Reputation: 5994
In my iPhone app, I take a picture with the camera, then I want to resize it to 290*390 pixels. I was using this method to resize the image :
UIImage *newImage = [image _imageScaledToSize:CGSizeMake(290, 390)
interpolationQuality:1];
It works perfectly, but it's an undocumented function, so I can't use it anymore with iPhone OS4.
So... what is the simplest way to resize an UIImage ?
Upvotes: 443
Views: 388556
Reputation: 59
Yet another way of resizing an UIImage, by just changing the resolution:
// Resize to height = 100 points.
let originalImage = UIImage(named: "MyOriginalImage")!
let resizingFactor = 100 / originalImage.size.height
let newImage = UIImage(cgImage: originalImage.cgImage!, scale: originalImage.scale / resizingFactor, orientation: .up)
Upvotes: 3
Reputation: 2405
Proper Swift 3.0 for iOS 10+ solution: Using ImageRenderer
and closure syntax:
extension UIImage {
func imageWith(newSize: CGSize) -> UIImage {
let image = UIGraphicsImageRenderer(size: newSize).image { _ in
draw(in: CGRect(origin: .zero, size: newSize))
}
return image.withRenderingMode(renderingMode)
}
}
And here's the Objective-C version:
@implementation UIImage (ResizeCategory)
- (UIImage *)imageWithSize:(CGSize)newSize
{
UIGraphicsImageRenderer *renderer = [[UIGraphicsImageRenderer alloc] initWithSize:newSize];
UIImage *image = [renderer imageWithActions:^(UIGraphicsImageRendererContext*_Nonnull myContext) {
[self drawInRect:(CGRect) {.origin = CGPointZero, .size = newSize}];
}];
return [image imageWithRenderingMode:self.renderingMode];
}
@end
Upvotes: 130
Reputation: 4993
Some time your image have scale
large than 1
so that resize image will make an image unexpected. This is my solution for this case.
extension UIImage {
func resizeTo(newSize: CGSize) -> UIImage {
// Important thing here
let format = UIGraphicsImageRendererFormat()
format.scale = 1
let image = UIGraphicsImageRenderer(size: newSize, format: format).image { _ in
draw(in: CGRect(origin: .zero, size: newSize))
}
return image.withRenderingMode(renderingMode)
}
}
Upvotes: 3
Reputation: 9141
When using iOS 15 or newer, you can use the new prepareThumbnail
method of UIImage
:
sourceImage.prepareThumbnail(of: thumbnailSize) { thumbnail in
// Do something with the resized image
DispatchQueue.main.async {
cell.imageView?.image = thumbnail
}
}
More info here: https://developer.apple.com/documentation/uikit/uiimage/3750845-preparethumbnail
Upvotes: 15
Reputation: 341
Swift 5:
func imageWithImage(_ image: UIImage?, scaledToSize newSize: CGSize) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0);
image?.draw(in: CGRect(x: 0.0, y: 0.0, width: newSize.width, height: newSize.height))
let newImage: UIImage? = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Usage:
let img: UIImage? = imageWithImage(UIImage(named: "DefaultAvatar"), scaledToSize:CGSize(width: 20.0, height: 20.0))
Upvotes: 1
Reputation: 9419
For Swift 5:
extension UIImage {
func resized(to newSize: CGSize) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(newSize, false, 0)
defer { UIGraphicsEndImageContext() }
draw(in: CGRect(origin: .zero, size: newSize))
return UIGraphicsGetImageFromCurrentImageContext()
}
}
Upvotes: 12
Reputation: 2769
Here's a Swift version of Paul Lynch's answer
func imageWithImage(image:UIImage, scaledToSize newSize:CGSize) -> UIImage{
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0);
image.drawInRect(CGRectMake(0, 0, newSize.width, newSize.height))
let newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
And as an extension:
public extension UIImage {
func copy(newSize: CGSize, retina: Bool = true) -> UIImage? {
// In next line, pass 0 to use the current device's pixel scaling factor (and thus account for Retina resolution).
// Pass 1 to force exact pixel size.
UIGraphicsBeginImageContextWithOptions(
/* size: */ newSize,
/* opaque: */ false,
/* scale: */ retina ? 0 : 1
)
defer { UIGraphicsEndImageContext() }
self.draw(in: CGRect(origin: .zero, size: newSize))
return UIGraphicsGetImageFromCurrentImageContext()
}
}
Upvotes: 92
Reputation: 4426
extension UIImage {
enum ContentMode {
case contentFill
case contentAspectFill
case contentAspectFit
}
func resize(withSize size: CGSize, contentMode: ContentMode = .contentAspectFill) -> UIImage? {
let aspectWidth = size.width / self.size.width
let aspectHeight = size.height / self.size.height
switch contentMode {
case .contentFill:
return resize(withSize: size)
case .contentAspectFit:
let aspectRatio = min(aspectWidth, aspectHeight)
return resize(withSize: CGSize(width: self.size.width * aspectRatio, height: self.size.height * aspectRatio))
case .contentAspectFill:
let aspectRatio = max(aspectWidth, aspectHeight)
return resize(withSize: CGSize(width: self.size.width * aspectRatio, height: self.size.height * aspectRatio))
}
}
private func resize(withSize size: CGSize) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(size, false, self.scale)
defer { UIGraphicsEndImageContext() }
draw(in: CGRect(x: 0.0, y: 0.0, width: size.width, height: size.height))
return UIGraphicsGetImageFromCurrentImageContext()
}
}
and to use you can do the following:
let image = UIImage(named: "image.png")!
let newImage = image.resize(withSize: CGSize(width: 200, height: 150), contentMode: .contentAspectFill)
Thanks to abdullahselek for his original solution.
Upvotes: 40
Reputation: 3809
Use this extension, in case you need to resize width/height only with aspect ratio.
extension UIImage {
func resize(to size: CGSize) -> UIImage {
return UIGraphicsImageRenderer(size: size).image { _ in
draw(in: CGRect(origin: .zero, size: size))
}
}
func resize(width: CGFloat) -> UIImage {
return resize(to: CGSize(width: width, height: width / (size.width / size.height)))
}
func resize(height: CGFloat) -> UIImage {
return resize(to: CGSize(width: height * (size.width / size.height), height: height))
}
}
Upvotes: 2
Reputation: 46713
I've also seen this done as well (which I use on UIButtons
for Normal and Selected state since buttons don't resize
to fit). Credit goes to whoever the original author was.
First make an empty .h and .m file called UIImageResizing.h
and UIImageResizing.m
// Put this in UIImageResizing.h
@interface UIImage (Resize)
- (UIImage*)scaleToSize:(CGSize)size;
@end
// Put this in UIImageResizing.m
@implementation UIImage (Resize)
- (UIImage*)scaleToSize:(CGSize)size {
UIGraphicsBeginImageContext(size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0.0, size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, size.width, size.height), self.CGImage);
UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return scaledImage;
}
@end
Include that .h file in whatever .m file you're going to use the function in and then call it like this:
UIImage* image = [UIImage imageNamed:@"largeImage.png"];
UIImage* smallImage = [image scaleToSize:CGSizeMake(100.0f,100.0f)];
Upvotes: 26
Reputation: 39102
For my fellow Xamarians, here is a Xamarin.iOS C# version of @Paul Lynch answer.
private UIImage ResizeImage(UIImage image, CGSize newSize)
{
UIGraphics.BeginImageContextWithOptions(newSize, false, 0.0f);
image.Draw(new CGRect(0, 0, newSize.Width, newSize.Height));
UIImage newImage = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return newImage;
}
Upvotes: 8
Reputation:
Effective approach without stretching image Swift 4
// Method to resize image
func resize(image: UIImage, toScaleSize:CGSize) -> UIImage {
UIGraphicsBeginImageContextWithOptions(toScaleSize, true, image.scale)
image.draw(in: CGRect(x: 0, y: 0, width: toScaleSize.width, height: toScaleSize.height))
let scaledImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return scaledImage!
}
// Call method
let resizedImage = self.resize(image: UIImage(named: "YourImageName")!, toScaleSize: CGSize(width: 290, height: 390))
Upvotes: 6
Reputation: 8473
This is an UIImage extension compatible with Swift 3 and Swift 4 which scales image to given size with an aspect ratio
extension UIImage {
func scaledImage(withSize size: CGSize) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, 0.0)
defer { UIGraphicsEndImageContext() }
draw(in: CGRect(x: 0.0, y: 0.0, width: size.width, height: size.height))
return UIGraphicsGetImageFromCurrentImageContext()!
}
func scaleImageToFitSize(size: CGSize) -> UIImage {
let aspect = self.size.width / self.size.height
if size.width / aspect <= size.height {
return scaledImage(withSize: CGSize(width: size.width, height: size.width / aspect))
} else {
return scaledImage(withSize: CGSize(width: size.height * aspect, height: size.height))
}
}
}
Example usage
let image = UIImage(named: "apple")
let scaledImage = image.scaleImageToFitSize(size: CGSize(width: 45.0, height: 45.0))
Upvotes: 11
Reputation: 9395
(Swift 4 compatible) iOS 10+ and iOS < 10 solution (using UIGraphicsImageRenderer
if possible, UIGraphicsGetImageFromCurrentImageContext
otherwise)
/// Resizes an image
///
/// - Parameter newSize: New size
/// - Returns: Resized image
func scaled(to newSize: CGSize) -> UIImage {
let rect = CGRect(origin: .zero, size: newSize)
if #available(iOS 10, *) {
let renderer = UIGraphicsImageRenderer(size: newSize)
return renderer.image { _ in
self.draw(in: rect)
}
} else {
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0)
self.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
Upvotes: 5
Reputation: 2531
A more compact version for Swift 4 and iOS 10+:
extension UIImage {
func resized(to size: CGSize) -> UIImage {
return UIGraphicsImageRenderer(size: size).image { _ in
draw(in: CGRect(origin: .zero, size: size))
}
}
}
Usage:
let resizedImage = image.resized(to: CGSize(width: 50, height: 50))
Upvotes: 67
Reputation: 726
Swift 4 answer:
func scaleDown(image: UIImage, withSize: CGSize) -> UIImage {
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(withSize, false, scale)
image.draw(in: CGRect(x: 0, y: 0, width: withSize.width, height: withSize.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
Upvotes: 2
Reputation: 3877
I've discovered that it's difficult to find an answer that you can use out-of-the box in your Swift 3 project. The main problem of other answers that they don't honor the alpha-channel of the image. Here is the technique that I'm using in my projects.
extension UIImage {
func scaledToFit(toSize newSize: CGSize) -> UIImage {
if (size.width < newSize.width && size.height < newSize.height) {
return copy() as! UIImage
}
let widthScale = newSize.width / size.width
let heightScale = newSize.height / size.height
let scaleFactor = widthScale < heightScale ? widthScale : heightScale
let scaledSize = CGSize(width: size.width * scaleFactor, height: size.height * scaleFactor)
return self.scaled(toSize: scaledSize, in: CGRect(x: 0.0, y: 0.0, width: scaledSize.width, height: scaledSize.height))
}
func scaled(toSize newSize: CGSize, in rect: CGRect) -> UIImage {
if UIScreen.main.scale == 2.0 {
UIGraphicsBeginImageContextWithOptions(newSize, !hasAlphaChannel, 2.0)
}
else {
UIGraphicsBeginImageContext(newSize)
}
draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage ?? UIImage()
}
var hasAlphaChannel: Bool {
guard let alpha = cgImage?.alphaInfo else {
return false
}
return alpha == CGImageAlphaInfo.first ||
alpha == CGImageAlphaInfo.last ||
alpha == CGImageAlphaInfo.premultipliedFirst ||
alpha == CGImageAlphaInfo.premultipliedLast
}
}
Example of usage:
override func viewDidLoad() {
super.viewDidLoad()
let size = CGSize(width: 14.0, height: 14.0)
if let image = UIImage(named: "barbell")?.scaledToFit(toSize: size) {
let imageView = UIImageView(image: image)
imageView.center = CGPoint(x: 100, y: 100)
view.addSubview(imageView)
}
}
This code is a rewrite of Apple's extension with added support for images with and without alpha channel.
As a further reading I recommend checking this article for different image resizing techniques. Current approach offers decent performance, it operates high-level APIs and easy to understand. I recommend sticking to it unless you find that image resizing is a bottleneck in your performance.
Upvotes: 1
Reputation: 136
Swift 3.0 with failsafe option (returns the original image in case of error):
func resize(image: UIImage, toSize size: CGSize) -> UIImage{
UIGraphicsBeginImageContextWithOptions(size,false,1.0)
image.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
if let resizedImage = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
return resizedImage
}
UIGraphicsEndImageContext()
return image
}
Upvotes: 5
Reputation: 69787
Here my somewhat-verbose Swift code
func scaleImage(image:UIImage, toSize:CGSize) -> UIImage {
UIGraphicsBeginImageContextWithOptions(toSize, false, 0.0);
let aspectRatioAwareSize = self.aspectRatioAwareSize(image.size, boxSize: toSize, useLetterBox: false)
let leftMargin = (toSize.width - aspectRatioAwareSize.width) * 0.5
let topMargin = (toSize.height - aspectRatioAwareSize.height) * 0.5
image.drawInRect(CGRectMake(leftMargin, topMargin, aspectRatioAwareSize.width , aspectRatioAwareSize.height))
let retVal = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return retVal
}
func aspectRatioAwareSize(imageSize: CGSize, boxSize: CGSize, useLetterBox: Bool) -> CGSize {
// aspect ratio aware size
// http://stackoverflow.com/a/6565988/8047
let imageWidth = imageSize.width
let imageHeight = imageSize.height
let containerWidth = boxSize.width
let containerHeight = boxSize.height
let imageAspectRatio = imageWidth/imageHeight
let containerAspectRatio = containerWidth/containerHeight
let retVal : CGSize
// use the else at your own risk: it seems to work, but I don't know
// the math
if (useLetterBox) {
retVal = containerAspectRatio > imageAspectRatio ? CGSizeMake(imageWidth * containerHeight / imageHeight, containerHeight) : CGSizeMake(containerWidth, imageHeight * containerWidth / imageWidth)
} else {
retVal = containerAspectRatio < imageAspectRatio ? CGSizeMake(imageWidth * containerHeight / imageHeight, containerHeight) : CGSizeMake(containerWidth, imageHeight * containerWidth / imageWidth)
}
return retVal
}
Upvotes: 2
Reputation: 9350
Rogerio Chaves answer as a swift extension
func scaledTo(size: CGSize) -> UIImage{
UIGraphicsBeginImageContextWithOptions(size, false, 0.0);
self.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
let newImage:UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
And also bonus
func scaledTo(height: CGFloat) -> UIImage{
let width = height*self.size.width/self.size.height
return scaledTo(size: CGSize(width: width, height: height))
}
Upvotes: 5
Reputation: 1279
[cf Chris] To resize to a desired size:
UIImage *after = [UIImage imageWithCGImage:before.CGImage
scale:CGImageGetHeight(before.CGImage)/DESIREDHEIGHT
orientation:UIImageOrientationUp];
or, equivalently, substitute CGImageGetWidth(...)/DESIREDWIDTH
Upvotes: 5
Reputation: 3131
use this extension
extension UIImage {
public func resize(size:CGSize, completionHandler:(resizedImage:UIImage, data:NSData?)->()) {
dispatch_async(dispatch_get_global_queue(QOS_CLASS_USER_INITIATED, 0), { () -> Void in
let newSize:CGSize = size
let rect = CGRectMake(0, 0, newSize.width, newSize.height)
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
self.drawInRect(rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
let imageData = UIImageJPEGRepresentation(newImage, 0.5)
dispatch_async(dispatch_get_main_queue(), { () -> Void in
completionHandler(resizedImage: newImage, data:imageData)
})
})
}
}
Upvotes: 3
Reputation: 102
func resizeImage(image: UIImage, newWidth: CGFloat) -> UIImage
{
let scale = newWidth / image.size.width
let newHeight = image.size.height * scale
UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight))
image.drawInRect(CGRectMake(0, 0, newWidth, newHeight))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Upvotes: 6
Reputation: 317
@Paul Lynch's answer is great, but it would change the image ratio. if you don`t want to change the image ratio, and still want the new image fit for new size, try this.
+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
// calculate a new size which ratio is same to original image
CGFloat ratioW = image.size.width / newSize.width;
CGFloat ratioH = image.size.height / newSize.height;
CGFloat ratio = image.size.width / image.size.height;
CGSize showSize = CGSizeZero;
if (ratioW > 1 && ratioH > 1) {
if (ratioW > ratioH) {
showSize.width = newSize.width;
showSize.height = showSize.width / ratio;
} else {
showSize.height = newSize.height;
showSize.width = showSize.height * ratio;
}
} else if (ratioW > 1) {
showSize.width = showSize.width;
showSize.height = showSize.width / ratio;
} else if (ratioH > 1) {
showSize.height = showSize.height;
showSize.width = showSize.height * ratio;
}
//UIGraphicsBeginImageContext(newSize);
// In next line, pass 0.0 to use the current device's pixel scaling factor (and thus account for Retina resolution).
// Pass 1.0 to force exact pixel size.
UIGraphicsBeginImageContextWithOptions(showSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, showSize.width, showSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;}
Upvotes: 3
Reputation: 4870
Swift 2.0 :
let image = UIImage(named: "imageName")
let newSize = CGSize(width: 10, height: 10)
UIGraphicsBeginImageContextWithOptions(newSize, false, 0.0)
image?.drawInRect(CGRectMake(0, 0, newSize.width, newSize.height))
let imageResized = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
Upvotes: 2
Reputation: 1479
Why so complicated? I think using system API can achieve the same result:
UIImage *largeImage;
CGFloat ratio = 0.4; // you want to get a new image that is 40% the size of large image.
UIImage *newImage = [UIImage imageWithCGImage:largeImage.CGImage
scale:1/ratio
orientation:largeImage.imageOrientation];
// notice the second argument, it is 1/ratio, not ratio.
The only gotcha is you should pass inverse of target ratio as the second argument, as according to the document the second parameter specifies the ratio of original image compared to the new scaled one.
Upvotes: 13
Reputation: 264
I found a category for UIImage in Apple's own examples which does the same trick. Here's the link: https://developer.apple.com/library/ios/samplecode/sc2273/Listings/AirDropSample_UIImage_Resize_m.html.
You'll just have to change the call:
UIGraphicsBeginImageContextWithOptions(newSize, YES, 2.0);
in imageWithImage:scaledToSize:inRect:
with:
UIGraphicsBeginImageContextWithOptions(newSize, NO, 2.0);
In order to consider the alpha channel in the image.
Upvotes: 8
Reputation: 655
Here's a modification of the category written by iWasRobbed above. It keeps the aspect ratio of the original image instead of distorting it.
- (UIImage*)scaleToSizeKeepAspect:(CGSize)size {
UIGraphicsBeginImageContext(size);
CGFloat ws = size.width/self.size.width;
CGFloat hs = size.height/self.size.height;
if (ws > hs) {
ws = hs/ws;
hs = 1.0;
} else {
hs = ws/hs;
ws = 1.0;
}
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0.0, size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(size.width/2-(size.width*ws)/2,
size.height/2-(size.height*hs)/2, size.width*ws,
size.height*hs), self.CGImage);
UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return scaledImage;
}
Upvotes: 16
Reputation: 387
Here is a simple way:
UIImage * image = [UIImage imageNamed:@"image"];
CGSize sacleSize = CGSizeMake(10, 10);
UIGraphicsBeginImageContextWithOptions(sacleSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, sacleSize.width, sacleSize.height)];
UIImage * resizedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
resizedImage is a new image.
Upvotes: 16
Reputation: 19789
The simplest way is to set the frame of your UIImageView
and set the contentMode
to one of the resizing options.
Or you can use this utility method, if you actually need to resize an image:
+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
//UIGraphicsBeginImageContext(newSize);
// In next line, pass 0.0 to use the current device's pixel scaling factor (and thus account for Retina resolution).
// Pass 1.0 to force exact pixel size.
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Example usage:
#import "MYUtil.h"
…
UIImage *myIcon = [MYUtil imageWithImage:myUIImageInstance scaledToSize:CGSizeMake(20, 20)];
Upvotes: 790