Kotlin: How can I crop Image with 4 points (coordinates) - image

I want to crop image with 4 points
Four points mean (x1, y1), (x2, y2), (x3, y3), (x4, y4).
In Swift(iOS), I can do that with below code.
func pointToRect(pointsArray: [CGPoint]) -> CGRect {
var greatestXValue = pointsArray[0].x
var greatestYValue = pointsArray[0].y
var smallestXValue = pointsArray[0].x
var smallestYValue = pointsArray[0].y
for point in pointsArray {
greatestXValue = max(greatestXValue, point.x);
greatestYValue = max(greatestYValue, point.y);
smallestXValue = min(smallestXValue, point.x);
smallestYValue = min(smallestYValue, point.y);
}
let origin = CGPoint(x: smallestXValue, y: smallestYValue)
let size = CGSize(width: greatestXValue - smallestXValue, height: greatestYValue - smallestYValue)
return CGRect(origin: origin, size: size)
}
let eyesRect = pointToRect(pointsArray: [points[33], points[5], points[46], points[28]])
func cropped(rect: CGRect) -> UIImage? {
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
let drawRect = CGRect(x: -rect.origin.x, y: -rect.origin.y,
width: self.size.width, height: self.size.height)
context?.clip(to: CGRect(x: 0, y: 0,
width: rect.size.width, height: rect.size.height))
self.draw(in: drawRect)
let subImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return subImage
}
croppedFaceImage = image.cropped(rect: eyesRect)
I have originalImage, 4 points coordinates.
How can I crop them and get cropped image.
Thank you for reading it.

Related

In SwiftUI, How to educe size of Image BEFORE saving it in CoreData Attribute "Binary Data" using PhotosPicker [duplicate]

I am making an app for iOS, using Swift and Parse.com
I am trying to let the user select a picture from an image picker and then resize the selected image to 200x200 pixels before uploading to my backend.
Parse.com have a tutorial for an Instagram copy app called "AnyPic" which gives this code for resizing images, but it is in Objective-C....
// Resize the image to be square (what is shown in the preview)
UIImage *resizedImage = [anImage resizedImageWithContentMode:UIViewContentModeScaleAspectFit
bounds:CGSizeMake(560.0f, 560.0f)
interpolationQuality:kCGInterpolationHigh];
// Create a thumbnail and add a corner radius for use in table views
UIImage *thumbnailImage = [anImage thumbnailImage:86.0f
transparentBorder:0.0f
cornerRadius:10.0f
interpolationQuality:kCGInterpolationDefault];
How would I create a 200x200px version of the selected picture (to then upload) in Swift?
And, what is the thumbnailImage function doing?
See my blog post, Resize image in swift and objective C, for further details.
Image resize function in swift as below.
func resizeImage(image: UIImage, targetSize: CGSize) -> UIImage? {
let size = image.size
let widthRatio = targetSize.width / size.width
let heightRatio = targetSize.height / size.height
// Figure out what our orientation is, and use that to form the rectangle
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSize(width: size.width * heightRatio, height: size.height * heightRatio)
} else {
newSize = CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRect(origin: .zero, size: newSize)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Use the above function and resize image with 200*200 as below code
self.resizeImage(UIImage(named: "yourImageName")!, targetSize: CGSizeMake(200.0, 200.0))
swift3 updated
func resizeImage(image: UIImage, targetSize: CGSize) -> UIImage {
let size = image.size
let widthRatio = targetSize.width / size.width
let heightRatio = targetSize.height / size.height
// Figure out what our orientation is, and use that to form the rectangle
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSize(width: size.width * heightRatio, height: size.height * heightRatio)
} else {
newSize = CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
Details
Xcode 10.2.1 (10E1001), Swift 5
Links
https://gist.github.com/eugenebokhan/5e62a0155754ae6aa6c3c13cf1744930
Image Resizing Techniques
Solution
import UIKit
import CoreGraphics
import Accelerate
extension UIImage {
public enum ResizeFramework {
case uikit, coreImage, coreGraphics, imageIO, accelerate
}
/// Resize image with ScaleAspectFit mode and given size.
///
/// - Parameter dimension: width or length of the image output.
/// - Parameter resizeFramework: Technique for image resizing: UIKit / CoreImage / CoreGraphics / ImageIO / Accelerate.
/// - Returns: Resized image.
func resizeWithScaleAspectFitMode(to dimension: CGFloat, resizeFramework: ResizeFramework = .coreGraphics) -> UIImage? {
if max(size.width, size.height) <= dimension { return self }
var newSize: CGSize!
let aspectRatio = size.width/size.height
if aspectRatio > 1 {
// Landscape image
newSize = CGSize(width: dimension, height: dimension / aspectRatio)
} else {
// Portrait image
newSize = CGSize(width: dimension * aspectRatio, height: dimension)
}
return resize(to: newSize, with: resizeFramework)
}
/// Resize image from given size.
///
/// - Parameter newSize: Size of the image output.
/// - Parameter resizeFramework: Technique for image resizing: UIKit / CoreImage / CoreGraphics / ImageIO / Accelerate.
/// - Returns: Resized image.
public func resize(to newSize: CGSize, with resizeFramework: ResizeFramework = .coreGraphics) -> UIImage? {
switch resizeFramework {
case .uikit: return resizeWithUIKit(to: newSize)
case .coreGraphics: return resizeWithCoreGraphics(to: newSize)
case .coreImage: return resizeWithCoreImage(to: newSize)
case .imageIO: return resizeWithImageIO(to: newSize)
case .accelerate: return resizeWithAccelerate(to: newSize)
}
}
// MARK: - UIKit
/// Resize image from given size.
///
/// - Parameter newSize: Size of the image output.
/// - Returns: Resized image.
private func resizeWithUIKit(to newSize: CGSize) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(newSize, true, 1.0)
self.draw(in: CGRect(origin: .zero, size: newSize))
defer { UIGraphicsEndImageContext() }
return UIGraphicsGetImageFromCurrentImageContext()
}
// MARK: - CoreImage
/// Resize CI image from given size.
///
/// - Parameter newSize: Size of the image output.
/// - Returns: Resized image.
// https://developer.apple.com/library/archive/documentation/GraphicsImaging/Reference/CoreImageFilterReference/index.html
private func resizeWithCoreImage(to newSize: CGSize) -> UIImage? {
guard let cgImage = cgImage, let filter = CIFilter(name: "CILanczosScaleTransform") else { return nil }
let ciImage = CIImage(cgImage: cgImage)
let scale = (Double)(newSize.width) / (Double)(ciImage.extent.size.width)
filter.setValue(ciImage, forKey: kCIInputImageKey)
filter.setValue(NSNumber(value:scale), forKey: kCIInputScaleKey)
filter.setValue(1.0, forKey: kCIInputAspectRatioKey)
guard let outputImage = filter.value(forKey: kCIOutputImageKey) as? CIImage else { return nil }
let context = CIContext(options: [.useSoftwareRenderer: false])
guard let resultCGImage = context.createCGImage(outputImage, from: outputImage.extent) else { return nil }
return UIImage(cgImage: resultCGImage)
}
// MARK: - CoreGraphics
/// Resize image from given size.
///
/// - Parameter newSize: Size of the image output.
/// - Returns: Resized image.
private func resizeWithCoreGraphics(to newSize: CGSize) -> UIImage? {
guard let cgImage = cgImage, let colorSpace = cgImage.colorSpace else { return nil }
let width = Int(newSize.width)
let height = Int(newSize.height)
let bitsPerComponent = cgImage.bitsPerComponent
let bytesPerRow = cgImage.bytesPerRow
let bitmapInfo = cgImage.bitmapInfo
guard let context = CGContext(data: nil, width: width, height: height,
bitsPerComponent: bitsPerComponent,
bytesPerRow: bytesPerRow, space: colorSpace,
bitmapInfo: bitmapInfo.rawValue) else { return nil }
context.interpolationQuality = .high
let rect = CGRect(origin: CGPoint.zero, size: newSize)
context.draw(cgImage, in: rect)
return context.makeImage().flatMap { UIImage(cgImage: $0) }
}
// MARK: - ImageIO
/// Resize image from given size.
///
/// - Parameter newSize: Size of the image output.
/// - Returns: Resized image.
private func resizeWithImageIO(to newSize: CGSize) -> UIImage? {
var resultImage = self
guard let data = jpegData(compressionQuality: 1.0) else { return resultImage }
let imageCFData = NSData(data: data) as CFData
let options = [
kCGImageSourceCreateThumbnailWithTransform: true,
kCGImageSourceCreateThumbnailFromImageAlways: true,
kCGImageSourceThumbnailMaxPixelSize: max(newSize.width, newSize.height)
] as CFDictionary
guard let source = CGImageSourceCreateWithData(imageCFData, nil),
let imageReference = CGImageSourceCreateThumbnailAtIndex(source, 0, options) else { return resultImage }
resultImage = UIImage(cgImage: imageReference)
return resultImage
}
// MARK: - Accelerate
/// Resize image from given size.
///
/// - Parameter newSize: Size of the image output.
/// - Returns: Resized image.
private func resizeWithAccelerate(to newSize: CGSize) -> UIImage? {
var resultImage = self
guard let cgImage = cgImage, let colorSpace = cgImage.colorSpace else { return nil }
// create a source buffer
var format = vImage_CGImageFormat(bitsPerComponent: numericCast(cgImage.bitsPerComponent),
bitsPerPixel: numericCast(cgImage.bitsPerPixel),
colorSpace: Unmanaged.passUnretained(colorSpace),
bitmapInfo: cgImage.bitmapInfo,
version: 0,
decode: nil,
renderingIntent: .absoluteColorimetric)
var sourceBuffer = vImage_Buffer()
defer {
sourceBuffer.data.deallocate()
}
var error = vImageBuffer_InitWithCGImage(&sourceBuffer, &format, nil, cgImage, numericCast(kvImageNoFlags))
guard error == kvImageNoError else { return resultImage }
// create a destination buffer
let destWidth = Int(newSize.width)
let destHeight = Int(newSize.height)
let bytesPerPixel = cgImage.bitsPerPixel
let destBytesPerRow = destWidth * bytesPerPixel
let destData = UnsafeMutablePointer<UInt8>.allocate(capacity: destHeight * destBytesPerRow)
defer {
destData.deallocate()
}
var destBuffer = vImage_Buffer(data: destData, height: vImagePixelCount(destHeight), width: vImagePixelCount(destWidth), rowBytes: destBytesPerRow)
// scale the image
error = vImageScale_ARGB8888(&sourceBuffer, &destBuffer, nil, numericCast(kvImageHighQualityResampling))
guard error == kvImageNoError else { return resultImage }
// create a CGImage from vImage_Buffer
let destCGImage = vImageCreateCGImageFromBuffer(&destBuffer, &format, nil, nil, numericCast(kvImageNoFlags), &error)?.takeRetainedValue()
guard error == kvImageNoError else { return resultImage }
// create a UIImage
if let scaledImage = destCGImage.flatMap({ UIImage(cgImage: $0) }) {
resultImage = scaledImage
}
return resultImage
}
}
Usage
Get image size
import UIKit
// https://stackoverflow.com/a/55765409/4488252
extension UIImage {
func getFileSizeInfo(allowedUnits: ByteCountFormatter.Units = .useMB,
countStyle: ByteCountFormatter.CountStyle = .memory,
compressionQuality: CGFloat = 1.0) -> String? {
// https://developer.apple.com/documentation/foundation/bytecountformatter
let formatter = ByteCountFormatter()
formatter.allowedUnits = allowedUnits
formatter.countStyle = countStyle
return getSizeInfo(formatter: formatter, compressionQuality: compressionQuality)
}
func getSizeInfo(formatter: ByteCountFormatter, compressionQuality: CGFloat = 1.0) -> String? {
guard let imageData = jpegData(compressionQuality: compressionQuality) else { return nil }
return formatter.string(fromByteCount: Int64(imageData.count))
}
}
Test function
private func test() {
guard let img = UIImage(named: "img") else { return }
printInfo(of: img, title: "original image |")
let dimension: CGFloat = 2000
var framework: UIImage.ResizeFramework = .accelerate
var startTime = Date()
if let img = img.resizeWithScaleAspectFitMode(to: dimension, resizeFramework: framework) {
printInfo(of: img, title: "resized image |", with: framework, startedTime: startTime)
}
framework = .coreGraphics
startTime = Date()
if let img = img.resizeWithScaleAspectFitMode(to: dimension, resizeFramework: framework) {
printInfo(of: img, title: "resized image |", with: framework, startedTime: startTime)
}
framework = .coreImage
startTime = Date()
if let img = img.resizeWithScaleAspectFitMode(to: dimension, resizeFramework: framework) {
printInfo(of: img, title: "resized image |", with: framework, startedTime: startTime)
}
framework = .imageIO
startTime = Date()
if let img = img.resizeWithScaleAspectFitMode(to: dimension, resizeFramework: framework) {
printInfo(of: img, title: "resized image |", with: framework, startedTime: startTime)
}
framework = .uikit
startTime = Date()
if let img = img.resizeWithScaleAspectFitMode(to: dimension, resizeFramework: framework) {
printInfo(of: img, title: "resized image |", with: framework, startedTime: startTime)
}
}
private func printInfo(of image: UIImage, title: String, with resizeFramework: UIImage.ResizeFramework? = nil, startedTime: Date? = nil) {
var description = "\(title) \(image.size)"
if let startedTime = startedTime { description += ", execution time: \(Date().timeIntervalSince(startedTime))" }
if let fileSize = image.getFileSizeInfo(compressionQuality: 0.9) { description += ", size: \(fileSize)" }
if let resizeFramework = resizeFramework { description += ", framework: \(resizeFramework)" }
print(description)
}
Output
original image | (5790.0, 8687.0), size: 17.1 MB
resized image | (1333.0, 2000.0), execution time: 0.8192930221557617, size: 1.1 MB, framework: accelerate
resized image | (1333.0, 2000.0), execution time: 0.44696998596191406, size: 1 MB, framework: coreGraphics
resized image | (1334.0, 2000.0), execution time: 54.172922015190125, size: 1.1 MB, framework: coreImage
resized image | (1333.0, 2000.0), execution time: 1.8765920400619507, size: 1.1 MB, framework: imageIO
resized image | (1334.0, 2000.0), execution time: 0.4638739824295044, size: 1 MB, framework: uikit
For Swift 4.0 and iOS 10
extension UIImage {
func resizeImage(_ dimension: CGFloat, opaque: Bool, contentMode: UIViewContentMode = .scaleAspectFit) -> UIImage {
var width: CGFloat
var height: CGFloat
var newImage: UIImage
let size = self.size
let aspectRatio = size.width/size.height
switch contentMode {
case .scaleAspectFit:
if aspectRatio > 1 { // Landscape image
width = dimension
height = dimension / aspectRatio
} else { // Portrait image
height = dimension
width = dimension * aspectRatio
}
default:
fatalError("UIIMage.resizeToFit(): FATAL: Unimplemented ContentMode")
}
if #available(iOS 10.0, *) {
let renderFormat = UIGraphicsImageRendererFormat.default()
renderFormat.opaque = opaque
let renderer = UIGraphicsImageRenderer(size: CGSize(width: width, height: height), format: renderFormat)
newImage = renderer.image {
(context) in
self.draw(in: CGRect(x: 0, y: 0, width: width, height: height))
}
} else {
UIGraphicsBeginImageContextWithOptions(CGSize(width: width, height: height), opaque, 0)
self.draw(in: CGRect(x: 0, y: 0, width: width, height: height))
newImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
}
return newImage
}
}
Since #KiritModi 's answer is from 2015, this is the Swift 3.0's version:
func resizeImage(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 = CGSize(width: size.width * heightRatio, height: size.height * heightRatio)
} else {
newSize = CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
For Swift 5.0 and iOS 12
extension UIImage {
func imageResized(to size: CGSize) -> UIImage {
return UIGraphicsImageRenderer(size: size).image { _ in
draw(in: CGRect(origin: .zero, size: size))
}
}
}
use:
let image = #imageLiteral(resourceName: "ic_search")
cell!.search.image = image.imageResized(to: cell!.search.frame.size)
For Swift 4 I would just make an extension on UIImage with referencing to self.
import UIKit
extension UIImage {
func resizeImage(targetSize: CGSize) -> UIImage {
let size = self.size
let widthRatio = targetSize.width / size.width
let heightRatio = targetSize.height / size.height
let newSize = widthRatio > heightRatio ? CGSize(width: size.width * heightRatio, height: size.height * heightRatio) : CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
self.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
It's also possible to use AlamofireImage (https://github.com/Alamofire/AlamofireImage)
let size = CGSize(width: 30.0, height: 30.0)
let aspectScaledToFitImage = image.af_imageAspectScaled(toFit: size)
The function in the previous post gave me a blurry result.
Swift 3 Version and Extension style
This answer come from #Kirit Modi.
extension UIImage {
func resizeImage(targetSize: CGSize) -> UIImage {
let size = self.size
let widthRatio = targetSize.width / size.width
let heightRatio = targetSize.height / size.height
// Figure out what our orientation is, and use that to form the rectangle
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSize(width: size.width * heightRatio, height: size.height * heightRatio)
} else {
newSize = CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
self.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
Updated Swift 5 version that uses the latest UIGraphicsImageRenderer API.
extension UIImage {
public func resized(to target: CGSize) -> UIImage {
let ratio = min(
target.height / size.height, target.width / size.width
)
let new = CGSize(
width: size.width * ratio, height: size.height * ratio
)
let renderer = UIGraphicsImageRenderer(size: new)
return renderer.image { _ in
self.draw(in: CGRect(origin: .zero, size: new))
}
}
}
Swift 4, extension version, NO WHITE LINE ON EDGES.
Nobody seems to be mentioning that if image.draw() is called with non-integer values, resulting image could show a white line artifact at the right or bottom edge.
extension UIImage {
func scaled(with scale: CGFloat) -> UIImage? {
// size has to be integer, otherwise it could get white lines
let size = CGSize(width: floor(self.size.width * scale), height: floor(self.size.height * scale))
UIGraphicsBeginImageContext(size)
draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
Swift 5 version respecting ratio (scaleToFill) and centering image:
extension UIImage {
func resized(to newSize: CGSize) -> UIImage {
return UIGraphicsImageRenderer(size: newSize).image { _ in
let hScale = newSize.height / size.height
let vScale = newSize.width / size.width
let scale = max(hScale, vScale) // scaleToFill
let resizeSize = CGSize(width: size.width*scale, height: size.height*scale)
var middle = CGPoint.zero
if resizeSize.width > newSize.width {
middle.x -= (resizeSize.width-newSize.width)/2.0
}
if resizeSize.height > newSize.height {
middle.y -= (resizeSize.height-newSize.height)/2.0
}
draw(in: CGRect(origin: middle, size: resizeSize))
}
}
}
Swift 4 Version
extension UIImage {
func resizeImage(_ newSize: CGSize) -> UIImage? {
func isSameSize(_ newSize: CGSize) -> Bool {
return size == newSize
}
func scaleImage(_ newSize: CGSize) -> UIImage? {
func getScaledRect(_ newSize: CGSize) -> CGRect {
let ratio = max(newSize.width / size.width, newSize.height / size.height)
let width = size.width * ratio
let height = size.height * ratio
return CGRect(x: 0, y: 0, width: width, height: height)
}
func _scaleImage(_ scaledRect: CGRect) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(scaledRect.size, false, 0.0);
draw(in: scaledRect)
let image = UIGraphicsGetImageFromCurrentImageContext() ?? UIImage()
UIGraphicsEndImageContext()
return image
}
return _scaleImage(getScaledRect(newSize))
}
return isSameSize(newSize) ? self : scaleImage(newSize)!
}
}
UIImage Extension Swift 5
extension UIImage {
func resize(_ width: CGFloat, _ height:CGFloat) -> UIImage? {
let widthRatio = width / size.width
let heightRatio = height / size.height
let ratio = widthRatio > heightRatio ? heightRatio : widthRatio
let newSize = CGSize(width: size.width * ratio, height: size.height * ratio)
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
self.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
Use :
UIImage().resize(200, 300)
All of the listed answers so far seem to result in an image of a reduced size, however the size isn't measured in pixels. Here's a Swift 5, pixel-based resize.
extension UIImage {
func resize(_ max_size: CGFloat) -> UIImage {
// adjust for device pixel density
let max_size_pixels = max_size / UIScreen.main.scale
// work out aspect ratio
let aspectRatio = size.width/size.height
// variables for storing calculated data
var width: CGFloat
var height: CGFloat
var newImage: UIImage
if aspectRatio > 1 {
// landscape
width = max_size_pixels
height = max_size_pixels / aspectRatio
} else {
// portrait
height = max_size_pixels
width = max_size_pixels * aspectRatio
}
// create an image renderer of the correct size
let renderer = UIGraphicsImageRenderer(size: CGSize(width: width, height: height), format: UIGraphicsImageRendererFormat.default())
// render the image
newImage = renderer.image {
(context) in
self.draw(in: CGRect(x: 0, y: 0, width: width, height: height))
}
// return the image
return newImage
}
}
Usage:
image.resize(500)
Here's a general method (in Swift 5) for downscaling an image to fit a size. The resulting image can have the same aspect ratio as the original, or it can be the target size with the original image centered in it. If the image is smaller than the target size, it is not resized.
extension UIImage {
func scaledDown(into size:CGSize, centered:Bool = false) -> UIImage {
var (targetWidth, targetHeight) = (self.size.width, self.size.height)
var (scaleW, scaleH) = (1 as CGFloat, 1 as CGFloat)
if targetWidth > size.width {
scaleW = size.width/targetWidth
}
if targetHeight > size.height {
scaleH = size.height/targetHeight
}
let scale = min(scaleW,scaleH)
targetWidth *= scale; targetHeight *= scale
let sz = CGSize(width:targetWidth, height:targetHeight)
if !centered {
return UIGraphicsImageRenderer(size:sz).image { _ in
self.draw(in:CGRect(origin:.zero, size:sz))
}
}
let x = (size.width - targetWidth)/2
let y = (size.height - targetHeight)/2
let origin = CGPoint(x:x,y:y)
return UIGraphicsImageRenderer(size:size).image { _ in
self.draw(in:CGRect(origin:origin, size:sz))
}
}
}
Swift 4 Solution-
Use this function
func image(with image: UIImage, scaledTo newSize: CGSize) -> UIImage {
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.draw(in: CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
drawingImageView.image = newImage
return newImage ?? UIImage()
}
Calling a function:-
image(with: predictionImage, scaledTo: CGSize(width: 28.0, height: 28.0)
here 28.0 is the pixel size that you want to set
Swift 4.2 version of #KiritModi answer
func resizeImage(image: UIImage, targetSize: CGSize) -> UIImage {
let size = image.size
let widthRatio = targetSize.width / size.width
let heightRatio = targetSize.height / size.height
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSize(width: size.width * heightRatio, height: size.height * heightRatio)
} else {
newSize = CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
}
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
calling of resizeimage method
let image1 = resizeimage(image: myimage.image!, withSize: CGSize(width:200, height: 200))
method for resizeing image
func resizeimage(image:UIImage,withSize:CGSize) -> UIImage {
var actualHeight:CGFloat = image.size.height
var actualWidth:CGFloat = image.size.width
let maxHeight:CGFloat = withSize.height
let maxWidth:CGFloat = withSize.width
var imgRatio:CGFloat = actualWidth/actualHeight
let maxRatio:CGFloat = maxWidth/maxHeight
let compressionQuality = 0.5
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 rec:CGRect = CGRect(x:0.0,y:0.0,width:actualWidth,height:actualHeight)
UIGraphicsBeginImageContext(rec.size)
image.draw(in: rec)
let image:UIImage = UIGraphicsGetImageFromCurrentImageContext()!
let imageData = UIImageJPEGRepresentation(image, CGFloat(compressionQuality))
UIGraphicsEndImageContext()
let resizedimage = UIImage(data: imageData!)
return resizedimage!
}
Here you have two simple functions of UIImage extension:
func scaledWithMaxWidthOrHeightValue(value: CGFloat) -> UIImage? {
let width = self.size.width
let height = self.size.height
let ratio = width/height
var newWidth = value
var newHeight = value
if ratio > 1 {
newWidth = width * (newHeight/height)
} else {
newHeight = height * (newWidth/width)
}
UIGraphicsBeginImageContextWithOptions(CGSize(width: newWidth, height: newHeight), false, 0)
draw(in: CGRect(x: 0, y: 0, width: newWidth, height: newHeight))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
func scaled(withScale scale: CGFloat) -> UIImage? {
let size = CGSize(width: self.size.width * scale, height: self.size.height * scale)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
SWIFT 5 - XCODE 12 -- RESIZE IMAGE & No White line
I used a wonderful solution above for Swift 5. And I changed one bit to include the term "floor" as I was getting a white line around my resized images. This rounds it to the nearest pixel or something so it looks great! I also had to change the syntax around the image name when the function is called (last line).
//method for resizing image
func resizeimage(image:UIImage,withSize:CGSize) -> UIImage {
var actualHeight:CGFloat = image.size.height
var actualWidth:CGFloat = image.size.width
let maxHeight:CGFloat = withSize.height
let maxWidth:CGFloat = withSize.width
var imgRatio:CGFloat = actualWidth/actualHeight
let maxRatio:CGFloat = maxWidth/maxHeight
let compressionQuality = 0.5
if (actualHeight>maxHeight||actualWidth>maxWidth) {
if (imgRatio<maxRatio){
//adjust width according to maxHeight
imgRatio = maxHeight/actualHeight
actualWidth = floor(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 rec:CGRect = CGRect(x:0.0,y:0.0,width:actualWidth,height:actualHeight)
UIGraphicsBeginImageContext(rec.size)
image.draw(in: rec)
let image:UIImage = UIGraphicsGetImageFromCurrentImageContext()!
let imageData = UIImageJPEGRepresentation(image, CGFloat(compressionQuality))
UIGraphicsEndImageContext()
let resizedimage = UIImage(data: imageData!)
return resizedimage!
}
//calling of resizeimage method:
let myimage = UIImage(named: "imagename")
let image1 = resizeimage(image: myimage!, withSize: CGSize(width:50, height: 50)).withRenderingMode(.alwaysOriginal)
Example is for image minimize to 1024 and less
func resizeImage(image: UIImage) -> UIImage {
if image.size.height >= 1024 && image.size.width >= 1024 {
UIGraphicsBeginImageContext(CGSize(width:1024, height:1024))
image.draw(in: CGRect(x:0, y:0, width:1024, height:1024))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
else if image.size.height >= 1024 && image.size.width < 1024
{
UIGraphicsBeginImageContext(CGSize(width:image.size.width, height:1024))
image.draw(in: CGRect(x:0, y:0, width:image.size.width, height:1024))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
else if image.size.width >= 1024 && image.size.height < 1024
{
UIGraphicsBeginImageContext(CGSize(width:1024, height:image.size.height))
image.draw(in: CGRect(x:0, y:0, width:1024, height:image.size.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
else
{
return image
}
}
You can use this for fit image at Swift 3;
extension UIImage {
func resizedImage(newSize: CGSize) -> UIImage {
// Guard newSize is different
guard self.size != newSize else { return self }
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0);
self.draw(in: CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
func resizedImageWithinRect(rectSize: CGSize) -> UIImage {
let widthFactor = size.width / rectSize.width
let heightFactor = size.height / rectSize.height
var resizeFactor = widthFactor
if size.height > size.width {
resizeFactor = heightFactor
}
let newSize = CGSize(width: size.width/resizeFactor, height: size.height/resizeFactor)
let resized = resizedImage(newSize: newSize)
return resized
}
}
Usage;
let resizedImage = image.resizedImageWithinRect(rectSize: CGSize(width: 1900, height: 1900))

Round Specific Corners in a SwiftUI Mac App

I've been trying to figure out how to round specific corners of a SwiftUI View in a Mac app. All the solutions I can find (such as this) apply only to iOS since it has UIRectCorner. There is no NSRectCorner equivalent that I can find.
Back in the day, I would round a specific corner of an NSView like this:
layer?.cornerRadius = 5
layer?.maskedCorners = .layerMinXMinYCorner //Bottom-left corner
Has anyone found a way to round specific corners in a Mac app in SwiftUI?
and here comes the answer for macOS :)
// defines OptionSet, which corners to be rounded – same as UIRectCorner
struct RectCorner: OptionSet {
let rawValue: Int
static let topLeft = RectCorner(rawValue: 1 << 0)
static let topRight = RectCorner(rawValue: 1 << 1)
static let bottomRight = RectCorner(rawValue: 1 << 2)
static let bottomLeft = RectCorner(rawValue: 1 << 3)
static let allCorners: RectCorner = [.topLeft, topRight, .bottomLeft, .bottomRight]
}
// draws shape with specified rounded corners applying corner radius
struct RoundedCornersShape: Shape {
var radius: CGFloat = .zero
var corners: RectCorner = .allCorners
func path(in rect: CGRect) -> Path {
var path = Path()
let p1 = CGPoint(x: rect.minX, y: corners.contains(.topLeft) ? rect.minY + radius : rect.minY )
let p2 = CGPoint(x: corners.contains(.topLeft) ? rect.minX + radius : rect.minX, y: rect.minY )
let p3 = CGPoint(x: corners.contains(.topRight) ? rect.maxX - radius : rect.maxX, y: rect.minY )
let p4 = CGPoint(x: rect.maxX, y: corners.contains(.topRight) ? rect.minY + radius : rect.minY )
let p5 = CGPoint(x: rect.maxX, y: corners.contains(.bottomRight) ? rect.maxY - radius : rect.maxY )
let p6 = CGPoint(x: corners.contains(.bottomRight) ? rect.maxX - radius : rect.maxX, y: rect.maxY )
let p7 = CGPoint(x: corners.contains(.bottomLeft) ? rect.minX + radius : rect.minX, y: rect.maxY )
let p8 = CGPoint(x: rect.minX, y: corners.contains(.bottomLeft) ? rect.maxY - radius : rect.maxY )
path.move(to: p1)
path.addArc(tangent1End: CGPoint(x: rect.minX, y: rect.minY),
tangent2End: p2,
radius: radius)
path.addLine(to: p3)
path.addArc(tangent1End: CGPoint(x: rect.maxX, y: rect.minY),
tangent2End: p4,
radius: radius)
path.addLine(to: p5)
path.addArc(tangent1End: CGPoint(x: rect.maxX, y: rect.maxY),
tangent2End: p6,
radius: radius)
path.addLine(to: p7)
path.addArc(tangent1End: CGPoint(x: rect.minX, y: rect.maxY),
tangent2End: p8,
radius: radius)
path.closeSubpath()
return path
}
}
// View extension, to be used like modifier:
// SomeView().roundedCorners(radius: 20, corners: [.topLeft, .bottomRight])
extension View {
func roundedCorners(radius: CGFloat, corners: RectCorner) -> some View {
clipShape( RoundedCornersShape(radius: radius, corners: corners) )
}
}
Create a custom shape
import SwiftUI
struct RoundCorner: Shape {
// MARK: - PROPERTIES
var cornerRadius: CGFloat
var maskedCorners: UIRectCorner
// MARK: - PATH
func path(in rect: CGRect) -> Path {
let path = UIBezierPath(roundedRect: rect, byRoundingCorners: maskedCorners, cornerRadii: CGSize(width: cornerRadius, height: cornerRadius))
return Path(path.cgPath)
}
}
// MARK: - PREVIEW
struct RoundCorner_Previews: PreviewProvider {
static var previews: some View {
RoundCorner(cornerRadius: 20, maskedCorners: .allCorners)
}
}
And Apply this shape to your view
import SwiftUI
struct SwiftUIView: View {
// MARK: - BODY
var body: some View {
Text("Hello, World!")
.padding()
.background(
Color.orange
)
.clipShape(
RoundCorner(
cornerRadius: 12,
maskedCorners: [.topLeft, .bottomRight]
)//OUR CUSTOM SHAPE
)
}
}
// MARK: - PREVIEW
struct SwiftUIView_Previews: PreviewProvider {
static var previews: some View {
SwiftUIView()
}
}

NSView scale animation is not smooth

I am trying to scale an NSView that is 56x56. The animation is applying scale of 0.95 and an alpha of 0.75, autoreverse and repeats infinitely. I have the animation working however the animation is extremely chunky (not smooth).
How can I use CAAnimationGroup and CABasicAnimation to animate these properties smoothly?
You can see the chunky animation in this gif
The animation code looks like the following
private func transformWithScale(_ scale: CGFloat) -> CATransform3D {
let bounds = squareView.bounds
let scale = scale != 0 ? scale : CGFloat.leastNonzeroMagnitude
let xPadding = 0.5*bounds.width
let yPadding = 0.5*bounds.height
let translate = CATransform3DMakeTranslation(xPadding, yPadding, 0.0)
return scale == 1.0 ? translate : CATransform3DScale(translate, scale, scale, 1.0)
}
func startAnimation() {
let layer = squareView.layer!
layer.removeAllAnimations()
layer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
let scaleAnimation = CABasicAnimation(keyPath: "transform")
scaleAnimation.fromValue = transformWithScale(1.0)
scaleAnimation.toValue = transformWithScale(0.95)
let alphaAnimation = CABasicAnimation(keyPath: "opacity")
alphaAnimation.fromValue = 1.0
alphaAnimation.toValue = 0.75
let group = CAAnimationGroup()
group.duration = 0.8
group.autoreverses = true
group.timingFunction = CAMediaTimingFunction(name: .easeIn)
group.repeatCount = .infinity
group.animations = [scaleAnimation, alphaAnimation]
layer.add(group, forKey: "scaleAndAlpha")
}
Try this one:
let container = NSView(frame: NSRect(x: 0, y: 0, width: 300, height: 300))
container.wantsLayer = true
container.layer?.backgroundColor = NSColor.blue.cgColor
let content = NSView(frame: NSRect(x: 0, y: 0, width: 150, height: 150))
content.wantsLayer = true
content.layer?.backgroundColor = NSColor.red.cgColor
container.addSubview(content)
let layer = content.layer!
let scaleAnimation = CABasicAnimation(keyPath: #keyPath(CALayer.transform))
scaleAnimation.fromValue = CATransform3DScale(CATransform3DIdentity, 1, 1, 1)
scaleAnimation.toValue = CATransform3DScale(CATransform3DIdentity, 0.85, 0.85, 1)
let alphaAnimation = CABasicAnimation(keyPath: #keyPath(CALayer.opacity))
alphaAnimation.fromValue = 1.0
alphaAnimation.toValue = 0.75
let group = CAAnimationGroup()
group.duration = 0.8
group.autoreverses = true
group.timingFunction = CAMediaTimingFunction(name: .easeOut)
group.repeatCount = .infinity
group.animations = [scaleAnimation, alphaAnimation]
let center = CGPoint(x: container.bounds.midX, y: container.bounds.midY)
layer.position = center
layer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
layer.add(group, forKey: nil)
PlaygroundPage.current.liveView = container

Capturing MTKView texture to UIImageView efficiently

I want to capture the contents of the portion of an MTKView that has most recently updated into an UIImageView. I the following piece of code to accomplish this task:
let cicontext = CIContext(mtlDevice: self.device!) // set up once along with rest of renderPipeline
...
let lastSubStrokeCIImage = CIImage(mtlTexture: lastDrawableDisplayed.texture, options: nil)!.oriented(CGImagePropertyOrientation.downMirrored)
let bboxChunkSubCurvesScaledAndYFlipped = CGRect(...) // get bounding box of region just drawn
let imageCropCG = cicontext.createCGImage(lastSubStrokeCIImage, from: bboxStrokeAccumulatingScaledAndYFlipped)
// Now that we have a CGImage of just the right size, we have to do the following expensive operations before assigning to a UIIView
UIGraphicsBeginImageContextWithOptions(bboxStrokeAccumulating.size, false, 0) // open a bboxKeyframe-sized context
UIGraphicsGetCurrentContext()?.translateBy(x: 0, y: bboxStrokeAccumulating.height)
UIGraphicsGetCurrentContext()?.scaleBy(x: 1.0, y: -1.0)
UIGraphicsGetCurrentContext()?.draw(imageCropCG!, in: CGRect(x: 0, y: 0 , width: bboxStrokeAccumulating.width, height: bboxStrokeAccumulating.height))
// Okay, finally we create a CALayer to be a container for what we've just drawn
let layerStroke = CALayer()
layerStroke.frame = bboxStrokeAccumulating
layerStroke.contents = UIGraphicsGetImageFromCurrentImageContext()?.cgImage
UIGraphicsEndImageContext()
strokeView.layer.sublayers = nil // empty out strokeView
strokeView.layer.addSublayer(layerStroke) // add our hard-earned drawing in its latest state
So, this code works, but is not very efficient and makes the app lag when bboxStrokeAccumulating gets very large. Can anyone suggest more efficient alternatives?
For swift 4.0,
let lastDrawableDisplayed = metalView?.currentDrawable?.texture
if let imageRef = lastDrawableDisplayed?.toImage() {
let uiImage:UIImage = UIImage.init(cgImage: imageRef)
}
extension MTLTexture {
func bytes() -> UnsafeMutableRawPointer {
let width = self.width
let height = self.height
let rowBytes = self.width * 4
let p = malloc(width * height * 4)
self.getBytes(p!, bytesPerRow: rowBytes, from: MTLRegionMake2D(0, 0, width, height), mipmapLevel: 0)
return p!
}
func toImage() -> CGImage? {
let p = bytes()
let pColorSpace = CGColorSpaceCreateDeviceRGB()
let rawBitmapInfo = CGImageAlphaInfo.noneSkipFirst.rawValue | CGBitmapInfo.byteOrder32Little.rawValue
let bitmapInfo:CGBitmapInfo = CGBitmapInfo(rawValue: rawBitmapInfo)
let selftureSize = self.width * self.height * 4
let rowBytes = self.width * 4
let releaseMaskImagePixelData: CGDataProviderReleaseDataCallback = { (info: UnsafeMutableRawPointer?, data: UnsafeRawPointer, size: Int) -> () in
return
}
let provider = CGDataProvider(dataInfo: nil, data: p, size: selftureSize, releaseData: releaseMaskImagePixelData)
let cgImageRef = CGImage(width: self.width, height: self.height, bitsPerComponent: 8, bitsPerPixel: 32, bytesPerRow: rowBytes, space: pColorSpace, bitmapInfo: bitmapInfo, provider: provider!, decode: nil, shouldInterpolate: true, intent: CGColorRenderingIntent.defaultIntent)!
return cgImageRef
}
}
you can set the uiImage to your uiImageView

SpriteKit joint physics changing physics body

I am working with the joint method in spritekit, but once I join two sprites it seems to change the physics bodies. I have two rectangles joined at a corner and when they fold, I would expect the blue rectangle to sit on top of the white triangle, but this is the result. How do I maintain their physics bodies, so they don't overlap?
import SpriteKit
class GameScene: SKScene {
let character = SKSpriteNode(color: SKColor.whiteColor(), size: CGSizeMake(150, 30))
let character2 = SKSpriteNode(color: SKColor.blueColor(), size: CGSizeMake(150, 30))
let character3 = SKSpriteNode(color: SKColor.greenColor(), size: CGSizeMake(50, 300))
let screenSize: CGRect = UIScreen.mainScreen().bounds
override func didMoveToView(view: SKView) {
// let scene = GameScene(size: SKView.frame)
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
borderBody.friction = 5
self.physicsBody = borderBody
self.physicsWorld.gravity = CGVectorMake(0.0, -1.0)
character.position = CGPointMake(550, 400)
character2.position = CGPointMake(400, 400)
character3.position = CGPointMake(400, 100)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character2.physicsBody = SKPhysicsBody(rectangleOfSize: character2.size)
character3.physicsBody = SKPhysicsBody(rectangleOfSize: character3.size)
self.character.physicsBody!.dynamic = true
self.character2.physicsBody!.dynamic = true
self.character3.physicsBody!.dynamic = true
self.addChild(character)
self.addChild(character2)
self.addChild(character3)
var myJoint = SKPhysicsJointPin.jointWithBodyA(character2.physicsBody, bodyB: character.physicsBody, anchor: CGPoint(x: CGRectGetMaxX(self.character2.frame), y: CGRectGetMinY(self.character.frame)))
self.physicsWorld.addJoint(myJoint)
var myJoint2 = SKPhysicsJointPin.jointWithBodyA(character2.physicsBody, bodyB: character.physicsBody, anchor: CGPoint(x: CGRectGetMaxX(self.character2.frame), y: CGRectGetMaxY(self.character.frame)))
//self.physicsWorld.addJoint(myJoint2)
}

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