当用户捏屏幕时如何放大/缩小 UIImage 对象?

当用户在我的应用程序上执行标准的捏操作时,我想放大/缩小一个 UIImage 对象。我目前正在使用 UIImageView 来显示我的图像,如果这个细节有任何帮助的话。

我正在想办法,但目前为止还没有进展。

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The simplest way to do this, if all you want is pinch zooming, is to place your image inside a UIWebView (write small amount of html wrapper code, reference your image, and you're basically done). The more complcated way to do this is to use touchesBegan, touchesMoved, and touchesEnded to keep track of the user's fingers, and adjust your view's transform property appropriately.

Keep in mind that you're NEVER zooming in on a UIImage. EVER.

Instead, you're zooming in and out on the view that displays the UIImage.

In this particular case, you chould choose to create a custom UIView with custom drawing to display the image, a UIImageView which displays the image for you, or a UIWebView which will need some additional HTML to back it up.

In all cases, you'll need to implement touchesBegan, touchesMoved, and the like to determine what the user is trying to do (zoom, pan, etc.).

Here is a solution I've used before that does not require you to use the UIWebView.

- (UIImage *)scaleAndRotateImage(UIImage *)image
{
int kMaxResolution = 320; // Or whatever


CGImageRef imgRef = image.CGImage;


CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);




CGAffineTransform transform = CGAffineTransformIdentity;
CGRect bounds = CGRectMake(0, 0, width, height);
if (width > kMaxResolution || height > kMaxResolution) {
CGFloat ratio = width/height;
if (ratio > 1) {
bounds.size.width = kMaxResolution;
bounds.size.height = bounds.size.width / ratio;
}
else {
bounds.size.height = kMaxResolution;
bounds.size.width = bounds.size.height * ratio;
}
}


CGFloat scaleRatio = bounds.size.width / width;
CGSize imageSize = CGSizeMake(CGImageGetWidth(imgRef), CGImageGetHeight(imgRef));
CGFloat boundHeight;
UIImageOrientation orient = image.imageOrientation;
switch(orient) {


case UIImageOrientationUp: //EXIF = 1
transform = CGAffineTransformIdentity;
break;


case UIImageOrientationUpMirrored: //EXIF = 2
transform = CGAffineTransformMakeTranslation(imageSize.width, 0.0);
transform = CGAffineTransformScale(transform, -1.0, 1.0);
break;


case UIImageOrientationDown: //EXIF = 3
transform = CGAffineTransformMakeTranslation(imageSize.width, imageSize.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;


case UIImageOrientationDownMirrored: //EXIF = 4
transform = CGAffineTransformMakeTranslation(0.0, imageSize.height);
transform = CGAffineTransformScale(transform, 1.0, -1.0);
break;


case UIImageOrientationLeftMirrored: //EXIF = 5
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeTranslation(imageSize.height, imageSize.width);
transform = CGAffineTransformScale(transform, -1.0, 1.0);
transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
break;


case UIImageOrientationLeft: //EXIF = 6
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeTranslation(0.0, imageSize.width);
transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
break;


case UIImageOrientationRightMirrored: //EXIF = 7
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeScale(-1.0, 1.0);
transform = CGAffineTransformRotate(transform, M_PI / 2.0);
break;


case UIImageOrientationRight: //EXIF = 8
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeTranslation(imageSize.height, 0.0);
transform = CGAffineTransformRotate(transform, M_PI / 2.0);
break;


default:
[NSException raise:NSInternalInconsistencyException format:@"Invalid image orientation"];


}


UIGraphicsBeginImageContext(bounds.size);


CGContextRef context = UIGraphicsGetCurrentContext();


if (orient == UIImageOrientationRight || orient == UIImageOrientationLeft) {
CGContextScaleCTM(context, -scaleRatio, scaleRatio);
CGContextTranslateCTM(context, -height, 0);
}
else {
CGContextScaleCTM(context, scaleRatio, -scaleRatio);
CGContextTranslateCTM(context, 0, -height);
}


CGContextConcatCTM(context, transform);


CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, width, height), imgRef);
UIImage *imageCopy = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();


return imageCopy;
}

The article can be found on Apple Support at: http://discussions.apple.com/message.jspa?messageID=7276709#7276709

Another easy way to do this is to place your UIImageView within a UIScrollView. As I describe here, you need to set the scroll view's contentSize to be the same as your UIImageView's size. Set your controller instance to be the delegate of the scroll view and implement the viewForZoomingInScrollView: and scrollViewDidEndZooming:withView:atScale: methods to allow for pinch-zooming and image panning. This is effectively what Ben's solution does, only in a slightly more lightweight manner, as you don't have the overhead of a full web view.

One issue you may run into is that the scaling within the scroll view comes in the form of transforms applied to the image. This may lead to blurriness at high zoom factors. For something that can be redrawn, you can follow my suggestions here to provide a crisper display after the pinch gesture is finished. hniels' solution could be used at that point to rescale your image.

Below code helps to zoom UIImageView without using UIScrollView :

-(void)HandlePinch:(UIPinchGestureRecognizer*)recognizer{
if ([recognizer state] == UIGestureRecognizerStateEnded) {
NSLog(@"======== Scale Applied ===========");
if ([recognizer scale]<1.0f) {
[recognizer setScale:1.0f];
}
CGAffineTransform transform = CGAffineTransformMakeScale([recognizer scale],  [recognizer scale]);
imgView.transform = transform;
}
}

Shefali's solution for UIImageView works great, but it needs a little modification:

- (void)pinch:(UIPinchGestureRecognizer *)gesture {
if (gesture.state == UIGestureRecognizerStateEnded
|| gesture.state == UIGestureRecognizerStateChanged) {
NSLog(@"gesture.scale = %f", gesture.scale);


CGFloat currentScale = self.frame.size.width / self.bounds.size.width;
CGFloat newScale = currentScale * gesture.scale;


if (newScale < MINIMUM_SCALE) {
newScale = MINIMUM_SCALE;
}
if (newScale > MAXIMUM_SCALE) {
newScale = MAXIMUM_SCALE;
}


CGAffineTransform transform = CGAffineTransformMakeScale(newScale, newScale);
self.transform = transform;
gesture.scale = 1;
}
}

(Shefali's solution had the downside that it did not scale continuously while pinching. Furthermore, when starting a new pinch, the current image scale was reset.)

As others described, the easiest solution is to put your UIImageView into a UIScrollView. I did this in the Interface Builder .xib file.

In viewDidLoad, set the following variables. Set your controller to be a UIScrollViewDelegate.

- (void)viewDidLoad {
[super viewDidLoad];
self.scrollView.minimumZoomScale = 0.5;
self.scrollView.maximumZoomScale = 6.0;
self.scrollView.contentSize = self.imageView.frame.size;
self.scrollView.delegate = self;
}

You are required to implement the following method to return the imageView you want to zoom.

- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
return self.imageView;
}

In versions prior to iOS9, you may also need to add this empty delegate method:

- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(CGFloat)scale
{
}

The Apple Documentation does a good job of describing how to do this:

Shafali and JRV's answers extended to include panning and pinch to zoom:

#define MINIMUM_SCALE 0.5
#define MAXIMUM_SCALE 6.0
@property CGPoint translation;




- (void)pan:(UIPanGestureRecognizer *)gesture {
static CGPoint currentTranslation;
static CGFloat currentScale = 0;
if (gesture.state == UIGestureRecognizerStateBegan) {
currentTranslation = _translation;
currentScale = self.view.frame.size.width / self.view.bounds.size.width;
}
if (gesture.state == UIGestureRecognizerStateEnded || gesture.state == UIGestureRecognizerStateChanged) {


CGPoint translation = [gesture translationInView:self.view];


_translation.x = translation.x + currentTranslation.x;
_translation.y = translation.y + currentTranslation.y;
CGAffineTransform transform1 = CGAffineTransformMakeTranslation(_translation.x , _translation.y);
CGAffineTransform transform2 = CGAffineTransformMakeScale(currentScale, currentScale);
CGAffineTransform transform = CGAffineTransformConcat(transform1, transform2);
self.view.transform = transform;
}
}




- (void)pinch:(UIPinchGestureRecognizer *)gesture {
if (gesture.state == UIGestureRecognizerStateEnded || gesture.state == UIGestureRecognizerStateChanged) {
//        NSLog(@"gesture.scale = %f", gesture.scale);


CGFloat currentScale = self.view.frame.size.width / self.view.bounds.size.width;
CGFloat newScale = currentScale * gesture.scale;


if (newScale < MINIMUM_SCALE) {
newScale = MINIMUM_SCALE;
}
if (newScale > MAXIMUM_SCALE) {
newScale = MAXIMUM_SCALE;
}


CGAffineTransform transform1 = CGAffineTransformMakeTranslation(_translation.x, _translation.y);
CGAffineTransform transform2 = CGAffineTransformMakeScale(newScale, newScale);
CGAffineTransform transform = CGAffineTransformConcat(transform1, transform2);
self.view.transform = transform;
gesture.scale = 1;
}
}

Keep in mind that you don't want to zoom in/out UIImage. Instead try to zoom in/out the View which contains the UIImage View Controller.

I have made a solution for this problem. Take a look at my code:

@IBAction func scaleImage(sender: UIPinchGestureRecognizer) {
self.view.transform = CGAffineTransformScale(self.view.transform, sender.scale, sender.scale)
sender.scale = 1
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
view.backgroundColor = UIColor.blackColor()
}

N.B.: Don't forget to hook up the PinchGestureRecognizer.