needed
r = r * 255.0;
g = g * 255.0;
b = b * 255.0;
const float redRange[2] = {
MAX(r - (tolerance / 2.0), 0.0),
MIN(r + (tolerance / 2.0), 255.0)
};
const float greenRange[2] = {
MAX(g - (tolerance / 2.0), 0.0),
MIN(g + (tolerance / 2.0), 255.0)
};
const float blueRange[2] = {
MAX(b - (tolerance / 2.0), 0.0),
MIN(b + (tolerance / 2.0), 255.0)
};
int byteIndex = 0;
while (byteIndex < bitmapByteCount) {
unsigned char red = rawData[byteIndex];
unsigned char green = rawData[byteIndex + 1];
unsigned char blue = rawData[byteIndex + 2];
if (((red >= redRange[0]) && (red <= redRange[1])) &&
((green >= greenRange[0]) && (green <= greenRange[1])) &&
((blue >= blueRange[0]) && (blue <= blueRange[1]))) {
// make the pixel transparent
//
rawData[byteIndex] = 0;
rawData[byteIndex + 1] = 0;
rawData[byteIndex + 2] = 0;
rawData[byteIndex + 3] = 0;
}
byteIndex += 4;
}
UIImage *result = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)];
CGContextRelease(context);
free(rawData);
return result;
}
+(UIImage *)changeWhiteColorTransparent: (UIImage *)image
{
CGImageRef rawImageRef=image.CGImage;
const float colorMasking[6] = {222, 255, 222, 255, 222, 255};
UIGraphicsBeginImageContext(image.size);
CGImageRef maskedImageRef=CGImageCreateWithMaskingColors(rawImageRef, colorMasking);
{
//if in iphone
CGContextTranslateCTM(UIGraphicsGetCurrentContext(), 0.0, image.size.height);
CGContextScaleCTM(UIGraphicsGetCurrentContext(), 1.0, -1.0);
}
CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, image.size.width, image.size.height), maskedImageRef);
UIImage *result = UIGraphicsGetImageFromCurrentImageContext();
CGImageRelease(maskedImageRef);
UIGraphicsEndImageContext();
return result;
}
+(UIImage *)changeColorTo:(NSMutableArray*) array Transparent: (UIImage *)image
{
CGImageRef rawImageRef=image.CGImage;
// const float colorMasking[6] = {222, 255, 222, 255, 222, 255};
const float colorMasking[6] = {[[array objectAtIndex:0] floatValue], [[array objectAtIndex:1] floatValue], [[array objectAtIndex:2] floatValue], [[array objectAtIndex:3] floatValue], [[array objectAtIndex:4] floatValue], [[array objectAtIndex:5] floatValue]};
UIGraphicsBeginImageContext(image.size);
CGImageRef maskedImageRef=CGImageCreateWithMaskingColors(rawImageRef, colorMasking);
{
//if in iphone
CGContextTranslateCTM(UIGraphicsGetCurrentContext(), 0.0, image.size.height);
CGContextScaleCTM(UIGraphicsGetCurrentContext(), 1.0, -1.0);
}
CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, image.size.width, image.size.height), maskedImageRef);
UIImage *result = UIGraphicsGetImageFromCurrentImageContext();
CGImageRelease(maskedImageRef);
UIGraphicsEndImageContext();
return result;
}
+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
//UIGraphicsBeginImageContext(newSize);
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
#end
i changed the removed white color to transparent by this code....
the call will be...
self.rawImage.image=[UIImage changeWhiteColorTransparent:originalStateImage];
i hope this idea will help you....
hi use this category file to change the image entire color....
.h file:
#import <UIKit/UIKit.h>
#interface UIImage (AddtionalFunctionalities)
//TintColor...
- (UIImage *)imageWithTint:(UIColor *)tintColor;
//scale and resize...
-(UIImage*)scaleToSize:(CGSize)size;
#end
.m file:
#import "UIImage+AddtionalFunctionalities.h"
#implementation UIImage (AddtionalFunctionalities)
- (UIImage *)imageWithTint:(UIColor *)tintColor
{
// Begin drawing
CGRect aRect = CGRectMake(0.f, 0.f, self.size.width, self.size.height);
CGImageRef alphaMask;
//
// Compute mask flipping image
//
{
UIGraphicsBeginImageContext(aRect.size);
CGContextRef c = UIGraphicsGetCurrentContext();
// draw image
CGContextTranslateCTM(c, 0, aRect.size.height);
CGContextScaleCTM(c, 1.0, -1.0);
[self drawInRect: aRect];
alphaMask = CGBitmapContextCreateImage(c);
UIGraphicsEndImageContext();
}
//
UIGraphicsBeginImageContext(aRect.size);
// Get the graphic context
CGContextRef c = UIGraphicsGetCurrentContext();
// Draw the image
[self drawInRect:aRect];
// Mask
CGContextClipToMask(c, aRect, alphaMask);
// Set the fill color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextSetFillColorSpace(c, colorSpace);
// Set the fill color
CGContextSetFillColorWithColor(c, tintColor.CGColor);
UIRectFillUsingBlendMode(aRect, kCGBlendModeNormal);
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Release memory
CGColorSpaceRelease(colorSpace);
CGImageRelease(alphaMask);
return img;
}
-(UIImage*)scaleToSize:(CGSize)size
{
// Create a bitmap graphics context
// This will also set it as the current context
UIGraphicsBeginImageContext(size);
// Draw the scaled image in the current context
[self drawInRect:CGRectMake(0, 0, size.width, size.height)];
// Create a new image from current context
UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();
// Pop the current context from the stack
UIGraphicsEndImageContext();
// Return our new scaled image
return scaledImage;
}
#end
the method call will be :
self.outputImage.image=[sourceImage imageWithTint:[UIColor redColor]];
if u want to use the image means use this:
self.outputImage.image=[sourceImage imageWithTint:[UIColor colorWithPatternImage:[UIImage imageNamed: #"red.jpg"]]];
i hope this will help you...
Set the Image rendering mode then for color purpose use tintcolor property.
yourImageView.image = [image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[yourImageView setTintColor:[UIColor redColor]];
You can create UIView which store UIImageView and change UIview background Color.
UIView *viewForImage = ....;
UIImageView *imageView = .....;
...
[viewForImage addSubview: imageView];
[self.view addSubview:viewForImage];
...
and then use for example
[viewForImage setBackgroundColor: [UIColor redColor]];
For playing with images using objective-c, mainly you have to use Quartz 2D/CoreGraphics framework. I suppose it will be the easiest way for you to accomplish your task.
The link to Quartz 2D guideline is here
, the guideline is pretty comprehensive. Just have a look somewhere in filling the bitmap with color.
Also I've some records about the heavy image processing in my blog, you can have a look, it might be helpfull.
http://levonp.blogspot.de/2012/05/quartz-getting-diff-images-of-two.html
Of course you can do it also using more advanced stuffs like OpenGL, OpenCV, etc.
A very simple solution to change the color of the image. Idea: extensions for UIImage and UIImageView.
Swift 3, Xcode 8.1.
https://stackoverflow.com/a/40884483/4488252
Code sample from my answer (link above):
// use extension UIImage
newImageView = createNewImageView(x: 100)
newImageView.image = UIImage(named: "Apple")?.imageWithColor(newColor: UIColor.blue)
// use extension UIImageView
newImageView = createNewImageView(x: 160)
newImageView.image = UIImage(named: "Apple")
newImageView.imageColor = UIColor.green
For iOS 13.0
Obj-C:
self.yourImageView.image = [self.yourImageView.image imageWithTintColor:[UIColor.redColor]];
Swift:
yourImageView.image = yourImageView.image.withTintColor(UIColor.red);
If the image comes from the Asset Catalog, you can change the rendering in the Attribute Inspector

iOS - Merging two images of different size

I'm facing the following problem : I have to merge two images A and B to create a new image C as a result of the merging.
I already know how to merge two images but in this case my goal is a little bit different.
I would like that image A will be the background for Image B.
For instance if image A size is 500x500 and image B size is 460x460 I would like that image C (the image result of the merging) will be 500x500, with image B (460x460) centered in it.
Thanks in advance for any help or suggestion
This is what I've done in my app, but without using UIImageView:
UIImage *bottomImage = [UIImage imageNamed:#"bottom.png"]; //background image
UIImage *image = [UIImage imageNamed:#"top.png"]; //foreground image
CGSize newSize = CGSizeMake(width, height);
UIGraphicsBeginImageContext( newSize );
// Use existing opacity as is
[bottomImage drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
// Apply supplied opacity if applicable
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.8];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
If the image already has opacity, you do not need to set it (as in bottomImage) otherwise you can set it (as with image).
After this UIImage is created then you can embed it in your UIImageView
UPDATE: Thanks to Ahmet AkkoK - for Swift (2.2) users blend mode macro has changed. CGBlendMode .kCGBlendModeNormal is replaced with CGBlendMode.Normal
Hey i got multiple images add same background with different foreground
This is my code
UIImage *bottomImage = [UIImage imageNamed:#"photo 2.JPG"]; //background image
UIImage *image = [UIImage imageNamed:#"photo 3.JPG"]; //foreground image
UIImage *image1 = [UIImage imageNamed:#"photo 4.JPG"]; //foreground image
UIImage *image2 = [UIImage imageNamed:#"photo 5.JPG"]; //foreground image
CGSize newSize = CGSizeMake(320, 480);
UIGraphicsBeginImageContext( newSize );
// Use existing opacity as is
[bottomImage drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
// Apply supplied opacity if applicable
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.4];
[image1 drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.3];
[image2 drawInRect:CGRectMake(0,0,newSize.width,newSize.height) blendMode:kCGBlendModeNormal alpha:0.2];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
resultView = [[UIImageView alloc] initWithImage:newImage];
resultView.frame = CGRectMake(0, 0,320,460);
[self.view addSubview:resultView];
Swift version
Copy/Paste to Playground
var bottomImage:UIImage = UIImage(named:"avatar_4.png") //background image
var imageTop:UIImage = UIImage(named:"group_4.png") //top image
var newSize = CGSizeMake(bottomImage.size.width, bottomImage.size.height)
UIGraphicsBeginImageContext( newSize )
bottomImage.drawInRect(CGRectMake(0,0,newSize.width,newSize.height))
// decrease top image to 36x36
imageTop.drawInRect(CGRectMake(18,18,36,36), blendMode:kCGBlendModeNormal, alpha:1.0)
var newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()
var imageData = UIImagePNGRepresentation(newImage)
To load images from playground:
Open playground file and create there folder Resources
copy images to this folder
Just made quick paste function for those of you who wanted to use Srikar Appal answer. (if in case background & foreground images are of different sizes)
- (UIImage *) mergeImages:(NSString *)bgImageFileName foreGround:(NSString *)fgImageFileName {
UIImage *bottomImage = [UIImage imageNamed:bgImageFileName]; //background image
UIImage *image = [UIImage imageNamed:fgImageFileName]; //foreground image
CGSize newSize = CGSizeMake(bottomImage.size.width, bottomImage.size.height);
UIGraphicsBeginImageContext(newSize);
// Use existing opacity as is
[bottomImage drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
// Apply supplied opacity if applicable
// Change xPos, yPos if applicable
[image drawInRect:CGRectMake(11,11,image.size.width,image.size.height) blendMode:kCGBlendModeNormal alpha:1.0];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
in Swift:
let bottomImage = UIImage(named: "Bottom_Image.png")
let frontImage = UIImage (named: "Front_Image.png")
let size = CGSize(width: 67, height: 55)
UIGraphicsBeginImageContext(size)
let areaSize = CGRect(x: 0, y: 0, width: size.width, height: size.height)
let frontImageSize = CGRect(x: 14, y: 3, width: 40, height: 40)
bottomImage!.drawInRect(areaSize, blendMode: CGBlendMode.Normal, alpha: 1.0)
frontImage!.drawInRect(frontImageSize, blendMode: CGBlendMode.Normal, alpha: 1.0)
let newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
Thanks #Srikar Appal for iOS soultion.
For anyone who is looking for merge in OS X:
- (NSImage *) mergeImages:(NSString *)bgImageFileName foreGround:(NSString *)fgImageFileName {
NSImage *bottomImage = [NSImage imageNamed:bgImageFileName];
NSImage *overlayedImage = [NSImage imageNamed:fgImageFileName];
NSSize newSize = NSMakeSize(bottomImage.size.width, bottomImage.size.height);
NSSize overlaySize = NSMakeSize(newSize.width/2, newSize.height/2); //change the size according to your requirements
NSImage *newImage = [[NSImage alloc] initWithSize:newSize];
[newImage lockFocus];
[bottomImage drawInRect:NSMakeRect(0, 0, newSize.width, newSize.height)];
[overlayedImage drawInRect:NSMakeRect(newSize.width-overlaySize.width, 0, overlaySize.width, overlaySize.height)]; //set the position as required
[newImage unlockFocus];
return newImage;
}
You can go with another trick as described below:
Add first image to a imageView.
Add second image to another imageView.
Add both the above imageViews in a single main imageView and access the combined image by property of imageView : mainImageView.image
Have a look at the code below :
CGRect rect= investmentDetailTblView.frame;
int rows = investmentDetailArray.count;
CGFloat heightFinal = 5;
CGRect frame1;
for (int i=0; i<rows; i++)
{
frame1 = [investmentDetailTblView rectForRowAtIndexPath:[NSIndexPath indexPathForRow:i inSection:0]];
CGFloat height = frame1.size.height;
heightFinal = heightFinal + height;
}
rect.size.height = heightFinal;
investmentDetailTblView.frame=rect;
UIImageView *imageViewTable = [[UIImageView alloc] init];
[imageViewTable setFrame:CGRectMake(0, 0, frame1.size.width, heightFinal)];
[investmentDetailTblView reloadData];
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(investmentDetailTblView.bounds.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(investmentDetailTblView.bounds.size);
[investmentDetailTblView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
imageViewTable.image = image; //Adding the table image to the image view.
CGRect frame=CGRectMake(0, heightFinal+5, investmentDetailTblView.frame.size.width, 20) ;
UIView *footerView=[DataStore kkrLogoView];
footerView.frame=frame;
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(footerView.frame.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(footerView.frame.size);
[footerView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *kkrLogoImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageView *imageViewFooter = [[UIImageView alloc] init];
[imageViewFooter setFrame:CGRectMake(0, heightFinal, footerView.frame.size.width, footerView.frame.size.height)];
imageViewFooter.image = kkrLogoImage; //Adding the footer image to the image view.
UIImageView *mainImageView = [[UIImageView alloc] init];
[mainImageView setFrame:CGRectMake(0, 0, frame1.size.width, (heightFinal+footerView.frame.size.height))];
[mainImageView addSubview:imageViewTable];
[mainImageView addSubview:imageViewFooter];
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)])
UIGraphicsBeginImageContextWithOptions(mainImageView.frame.size, NO, [UIScreen mainScreen].scale);
else
UIGraphicsBeginImageContext(mainImageView.frame.size);
[mainImageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

Existing implementation of cropImage:to:andScaleTo: and straightenAndScaleImage()?

I'm writing code to use UIImagePickerController. Corey previously posted some nice sample code on SO related to cropping and scaling. However, it doesn't have implementations of cropImage:to:andScaleTo: nor straightenAndScaleImage().
Here's how they're used:
newImage = [self cropImage:originalImage to:croppingRect andScaleTo:scaledImageSize];
...
UIImage *rotatedImage = straightenAndScaleImage([editInfo objectForKey:UIImagePickerControllerOriginalImage], scaleSize);
Since I'm sure someone must be using something very similar to Corey's sample code, there's probably an existing implementation of these two functions. Would someone like to share?
If you check the post you linked to, you'll see a link to the apple dev forums where I got some of this code, here are the methods you are asking about. Note: I may have made some changes relating to data types, but I can't quite remember. It should be trivial for you to adjust if needed.
- (UIImage *)cropImage:(UIImage *)image to:(CGRect)cropRect andScaleTo:(CGSize)size {
UIGraphicsBeginImageContext(size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGImageRef subImage = CGImageCreateWithImageInRect([image CGImage], cropRect);
CGRect myRect = CGRectMake(0.0f, 0.0f, size.width, size.height);
CGContextScaleCTM(context, 1.0f, -1.0f);
CGContextTranslateCTM(context, 0.0f, -size.height);
CGContextDrawImage(context, myRect, subImage);
UIImage* croppedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGImageRelease(subImage);
return croppedImage;
}
UIImage *straightenAndScaleImage(UIImage *image, int maxDimension) {
CGImageRef img = [image CGImage];
CGFloat width = CGImageGetWidth(img);
CGFloat height = CGImageGetHeight(img);
CGRect bounds = CGRectMake(0, 0, width, height);
CGSize size = bounds.size;
if (width > maxDimension || height > maxDimension) {
CGFloat ratio = width/height;
if (ratio > 1.0f) {
size.width = maxDimension;
size.height = size.width / ratio;
}
else {
size.height = maxDimension;
size.width = size.height * ratio;
}
}
CGFloat scale = size.width/width;
CGAffineTransform transform = orientationTransformForImage(image, &size);
UIGraphicsBeginImageContext(size);
CGContextRef context = UIGraphicsGetCurrentContext();
// Flip
UIImageOrientation orientation = [image imageOrientation];
if (orientation == UIImageOrientationRight || orientation == UIImageOrientationLeft) {
CGContextScaleCTM(context, -scale, scale);
CGContextTranslateCTM(context, -height, 0);
}else {
CGContextScaleCTM(context, scale, -scale);
CGContextTranslateCTM(context, 0, -height);
}
CGContextConcatCTM(context, transform);
CGContextDrawImage(context, bounds, img);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}