iOS 图片压缩UIImage方法扩展

iOS自带的提供了一个API如下

NSData *UIImageJPEGRepresentation(UIImage *image, CGFloat compressionQuality);    
在Iphone上有两种读取图片数据的简单方法: UIImageJPEGRepresentation和UIImagePNGRepresentation. UIImageJPEGRepresentation函数需要两个参数:图片的引用和压缩系数.而UIImagePNGRepresentation只需要图片引用作为参数.通过在实际使用过程中,比较发现: UIImagePNGRepresentation(UIImage* image) 要比UIImageJPEGRepresentation(UIImage* image, 1.0) 返回的图片数据量大很多.譬如,同样是读取摄像头拍摄的同样景色的照片, UIImagePNGRepresentation()返回的数据量大小为199K ,而 UIImageJPEGRepresentation(UIImage* image, 1.0)返回的数据量大小只为140KB,比前者少了50多KB.如果对图片的清晰度要求不高,还可以通过设置 UIImageJPEGRepresentation函数的第二个参数,大幅度降低图片数据量.譬如,刚才拍摄的图片, 通过调用UIImageJPEGRepresentation(UIImage* image, 1.0)读取数据时,返回的数据大小为140KB,但更改压缩系数后,通过调用UIImageJPEGRepresentation(UIImage* image, 0.5)读取数据时,返回的数据大小只有11KB多,大大压缩了图片的数据量 ,而且从视角角度看,图片的质量并没有明显的降低.因此,在读取图片数据内容时,建议优先使用UIImageJPEGRepresentation,并可根据自己的实际使用场景,设置压缩系数,进一步降低图片数据量大小。

UIImage *imageNew = [info objectForKey:@"UIImagePickerControllerOriginalImage"];  
imageNew = [self imageWithImage:imageNew scaledToSize:CGSizeMake(100, 100)];  
NSData *imageData = UIImageJPEGRepresentation(imageNew, 0.0001);  
m_selectImage = [UIImage imageWithData:imageData];  
.h具体code

#import <Foundation/Foundation.h>  
@interface UIImage (UIImageExt)  
- (UIImage *)scaleToSize:(UIImage *)img size:(CGSize)size;  //图片压缩到指定尺寸
- (UIImage *)imageByScalingAndCroppingForSize:(CGSize)targetSize;  //压缩到指定尺寸等比例压缩
@end 

.m具体code

#import "UIImageExt.h"  
@implementation UIImage (UIImageExt)  
  
- (UIImage *)scaleToSize:(UIImage *)img size:(CGSize)size{  
    // 创建一个bitmap的context  
    // 并把它设置成为当前正在使用的context  
    UIGraphicsBeginImageContext(size);  
    // 绘制改变大小的图片  
    [img drawInRect:CGRectMake(0, 0, size.width, size.height)];  
    // 从当前context中创建一个改变大小后的图片  
    UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();  
    // 使当前的context出堆栈  
    UIGraphicsEndImageContext();  
    // 返回新的改变大小后的图片  
    return scaledImage;  
}  
- (UIImage*)imageByScalingAndCroppingForSize:(CGSize)targetSize  
{  
    UIImage *sourceImage = self;  
    UIImage *newImage = nil;  
    CGSize imageSize = sourceImage.size;  
    CGFloat width = imageSize.width;  
    CGFloat height = imageSize.height;  
    CGFloat targetWidth = targetSize.width;  
    CGFloat targetHeight = targetSize.height;  
    CGFloat scaleFactor = 0.0;  
    CGFloat scaledWidth = targetWidth;  
    CGFloat scaledHeight = targetHeight;  
    CGPoint thumbnailPoint = CGPointMake(0.0,0.0);  
      
    if (CGSizeEqualToSize(imageSize, targetSize) == NO)  
    {  
        CGFloat widthFactor = targetWidth / width;  
        CGFloat heightFactor = targetHeight / height;  
          
        if (widthFactor > heightFactor)  
            scaleFactor = widthFactor; // scale to fit height  
        else  
            scaleFactor = heightFactor; // scale to fit width  
        scaledWidth  = width * scaleFactor;  
        scaledHeight = height * scaleFactor;  
          
        // center the image  
        if (widthFactor > heightFactor)  
        {  
            thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;  
        }  
        else  
            if (widthFactor < heightFactor)  
            {  
                thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;  
            }  
    }  
      
    UIGraphicsBeginImageContext(targetSize); // this will crop  
      
    CGRect thumbnailRect = CGRectZero;  
    thumbnailRect.origin = thumbnailPoint;  
    thumbnailRect.size.width  = scaledWidth;  
    thumbnailRect.size.height = scaledHeight;  
      
    [sourceImage drawInRect:thumbnailRect];  
      
    newImage = UIGraphicsGetImageFromCurrentImageContext();  
    if(newImage == nil)  
        NSLog(@"could not scale image");  
      
    //pop the context to get back to the default  
    UIGraphicsEndImageContext();  
    return newImage;  
}  
@end
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