iOS UIImage 处理(随时更新)

通过颜色来生成一张图片

//通过颜色(纯色、RGB)来生成一张图片

-(UIImage *)getImageByColor:(UIColor *)color imageRect:(CGRect)rect

{

    UIGraphicsBeginImageContext(rect.size);

    CGContextRef contextRef = UIGraphicsGetCurrentContext();

    CGContextSetFillColorWithColor(contextRef, [color CGColor]);

//    CGContextSetRGBFillColor(<#CGContextRef  _Nullable c#>, <#CGFloat red#>, <#CGFloat green#>, <#CGFloat blue#>, <#CGFloat alpha#>)

    CGContextFillRect(contextRef, rect);

    UIImage * image = UIGraphicsGetImageFromCurrentImageContext();

    UIGraphicsEndImageContext();

    return image;

}


对图片尺寸进行压缩

-(UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize

{

    // Create a graphics image context

    UIGraphicsBeginImageContext(newSize);

    // Tell the old image to draw in this new context, with the desired

    // new size

    [image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];

    // Get the new image from the context

    UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();

    // End the context

    UIGraphicsEndImageContext();

    // Return the new image.

    return newImage;

}


使图片显示的方向正确

- (UIImage *)fixOrientation:(UIImage *)aImage {

    

    // No-op if the orientation is already correct

    if (aImage.imageOrientation == UIImageOrientationUp)

        return aImage;

    

    // We need to calculate the proper transformation to make the image upright.

    // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored.

    CGAffineTransform transform = CGAffineTransformIdentity;

    

    switch (aImage.imageOrientation) {

        case UIImageOrientationDown:

        case UIImageOrientationDownMirrored:

            transform = CGAffineTransformTranslate(transform, aImage.size.width, aImage.size.height);

            transform = CGAffineTransformRotate(transform, M_PI);

            break;

            

        case UIImageOrientationLeft:

        case UIImageOrientationLeftMirrored:

            transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);

            transform = CGAffineTransformRotate(transform, M_PI_2);

            break;

            

        case UIImageOrientationRight:

        case UIImageOrientationRightMirrored:

            transform = CGAffineTransformTranslate(transform, 0, aImage.size.height);

            transform = CGAffineTransformRotate(transform, -M_PI_2);

            break;

        default:

            break;

    }

    

    switch (aImage.imageOrientation) {

        case UIImageOrientationUpMirrored:

        case UIImageOrientationDownMirrored:

            transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);

            transform = CGAffineTransformScale(transform, -1, 1);

            break;

            

        case UIImageOrientationLeftMirrored:

        case UIImageOrientationRightMirrored:

            transform = CGAffineTransformTranslate(transform, aImage.size.height, 0);

            transform = CGAffineTransformScale(transform, -1, 1);

            break;

        default:

            break;

    }

    

    // Now we draw the underlying CGImage into a new context, applying the transform

    // calculated above.

    CGContextRef ctx = CGBitmapContextCreate(NULL, aImage.size.width, aImage.size.height,

                                             CGImageGetBitsPerComponent(aImage.CGImage), 0,

                                             CGImageGetColorSpace(aImage.CGImage),

                                             CGImageGetBitmapInfo(aImage.CGImage));

    CGContextConcatCTM(ctx, transform);

    switch (aImage.imageOrientation) {

        case UIImageOrientationLeft:

        case UIImageOrientationLeftMirrored:

        case UIImageOrientationRight:

        case UIImageOrientationRightMirrored:

            // Grr...

            CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.height,aImage.size.width), aImage.CGImage);

            break;

            

        default:

            CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.width,aImage.size.height), aImage.CGImage);

            break;

    }

    

    // And now we just create a new UIImage from the drawing context

    CGImageRef cgimg = CGBitmapContextCreateImage(ctx);

    UIImage *img = [UIImage imageWithCGImage:cgimg];

    CGContextRelease(ctx);

    CGImageRelease(cgimg);

    return img;

}





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