views:

886

answers:

4

The following piece of code is resizing the image perfectly, but the problem is that it messes up the aspect ratio (resulting in a skewed image). Any pointers?

// Change image resolution (auto-resize to fit)
+ (UIImage *)scaleImage:(UIImage*)image toResolution:(int)resolution {
    CGImageRef imgRef = [image CGImage];
    CGFloat width = CGImageGetWidth(imgRef);
    CGFloat height = CGImageGetHeight(imgRef);
    CGRect bounds = CGRectMake(0, 0, width, height);

    //if already at the minimum resolution, return the orginal image, otherwise scale
    if (width <= resolution && height <= resolution) {
        return image;

    } else {
        CGFloat ratio = width/height;

        if (ratio > 1) {
            bounds.size.width = resolution;
            bounds.size.height = bounds.size.width / ratio;
        } else {
            bounds.size.height = resolution;
            bounds.size.width = bounds.size.height * ratio;
        }
    }

    UIGraphicsBeginImageContext(bounds.size);
    [image drawInRect:CGRectMake(0.0, 0.0, bounds.size.width, bounds.size.height)];
    UIImage *imageCopy = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

    return imageCopy;
}
A: 

Try to make the bounds's size integer.

#include <math.h>
....

    if (ratio > 1) {
        bounds.size.width = resolution;
        bounds.size.height = round(bounds.size.width / ratio);
    } else {
        bounds.size.height = resolution;
        bounds.size.width = round(bounds.size.height * ratio);
    }
KennyTM
A: 

This changed worked for me:

// The size returned by CGImageGetWidth(imgRef) & CGImageGetHeight(imgRef) is incorrect as it doesn't respect the image orientation!
// CGImageRef imgRef = [image CGImage];
// CGFloat width = CGImageGetWidth(imgRef);
// CGFloat height = CGImageGetHeight(imgRef);
//
// This returns the actual width and height of the photo (and hence solves the problem
CGFloat width = image.size.width; 
CGFloat height = image.size.height;
CGRect bounds = CGRectMake(0, 0, width, height);
Mustafa
+1  A: 

I used this single line of code to create a new UIImage which is scaled. Set the scale and orientation params to achieve what you want. The first line of code just grabs the image.

    // grab the original image
    UIImage *originalImage = [UIImage imageNamed:@"myImage.png"];
    // scaling set to 2.0 makes the image 1/2 the size. 
    UIImage *scaledImage = [UIImage imageWithCGImage:[originalImage CGImage] scale:2.0 orientation:UIImageOrientationUp];
Mark24x7