I'm trying to divide an image to create 16 out of it (in a matrix). I'm using swift 2.1. Here's the code:
let cellSize = Int(originalImage.size.height) / 4
for i in 0...4 {
for p in 0...4 {
let tmpImgRef: CGImage = originalImage.CGImage!
let rect: CGImage = CGImageCreateWithImageInRect(tmpImgRef, CGRectMake(CGFloat(i * cellSize), CGFloat(p * cellSize), CGFloat(cellSize), CGFloat(cellSize)))!
gameCells.append(cell)
}
}
This works but the images that returns are only part of the original image. I've been searching and I know that's because when I create a CGImage it has a size different than the UIImage, but I don't know how to fix it. If I could make the variable cellSize with the height of the CGImage instead of the UIImage I suppose I would fix it but I can't get the CGImage height.
Thanks for the help!
The fundamental issue is the difference between how UIImage
and CGImage
interpret their size
. UIImage
uses "points" and CGImage
uses pixels. And the conversion factor is the scale
.
For example, if a UIImage
has a scale
of 3, every "point" in any given direction the UIImage
, there are three pixels in that direction in the underlying CGImage
. So for a UIImage
that has a scale
of 3 and a size
of 100x100 points, the underlying CGImage
has a size of 300x300 pixels.
To return a simple array of images sliced by n x n (e.g. if n is three, there will be nine images in the array), you can do something like the following in Swift 3:
/// Slice image into array of tiles
///
/// - Parameters:
/// - image: The original image.
/// - howMany: How many rows/columns to slice the image up into.
///
/// - Returns: An array of images.
///
/// - Note: The order of the images that are returned will correspond
/// to the `imageOrientation` of the image. If the image's
/// `imageOrientation` is not `.up`, take care interpreting
/// the order in which the tiled images are returned.
func slice(image: UIImage, into howMany: Int) -> [UIImage] {
let width: CGFloat
let height: CGFloat
switch image.imageOrientation {
case .left, .leftMirrored, .right, .rightMirrored:
width = image.size.height
height = image.size.width
default:
width = image.size.width
height = image.size.height
}
let tileWidth = Int(width / CGFloat(howMany))
let tileHeight = Int(height / CGFloat(howMany))
let scale = Int(image.scale)
var images = [UIImage]()
let cgImage = image.cgImage!
var adjustedHeight = tileHeight
var y = 0
for row in 0 ..< howMany {
if row == (howMany - 1) {
adjustedHeight = Int(height) - y
}
var adjustedWidth = tileWidth
var x = 0
for column in 0 ..< howMany {
if column == (howMany - 1) {
adjustedWidth = Int(width) - x
}
let origin = CGPoint(x: x * scale, y: y * scale)
let size = CGSize(width: adjustedWidth * scale, height: adjustedHeight * scale)
let tileCgImage = cgImage.cropping(to: CGRect(origin: origin, size: size))!
images.append(UIImage(cgImage: tileCgImage, scale: image.scale, orientation: image.imageOrientation))
x += tileWidth
}
y += tileHeight
}
return images
}
Or, in Swift 2.3:
func slice(image image: UIImage, into howMany: Int) -> [UIImage] {
let width: CGFloat
let height: CGFloat
switch image.imageOrientation {
case .Left, .LeftMirrored, .Right, .RightMirrored:
width = image.size.height
height = image.size.width
default:
width = image.size.width
height = image.size.height
}
let tileWidth = Int(width / CGFloat(howMany))
let tileHeight = Int(height / CGFloat(howMany))
let scale = Int(image.scale)
var images = [UIImage]()
let cgImage = image.CGImage!
var adjustedHeight = tileHeight
var y = 0
for row in 0 ..< howMany {
if row == (howMany - 1) {
adjustedHeight = Int(height) - y
}
var adjustedWidth = tileWidth
var x = 0
for column in 0 ..< howMany {
if column == (howMany - 1) {
adjustedWidth = Int(width) - x
}
let origin = CGPoint(x: x * scale, y: y * scale)
let size = CGSize(width: adjustedWidth * scale, height: adjustedHeight * scale)
let tileCgImage = CGImageCreateWithImageInRect(cgImage, CGRect(origin: origin, size: size))!
images.append(UIImage(CGImage: tileCgImage, scale: image.scale, orientation: image.imageOrientation))
x += tileWidth
}
y += tileHeight
}
return images
}
This makes sure that the resulting images are in the correct scale
(this is why the above strides through the image in "points" and the multiplies to get the correct pixels in the CGImage
). This also, if the dimensions, measured in "points") are not evenly divisible by n, it will making up the difference in the last image for that row or column, respectively. E.g. when you make three tiles for an image with a height of 736 points, the first two will be 245 points, but the last one will be 246 points).
There is one exception that this does not (entirely) handle gracefully. Namely, if the UIImage
has an imageOrientation
of something other than .up
, the order in which the images is retrieved corresponds to that orientation, not the upper left corner of the image as you view it.
you can split your image im two parts vertically and horizontally and sub split the result as needed:
extension UIImage {
var topHalf: UIImage? {
guard let cgImage = cgImage, let image = cgImage.cropping(to: CGRect(origin: .zero, size: CGSize(width: size.width, height: size.height/2))) else { return nil }
return UIImage(cgImage: image, scale: scale, orientation: imageOrientation)
}
var bottomHalf: UIImage? {
guard let cgImage = cgImage, let image = cgImage.cropping(to: CGRect(origin: CGPoint(x: 0, y: CGFloat(Int(size.height)-Int(size.height/2))), size: CGSize(width: size.width, height: CGFloat(Int(size.height) - Int(size.height/2))))) else { return nil }
return UIImage(cgImage: image, scale: scale, orientation: imageOrientation)
}
var leftHalf: UIImage? {
guard let cgImage = cgImage, let image = cgImage.cropping(to: CGRect(origin: .zero, size: CGSize(width: size.width/2, height: size.height))) else { return nil }
return UIImage(cgImage: image, scale: scale, orientation: imageOrientation)
}
var rightHalf: UIImage? {
guard let cgImage = cgImage, let image = cgImage.cropping(to: CGRect(origin: CGPoint(x: CGFloat(Int(size.width)-Int((size.width/2))), y: 0), size: CGSize(width: CGFloat(Int(size.width)-Int((size.width/2))), height: size.height)))
else { return nil }
return UIImage(cgImage: image, scale: scale, orientation: imageOrientation)
}
var splitedInFourParts: [UIImage] {
guard case let topHalf = topHalf,
case let bottomHalf = bottomHalf,
let topLeft = topHalf?.leftHalf,
let topRight = topHalf?.rightHalf,
let bottomLeft = bottomHalf?.leftHalf,
let bottomRight = bottomHalf?.rightHalf else{ return [] }
return [topLeft, topRight, bottomLeft, bottomRight]
}
var splitedInSixteenParts: [UIImage] {
var array = splitedInFourParts.flatMap({$0.splitedInFourParts})
// if you need it in reading order you need to swap some image positions
swap(&array[2], &array[4])
swap(&array[3], &array[5])
swap(&array[10], &array[12])
swap(&array[11], &array[13])
return array
}
}
Splitting the image by columns and rows:
extension UIImage {
func matrix(_ rows: Int, _ columns: Int) -> [UIImage] {
let y = (size.height / CGFloat(rows)).rounded()
let x = (size.width / CGFloat(columns)).rounded()
var images: [UIImage] = []
images.reserveCapacity(rows * columns)
guard let cgImage = cgImage else { return [] }
(0..<rows).forEach { row in
(0..<columns).forEach { column in
var width = Int(x)
var height = Int(y)
if row == rows-1 && size.height.truncatingRemainder(dividingBy: CGFloat(rows)) != 0 {
height = Int(size.height - size.height / CGFloat(rows) * (CGFloat(rows)-1))
}
if column == columns-1 && size.width.truncatingRemainder(dividingBy: CGFloat(columns)) != 0 {
width = Int(size.width - (size.width / CGFloat(columns) * (CGFloat(columns)-1)))
}
if let image = cgImage.cropping(to: CGRect(origin: CGPoint(x: column * Int(x), y: row * Int(x)), size: CGSize(width: width, height: height))) {
images.append(UIImage(cgImage: image, scale: scale, orientation: imageOrientation))
}
}
}
return images
}
}
let myPicture = UIImage(data: try! Data(contentsOf: URL(string:"https://i.stack.imgur.com/Xs4RX.jpg")!))!
let images = myPicture.matrix(4, 4)
images.count // 16
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