hockeyman
hockeyman

Reputation: 1183

How to resize NSImage?

I have an NSBitmapImageRep which is WxH size.

I create NSImage and call addRepresentation:. Then I need to resize the NSImage.

I tried setSize method but it doesn't work. What should I do?

Upvotes: 29

Views: 30901

Answers (13)

Marek H
Marek H

Reputation: 5566

2024 - All solutions here do not preserve colorspace such as wide color gamut or cmyk or gray colorspace. 8, 10, 16 bits per components are widely used. On top lockFocus/unlockFocus should be avoided as it has been deprecated and it forces display colorspace/display scale. NSBitmapRep doesn't support creation with new colorspaces so it's necessary to draw using Quartz context. NOTE: Cocoa doesn't support all graphic context combinations. Pixel formats supported for bitmap graphics contexts. This method will also rasterize (convert to bitmap) vector images (symbol, svg, pdf) at a higher resolution.

import AppKit

extension NSImage {
    
    // bitmap images must be resized by drawing, cannot use cgImage(forProposedRect
    // vector images can be resized using cgImage forproposedRect
    // only cgImage can provide correct colorspace (no nscolorspacename exists for wide color, edr)
    // expect small performance penalty ~20% compared to drawing to NSBitmapRep context
    func resized(to newSize: NSSize) -> NSImage {
        
        if !isValid { return self }
        let hints : [NSImageRep.HintKey : Any] = [.ctm : NSAffineTransform(), .interpolation : NSImageInterpolation.high] //disable retina scaling
        var proposedRect = CGRect(origin: .zero, size: newSize)
        guard let imageRep = bestRepresentation(for: proposedRect, context: nil, hints: [:]),
              let cgImage = imageRep.cgImage(forProposedRect: &proposedRect, context: nil, hints: hints) else { return self }
        
        var bitmapInfo : UInt32 = 0
        let colorSpaceModel = cgImage.colorSpace?.model ?? .rgb
        

        // Best combination for colorspace model with alpha
        // [https://developer.apple.com/library/archive/samplecode/ImageApp/Listings/ImageFilter_m.html#//apple_ref/doc/uid/DTS10003685-ImageFilter_m-DontLinkElementID_11][2]
        if colorSpaceModel == .rgb {
            bitmapInfo = CGImageAlphaInfo.premultipliedLast.rawValue
        }
        
        if colorSpaceModel == .monochrome || colorSpaceModel == .cmyk {
            bitmapInfo = CGImageAlphaInfo.none.rawValue
        }
        
        //10-bit or 12-bit need to be drawn using 16 bpc context e.g. converted
        var bitsPerComponent = cgImage.bitsPerComponent
        if cgImage.bitsPerComponent > 8 && cgImage.bitsPerComponent <= 16 {
            bitsPerComponent = 16
        }
        
        if cgImage.bitsPerComponent == 32 {
            bitmapInfo |= CGBitmapInfo.floatComponents.rawValue
        }
        
        var cgContext = CGContext(data: nil,
                                  width: Int(newSize.width),
                                  height: Int(newSize.height),
                                  bitsPerComponent: bitsPerComponent,
                                  bytesPerRow: 0,
                                  space: cgImage.colorSpace ?? CGColorSpace(name: CGColorSpace.sRGB)!,
                                  bitmapInfo: bitmapInfo)
        if cgContext == nil {
            // context cannot be created with provided values. Continue with 8bps 32bpp RGBA context
            cgContext = CGContext(data: nil,
                                  width: Int(newSize.width),
                                  height: Int(newSize.height),
                                  bitsPerComponent: 8,
                                  bytesPerRow: 0,
                                  space: CGColorSpace(name: CGColorSpace.sRGB)!,
                                  bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)
        }
        
        guard cgContext != nil else { return self }
        cgContext!.interpolationQuality = .high
        cgContext!.draw(cgImage, in: CGRect(origin: .zero, size: newSize), byTiling: false)
        guard let resizedCGImage = cgContext!.makeImage() else { return self }
        let resizedImage = NSImage(cgImage: resizedCGImage,
                               size: NSMakeSize(CGFloat(resizedCGImage.width), CGFloat(resizedCGImage.height)))
        return resizedImage
    }
}

On a wide gamut display you will see safari icon (samples):

Wide gamut picture

It's not possible to use + (instancetype)imageWithSize:(NSSize)size flipped:(BOOL)drawingHandlerShouldBeCalledWithFlippedContext drawingHandler:(BOOL (^)(NSRect dstRect))drawingHandler because it copies the original imagerep into drawing handler (memory waste) and the image colorspace/context depends on the destination (monitor) where it's being drawn. Please note XCode quicklook has a bug for this API call (image is drawn with wrong colorspace). Use NSImageView to test this API.

Don't forget to test CMYK and Greyscale colorspace CMYK image GrayScale image

Converting existing colored NSBitmapImageRep with a new colorspace will lead to a much bigger performance penalty.

if let colorSpace = (representations.first as? NSBitmapImageRep)?.colorSpace {
            bitmapRep = bitmapRep?.converting(to: colorSpace, renderingIntent: .default)
}

Upvotes: 2

Sili
Sili

Reputation: 54

Based on Marco's answer:

In my case, resampling and preservation of bitsPerSample did not work with the proposed method (my greyscale image of 8 bps changed to 64 bps). With small modifications I managed to make it work.

If anybody is facing the same issue, here's my solution:

- (NSImage*) resizeImage:(NSImage*)smallImage newSize:(NSSize)newSize {

NSBitmapImageRep *resizeRep =
    [[NSBitmapImageRep alloc]
        initWithBitmapDataPlanes: nil
                      pixelsWide: newSize.width
                      pixelsHigh: newSize.height
                   bitsPerSample: 8
                 samplesPerPixel: 1
                        hasAlpha: NO
                        isPlanar: NO
                  colorSpaceName: NSCalibratedWhiteColorSpace
                     bytesPerRow: 0
                    bitsPerPixel: 8];

[resizeRep setSize: newSize];
[smallImage setSize: newSize];  // ADDITION
[NSGraphicsContext saveGraphicsState];
NSGraphicsContext *newCurrentContext = [NSGraphicsContext graphicsContextWithBitmapImageRep: resizeRep];
[newCurrentContext setImageInterpolation:NSImageInterpolationHigh]; // ADDITION
[NSGraphicsContext setCurrentContext: newCurrentContext];
[smallImage drawAtPoint:NSZeroPoint fromRect:CGRectMake(0, 0, newSize.width, newSize.height) operation:NSCompositingOperationCopy fraction:1.0];
[NSGraphicsContext restoreGraphicsState];

NSImage *resizedImage = [[NSImage alloc] initWithSize:newSize];
[resizedImage addRepresentation: resizeRep];

return resizedImage;

Upvotes: 1

user187676
user187676

Reputation:

Actually it is not necessary to modify any source image parameters like size. The following snippet is already in Swift, but I think you can infer the Objective-C version from it:

func resized(to: CGSize) -> NSImage {
    let img = NSImage(size: to)

    img.lockFocus()
    defer {
        img.unlockFocus()
    }

    if let ctx = NSGraphicsContext.current {
        ctx.imageInterpolation = .high
        draw(in: NSRect(origin: .zero, size: to),
             from: NSRect(origin: .zero, size: size),
             operation: .copy,
             fraction: 1)
    }

    return img
}

Upvotes: 16

gasol95
gasol95

Reputation: 1

You can resize the image to the desired size using the following functions:

import AppKit

extension NSImage {
    
    /**
     Resizes the image to the given size.
     */
    func resize(withSize targetSize: NSSize) -> NSImage {
        let newImage = NSImage(size: targetSize)
        newImage.lockFocus()
        draw(in: CGRect(origin: .zero, size: targetSize), from: CGRect(origin: .zero, size: size), operation: .sourceOver, fraction: 1.0) 
        newImage.unlockFocus()
        return newImage
    }
    
    /**
     Resizes the image to the given size maintaining its original aspect ratio.
     */
    func resizeMaintainingAspectRatio(withSize targetSize: NSSize) -> NSImage {
        let newSize: NSSize
        let widthRatio = targetSize.width / size.width
        let heightRatio = targetSize.height / size.height
        if(widthRatio > heightRatio) {
            newSize = NSSize(width: floor(size.width * widthRatio), height: floor(size.height * widthRatio))
        } else {
            newSize = NSSize(width: floor(size.width * heightRatio), height: floor(size.height * heightRatio))
        }
        return resize(withSize: newSize)
    }

}

Upvotes: 0

Git.Coach
Git.Coach

Reputation: 3092

Edit: Since this answer is still the accepted answer, but was written without Retina screens in mind, I will straight up link to a better solution further down the thread: Objective-C Swift 4


Because the method of Paresh is totally correct but deprecated since 10.8 I'll post the working 10.8 code below. All credit to Paresh's answer though.

- (NSImage *)imageResize:(NSImage*)anImage newSize:(NSSize)newSize {
    NSImage *sourceImage = anImage;
    [sourceImage setScalesWhenResized:YES];
    
    // Report an error if the source isn't a valid image
    if (![sourceImage isValid]){
        NSLog(@"Invalid Image");
    } else {
        NSImage *smallImage = [[NSImage alloc] initWithSize: newSize];
        [smallImage lockFocus];
        [sourceImage setSize: newSize];
        [[NSGraphicsContext currentContext] setImageInterpolation:NSImageInterpolationHigh];
        [sourceImage drawAtPoint:NSZeroPoint fromRect:CGRectMake(0, 0, newSize.width, newSize.height) operation:NSCompositingOperationCopy fraction:1.0];
        [smallImage unlockFocus];
        return smallImage;
    }
    return nil;
}

Upvotes: 40

Andrew
Andrew

Reputation: 11426

2020 | SWIFT 4 and 5:

usage:

let resizedImg = someImage.resizedCopy(w: 500.0, h:500.0)
let scaledImg = someImage.scaledCopy( sizeOfLargerSide: 1000.0)

//and bonus:
scaledImg.writePNG(toURL: someUrl )

code:

extension NSImage {
    func scaledCopy( sizeOfLargerSide: CGFloat) ->  NSImage {
        var newW: CGFloat
        var newH: CGFloat
        var scaleFactor: CGFloat
        
        if ( self.size.width > self.size.height) {
            scaleFactor = self.size.width / sizeOfLargerSide
            newW = sizeOfLargerSide
            newH = self.size.height / scaleFactor
        }
        else{
            scaleFactor = self.size.height / sizeOfLargerSide
            newH = sizeOfLargerSide
            newW = self.size.width / scaleFactor
        }
        
        return resizedCopy(w: newW, h: newH)
    }
    
    
    func resizedCopy( w: CGFloat, h: CGFloat) -> NSImage {
        let destSize = NSMakeSize(w, h)
        let newImage = NSImage(size: destSize)
        
        newImage.lockFocus()
        
        self.draw(in: NSRect(origin: .zero, size: destSize),
                  from: NSRect(origin: .zero, size: self.size),
                  operation: .copy,
                  fraction: CGFloat(1)
        )
        
        newImage.unlockFocus()
        
        guard let data = newImage.tiffRepresentation,
              let result = NSImage(data: data)
        else { return NSImage() }
        
        return result
    }
    
    public func writePNG(toURL url: URL) {
        guard let data = tiffRepresentation,
              let rep = NSBitmapImageRep(data: data),
              let imgData = rep.representation(using: .png, properties: [.compressionFactor : NSNumber(floatLiteral: 1.0)]) else {

            Swift.print("\(self) Error Function '\(#function)' Line: \(#line) No tiff rep found for image writing to \(url)")
            return
        }

        do {
            try imgData.write(to: url)
        }catch let error {
            Swift.print("\(self) Error Function '\(#function)' Line: \(#line) \(error.localizedDescription)")
        }
    }
}

Upvotes: 2

Liam R
Liam R

Reputation: 576

Here's a Swift 4 version of Thomas Johannesmeyer's answer:

func resize(image: NSImage, w: Int, h: Int) -> NSImage {
    var destSize = NSMakeSize(CGFloat(w), CGFloat(h))
    var newImage = NSImage(size: destSize)
    newImage.lockFocus()
    image.draw(in: NSMakeRect(0, 0, destSize.width, destSize.height), from: NSMakeRect(0, 0, image.size.width, image.size.height), operation: NSCompositingOperation.sourceOver, fraction: CGFloat(1))
    newImage.unlockFocus()
    newImage.size = destSize
    return NSImage(data: newImage.tiffRepresentation!)!
}

And Swift 4 version of Marco's answer:

func resize(image: NSImage, w: Int, h: Int) -> NSImage {
    let destSize = NSMakeSize(CGFloat(w), CGFloat(h))
    let rep = NSBitmapImageRep(bitmapDataPlanes: nil, pixelsWide: Int(destSize.width), pixelsHigh: Int(destSize.height), bitsPerSample: 8, samplesPerPixel: 4, hasAlpha: true, isPlanar: false, colorSpaceName: .calibratedRGB, bytesPerRow: 0, bitsPerPixel: 0)
    rep?.size = destSize
    NSGraphicsContext.saveGraphicsState()
    if let aRep = rep {
        NSGraphicsContext.current = NSGraphicsContext(bitmapImageRep: aRep)
    }
    image.draw(in: NSMakeRect(0, 0, destSize.width, destSize.height),     from: NSZeroRect, operation: NSCompositingOperation.copy, fraction: 1.0)
    NSGraphicsContext.restoreGraphicsState()
    let newImage = NSImage(size: destSize)
    if let aRep = rep {
        newImage.addRepresentation(aRep)
    }
    return newImage
}

Upvotes: 5

frang
frang

Reputation: 97

For just scaling NSBitmapImageRep

static NSBitmapImageRep *i_scale_bitmap(const NSBitmapImageRep *bitmap, const uint32_t width, const uint32_t height)
{
    NSBitmapImageRep *new_bitmap = NULL;
    CGImageRef dest_image = NULL;
    CGColorSpaceRef space = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
    CGContextRef context = CGBitmapContextCreate(NULL, (size_t)width, (size_t)height, PARAM(bitsPerComponent, 8), PARAM(bytesPerRow, (size_t)(width * 4)), space, kCGImageAlphaPremultipliedLast);
    CGImageRef src_image = [bitmap CGImage];
    CGRect rect = CGRectMake((CGFloat)0.f, (CGFloat)0.f, (CGFloat)width, (CGFloat)height);
    CGContextDrawImage(context, rect, src_image);
    dest_image = CGBitmapContextCreateImage(context);
    CGContextRelease(context);
    CGColorSpaceRelease(space);
    new_bitmap = [[NSBitmapImageRep alloc] initWithCGImage:dest_image];
    CGImageRelease(dest_image);
    return new_bitmap;
}

And for scaling a NSImage based on NSBitmapImageRep

ImageImp *imgimp_create_scaled(const ImageImp *image, const uint32_t new_width, const uint32_t new_height)
{
    NSImage *src_image = (NSImage*)image;
    NSBitmapImageRep *src_bitmap, *dest_bitmap;
    NSImage *scaled_image = nil;
    cassert_no_null(src_image);
    cassert([[src_image representations] count] == 1);
    cassert([[[src_image representations] objectAtIndex:0] isKindOfClass:[NSBitmapImageRep class]]);
    src_bitmap = (NSBitmapImageRep*)[[(NSImage*)image representations] objectAtIndex:0];
    cassert_no_null(src_bitmap);
    dest_bitmap = i_scale_bitmap(src_bitmap, new_width, new_height);
    scaled_image = [[NSImage alloc] initWithSize:NSMakeSize((CGFloat)new_width, (CGFloat)new_height)];
    [scaled_image addRepresentation:dest_bitmap];
    cassert([scaled_image retainCount] == 1);
    [dest_bitmap release];
    return (ImageImp*)scaled_image;
}

Draw directly over NSImage ([NSImage lockFocus], etc) will create a NSCGImageSnapshotRep not a NSBitmapImageRep.

Upvotes: 1

Atika
Atika

Reputation: 1618

@Marco's answer written in Swift 4:

extension NSImage {
    func resized(to newSize: NSSize) -> NSImage? {
        if let bitmapRep = NSBitmapImageRep(
            bitmapDataPlanes: nil, pixelsWide: Int(newSize.width), pixelsHigh: Int(newSize.height),
            bitsPerSample: 8, samplesPerPixel: 4, hasAlpha: true, isPlanar: false,
            colorSpaceName: .calibratedRGB, bytesPerRow: 0, bitsPerPixel: 0
        ) {
            bitmapRep.size = newSize
            NSGraphicsContext.saveGraphicsState()
            NSGraphicsContext.current = NSGraphicsContext(bitmapImageRep: bitmapRep)
            draw(in: NSRect(x: 0, y: 0, width: newSize.width, height: newSize.height), from: .zero, operation: .copy, fraction: 1.0)
            NSGraphicsContext.restoreGraphicsState()

            let resizedImage = NSImage(size: newSize)
            resizedImage.addRepresentation(bitmapRep)
            return resizedImage
        }

        return nil
    }
}

let targetSize = NSSize(width: 256.0, height: 256.0)
let newImageResized = myimage.resized(to: targetSize)

Upvotes: 39

Beninho85
Beninho85

Reputation: 3311

Here is a Swift 3 version keeping ratio of image, just set minimumSize as the minimum height or width you want:

func imageResized(image: NSImage) -> NSImage {
    let ratio = image.size.height / image.size.width

    let width: CGFloat
    let height: CGFloat
    // We keep ratio of image
    if ratio > 1 {
        width = minimumSize
        height = minimumSize * ratio
    } else {
        width = minimumSize
        height = minimumSize * (1 / ratio)
    }
    let destSize = NSSize(width: width, height: height)

    let newImage = NSImage(size: destSize)
    newImage.lockFocus()
    image.draw(in: NSRect(x: 0, y: 0, width: destSize.width, height: destSize.height), from: NSRect(x: 0, y: 0, width: image.size.width, height: image.size.height), operation: .sourceOver, fraction: 1.0)
    newImage.unlockFocus()
    newImage.size = destSize
    return NSImage(data: newImage.tiffRepresentation!)!
}

Upvotes: 2

Chris Gregg
Chris Gregg

Reputation: 2382

Complete Swift 3 answer (modified from @Erik Aigner above):

extension NSImage {
    func resizeImage(width: CGFloat, _ height: CGFloat) -> NSImage {
        let img = NSImage(size: CGSize(width:width, height:height))

        img.lockFocus()
        let ctx = NSGraphicsContext.current()
        ctx?.imageInterpolation = .high
        self.draw(in: NSMakeRect(0, 0, width, height), from: NSMakeRect(0, 0, size.width, size.height), operation: .copy, fraction: 1)
        img.unlockFocus()

        return img
    }
}

Upvotes: 3

Marco
Marco

Reputation: 15027

Thomas Johannesmeyer's answer using lockFocus doesn't work as you may intend on Retina/HiDPI screens: it resizes to the desired points in the screen's native scale, not pixels.

  • If you're resizing for display on screen, use that method.
  • If you're resizing for a file with exact pixel dimensions, it'll be twice as large when running on Retina (2x DPI) screens.

This method, cobbled together from various answers including some in this related question, resizes to the specified pixel dimensions regardless of current screen DPI:

+ (NSImage *)resizedImage:(NSImage *)sourceImage toPixelDimensions:(NSSize)newSize
{
    if (! sourceImage.isValid) return nil;

    NSBitmapImageRep *rep = [[NSBitmapImageRep alloc]
              initWithBitmapDataPlanes:NULL
                            pixelsWide:newSize.width
                            pixelsHigh:newSize.height
                         bitsPerSample:8
                       samplesPerPixel:4
                              hasAlpha:YES
                              isPlanar:NO
                        colorSpaceName:NSCalibratedRGBColorSpace
                           bytesPerRow:0
                          bitsPerPixel:0];
    rep.size = newSize;

    [NSGraphicsContext saveGraphicsState];
    [NSGraphicsContext setCurrentContext:[NSGraphicsContext graphicsContextWithBitmapImageRep:rep]];
    [sourceImage drawInRect:NSMakeRect(0, 0, newSize.width, newSize.height) fromRect:NSZeroRect operation:NSCompositeCopy fraction:1.0];
    [NSGraphicsContext restoreGraphicsState];

    NSImage *newImage = [[NSImage alloc] initWithSize:newSize];
    [newImage addRepresentation:rep];
    return newImage;
}

Upvotes: 40

Paresh Navadiya
Paresh Navadiya

Reputation: 38239

EDIT You can resize image using below function:

- (NSImage *)imageResize:(NSImage*)anImage
         newSize:(NSSize)newSize 
{
 NSImage *sourceImage = anImage;
 [sourceImage setScalesWhenResized:YES];

 // Report an error if the source isn't a valid image
 if (![sourceImage isValid])
 {
    NSLog(@"Invalid Image");
 } else
 {
    NSImage *smallImage = [[[NSImage alloc] initWithSize: newSize] autorelease];
    [smallImage lockFocus];
    [sourceImage setSize: newSize];
    [[NSGraphicsContext currentContext] setImageInterpolation:NSImageInterpolationHigh];
    [sourceImage compositeToPoint:NSZeroPoint operation:NSCompositeCopy];
    [smallImage unlockFocus];
    return smallImage;
 }
 return nil;
}

Secondly like this:

NSData *imageData = [yourImg  TIFFRepresentation]; // converting img into data
NSBitmapImageRep *imageRep = [NSBitmapImageRep imageRepWithData:imageData]; // converting into BitmapImageRep 
NSDictionary *imageProps = [NSDictionary dictionaryWithObject:[NSNumber numberWithFloat:0.9] forKey:NSImageCompressionFactor]; // any number betwwen 0 to 1
imageData = [imageRep representationUsingType:NSJPEGFileType properties:imageProps]; // use NSPNGFileType if needed
NSImage *resizedImage = [[NSImage alloc] initWithData:imageData]; // image created from data

Upvotes: 17

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