There is only one thing which does not fit my requirements: The whole image is resized. I wrote a Method which did it like the photos app on iphone.
This calculates the "longer side" and cuts off the "overlay" resulting in getting much better results concerning the quality of the image.
- (UIImage *)resizeImageProportionallyIntoNewSize:(CGSize)newSize;
{
CGFloat scaleWidth = 1.0f;
CGFloat scaleHeight = 1.0f;
if (CGSizeEqualToSize(self.size, newSize) == NO) {
//calculate "the longer side"
if(self.size.width > self.size.height) {
scaleWidth = self.size.width / self.size.height;
} else {
scaleHeight = self.size.height / self.size.width;
}
}
//prepare source and target image
UIImage *sourceImage = self;
UIImage *newImage = nil;
// Now we create a context in newSize and draw the image out of the bounds of the context to get
// A proportionally scaled image by cutting of the image overlay
UIGraphicsBeginImageContext(newSize);
//Center image point so that on each egde is a little cutoff
CGRect thumbnailRect = CGRectZero;
thumbnailRect.size.width = newSize.width * scaleWidth;
thumbnailRect.size.height = newSize.height * scaleHeight;
thumbnailRect.origin.x = (int) (newSize.width - thumbnailRect.size.width) * 0.5;
thumbnailRect.origin.y = (int) (newSize.height - thumbnailRect.size.height) * 0.5;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
For those using Swift here is the accepted answer in Swift:
func resizeImage(image: UIImage, newSize: CGSize) -> (UIImage) {
let newRect = CGRectIntegral(CGRectMake(0,0, newSize.width, newSize.height))
let imageRef = image.CGImage
UIGraphicsBeginImageContextWithOptions(newSize, false, 0)
let context = UIGraphicsGetCurrentContext()
// Set the quality level to use when rescaling
CGContextSetInterpolationQuality(context, kCGInterpolationHigh)
let flipVertical = CGAffineTransformMake(1, 0, 0, -1, 0, newSize.height)
CGContextConcatCTM(context, flipVertical)
// Draw into the context; this scales the image
CGContextDrawImage(context, newRect, imageRef)
let newImageRef = CGBitmapContextCreateImage(context) as CGImage
let newImage = UIImage(CGImage: newImageRef)
// Get the resized image from the context and a UIImage
UIGraphicsEndImageContext()
return newImage
}
func resizeImage(image: UIImage, newSize: CGSize) -> (UIImage) {
let newRect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height).integral
UIGraphicsBeginImageContextWithOptions(newSize, false, 0)
let context = UIGraphicsGetCurrentContext()
// Set the quality level to use when rescaling
context!.interpolationQuality = CGInterpolationQuality.default
let flipVertical = CGAffineTransform(a: 1, b: 0, c: 0, d: -1, tx: 0, ty: newSize.height)
context!.concatenate(flipVertical)
// Draw into the context; this scales the image
context?.draw(image.cgImage!, in: CGRect(x: 0.0,y: 0.0, width: newRect.width, height: newRect.height))
let newImageRef = context!.makeImage()! as CGImage
let newImage = UIImage(cgImage: newImageRef)
// Get the resized image from the context and a UIImage
UIGraphicsEndImageContext()
return newImage
}