iPhone UIImage扩展方法,支持放大和旋转 (转)
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转载自 http://www.devdiv.com/home.php?mod=space&uid=45444&do=blog&id=6363
iPhone UIImage扩展方法,支持放大和旋转 (转)
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@interface UIImage (CS_Extensions)
- (UIImage *)imageAtRect:(CGRect)rect;
- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;
- (UIImage *)imageByScalingToSize:(CGSize)targetSize;
- (UIImage *)imageRotatedByRadians:(CGFloat)radians;
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;
@end;
//
// UIImage-Extensions.m
//
// Created by Hardy Macia on 7/1/09.
// Copyright 2009 Catamount Software. All rights reserved.
//
#import "UIImage-Extensions.h"
CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;};
CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;};
@implementation UIImage (CS_Extensions)
-(UIImage *)imageAtRect:(CGRect)rect
{
CGImageRef imageRef = CGImageCreateWithImageInRect([self CGImage], rect);
UIImage* subImage = [UIImage imageWithCGImage: imageRef];
CGImageRelease(imageRef);
return subImage;
}
- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor < heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor < heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor < heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor > heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageByScalingToSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
// CGSize imageSize = sourceImage.size;
// CGFloat width = imageSize.width;
// CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
// CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageRotatedByRadians:(CGFloat)radians
{
return [self imageRotatedByDegrees:RadiansToDegrees(radians)];
}
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees
{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,self.size.width, self.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
[rotatedViewBox release];
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
// // Rotate the image context
CGContextRotateCTM(bitmap, DegreesToRadians(degrees));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
@end;
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