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有时候为了优化性能,减少内存,提升流畅度,需要对图片进行压缩或者剪切; 在保证质量以及清晰度的情况下,对图片处理,对优化性能有很明显的提升。 压缩的图片的步骤很简单:
直接上代码:
//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;
}
其实就是对图片用drawInRect 重画,不过必须在context中进行。 然后就是对图片进行质量压缩:jpeg或者png
NSData *imageData = UIImageJPEGRepresentation(imageNew,1.0);
UIImage *image = [UIImage imageWithData:imageData];
上面的是jpeg,转的质量是通过后面的参数控制的:0.0~1.0,质量从低到高。值得一体的是,只会对图片进行一次质量压缩,压缩完之后就不会在压缩了:比如用一个循环对图片压缩质量为0.5,循环10次,压缩仍为0.5。
这两个API如下
UIKIT_EXTERN NSData *UIImagePNGRepresentation(UIImage *image); // return image as PNG. May return nil if image has no CGImageRef or invalid bitmap format
UIKIT_EXTERN NSData *UIImageJPEGRepresentation(UIImage *image, CGFloat compressionQuality); // return image as JPEG. May return nil if image has no CGImageRef or invalid bitmap format. compression is 0(most)..1(least)
接下来是对图片进行剪切,其实剪切也是对 图片进行重画,只是对图片有区域的重画而已:
-(UIImage *)cutImageByScalingToSize:(CGSize)size
{
UIImage *sourceImage = self;
UIImage *newImage = nil;
if (size.width > self.size.width) {
size.width = self.size.width;
}
if (size.height > self.size.height) {
size.height = self.size.height;
}
CGImageRef cgImg = CGImageCreateWithImageInRect([sourceImage CGImage], CGRectMake( floorf((self.size.width - size.width)/2), floorf((self.size.height - size.height)/2), floorf(size.width), floorf(size.height)));
newImage = [UIImage imageWithCGImage:cgImg];
CGImageRelease(cgImg);
return newImage;
}