Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Resize UIImage by keeping Aspect ratio and width

People also ask

How do you keep proportions when resizing?

To maintain the ratio of the height and width whenever you resize a shape, enable the constrain proportions option. While Constrain Proportions is enabled, when you resize the shape, it will won't stretch the shape, but keep the height and width in the shape's original proportions.

How do you change the size of a UIImage in Swift?

Image resize function in swift as below. func resizeImage(image: UIImage, targetSize: CGSize) -> UIImage { let size = image. size let widthRatio = targetSize. width / size.

How do I resize the UIImage to reduce upload image size?

It reduces the image size to less than 100kb. It works proportionally! extension UIImage { class func scaleImageWithDivisor(img: UIImage, divisor: CGFloat) -> UIImage { let size = CGSize(width: img. size.


The method of Srikar works very well, if you know both height and width of your new Size. If you for example know only the width you want to scale to and don't care about the height you first have to calculate the scale factor of the height.

+(UIImage*)imageWithImage: (UIImage*) sourceImage scaledToWidth: (float) i_width
{
    float oldWidth = sourceImage.size.width;
    float scaleFactor = i_width / oldWidth;

    float newHeight = sourceImage.size.height * scaleFactor;
    float newWidth = oldWidth * scaleFactor;

    UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight));
    [sourceImage drawInRect:CGRectMake(0, 0, newWidth, newHeight)];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();    
    UIGraphicsEndImageContext();
    return newImage;
}

If you don't happen to know if the image will be portrait or landscape (e.g user takes pic with camera), I created another method that takes max width and height parameters.

Lets say you have a UIImage *myLargeImage which is a 4:3 ratio.

UIImage *myResizedImage = [ImageUtilities imageWithImage:myLargeImage 
                                        scaledToMaxWidth:1024 
                                               maxHeight:1024];

The resized UIImage will be 1024x768 if landscape; 768x1024 if portrait. This method will also generate higher res images for retina display.

+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)size {
    if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]) {
        UIGraphicsBeginImageContextWithOptions(size, NO, [[UIScreen mainScreen] scale]);
    } else {
        UIGraphicsBeginImageContext(size);
    }
    [image drawInRect:CGRectMake(0, 0, size.width, size.height)];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();    
    UIGraphicsEndImageContext();

    return newImage;
}

+ (UIImage *)imageWithImage:(UIImage *)image scaledToMaxWidth:(CGFloat)width maxHeight:(CGFloat)height {
    CGFloat oldWidth = image.size.width;
    CGFloat oldHeight = image.size.height;

    CGFloat scaleFactor = (oldWidth > oldHeight) ? width / oldWidth : height / oldHeight;

    CGFloat newHeight = oldHeight * scaleFactor;
    CGFloat newWidth = oldWidth * scaleFactor;
    CGSize newSize = CGSizeMake(newWidth, newHeight);

    return [ImageUtilities imageWithImage:image scaledToSize:newSize];
}

Best answer Maverick 1st's correctly translated to Swift (working with latest swift 3):

func imageWithImage (sourceImage:UIImage, scaledToWidth: CGFloat) -> UIImage {
    let oldWidth = sourceImage.size.width
    let scaleFactor = scaledToWidth / oldWidth

    let newHeight = sourceImage.size.height * scaleFactor
    let newWidth = oldWidth * scaleFactor

    UIGraphicsBeginImageContext(CGSize(width:newWidth, height:newHeight))
    sourceImage.draw(in: CGRect(x:0, y:0, width:newWidth, height:newHeight))
    let newImage = UIGraphicsGetImageFromCurrentImageContext()
    UIGraphicsEndImageContext()
    return newImage!
}

thanks @Maverick1st the algorithm, I implemented it to Swift, in my case height is the input parameter

class func resizeImage(image: UIImage, newHeight: CGFloat) -> UIImage {

    let scale = newHeight / image.size.height
    let newWidth = image.size.width * scale
    UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight))
    image.drawInRect(CGRectMake(0, 0, newWidth, newHeight))
    let newImage = UIGraphicsGetImageFromCurrentImageContext()
    UIGraphicsEndImageContext()

    return newImage
}