Lets say we have an image of 600X400 and we want to end up with an new image of 1000X100 which contains the initial image in the centre and transparent space around it. How can I achieve that in code?
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问题:
回答1:
You create a new image context that is 1000x1000, draw your old image in the middle, then get the new UIImage
from the context.
// Setup a new context with the correct size
CGFloat width = 1000;
CGFloat height = 1000;
UIGraphicsBeginImageContextWithOptions(CGSizeMake(width, height), NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
// Now we can draw anything we want into this new context.
CGPoint origin = CGPointMake((width - oldImage.size.width) / 2.0f,
(height - oldImage.size.height) / 2.0f);
[oldImage drawAtPoint:origin];
// Clean up and get the new image.
UIGraphicsPopContext();
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
回答2:
In Swift you can write an extension to UIImage that draws image with insets around it.
Swift 3:
import UIKit
extension UIImage {
func imageWithInsets(insets: UIEdgeInsets) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(
CGSize(width: self.size.width + insets.left + insets.right,
height: self.size.height + insets.top + insets.bottom), false, self.scale)
let _ = UIGraphicsGetCurrentContext()
let origin = CGPoint(x: insets.left, y: insets.top)
self.draw(at: origin)
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithInsets
}
}
OLD ANSWER:
import UIKit
extension UIImage {
func imageWithInsets(insets: UIEdgeInsets) -> UIImage {
UIGraphicsBeginImageContextWithOptions(
CGSizeMake(self.size.width + insets.left + insets.right,
self.size.height + insets.top + insets.bottom), false, self.scale)
let context = UIGraphicsGetCurrentContext()
let origin = CGPoint(x: insets.left, y: insets.top)
self.drawAtPoint(origin)
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithInsets
}
}
回答3:
This is the solution in Swift 4 inspired by DrummerB answer:
import UIKit
extension UIImage {
func addImagePadding(x: CGFloat, y: CGFloat) -> UIImage? {
let width: CGFloat = size.width + x
let height: CGFloat = size.height + y
UIGraphicsBeginImageContextWithOptions(CGSize(width: width, height: height), false, 0)
let origin: CGPoint = CGPoint(x: (width - size.width) / 2, y: (height - size.height) / 2)
draw(at: origin)
let imageWithPadding = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithPadding
}
}
How to apply:
let image = UIImage(named: "your-image")!
let imageView = UIImageView(image: image.addImagePadding(x: 50, y: 50))
imageView.backgroundColor = UIColor.gray
view.addSubview(imageView)
Features:
- Simply pass padding values via parameters
- Colored padding (by setting the UIGraphicsBeginImageContextWithOptions opaque parameter to false)
回答4:
Make a category on UIImage and try this:
+ (UIImage *)imageWithInsets:(CGRect)insetRect image:(UIImage *)image {
CGRect newRect = CGRectMake(0.0, 0.0, insetRect.origin.x+insetRect.size.width+image.size.width, insetRect.origin.y+insetRect.size.height+image.size.height);
// Setup a new context with the correct size
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
// Now we can draw anything we want into this new context.
CGPoint origin = CGPointMake(insetRect.origin.x, insetRect.origin.y);
[image drawAtPoint:origin];
// Clean up and get the new image.
UIGraphicsPopContext();
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
回答5:
A fix for appsunited's answer with better naming convension. To not confuse it the function is mutating or not:
extension UIImage {
func withPadding(_ padding: CGFloat) -> UIImage? {
return withPadding(x: padding, y: padding)
}
func withPadding(x: CGFloat, y: CGFloat) -> UIImage? {
let newWidth = size.width + 2 * x
let newHeight = size.height + 2 * y
let newSize = CGSize(width: newWidth, height: newHeight)
UIGraphicsBeginImageContextWithOptions(newSize, false, 0)
let origin = CGPoint(x: (newWidth - size.width) / 2, y: (newHeight - size.height) / 2)
draw(at: origin)
let imageWithPadding = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithPadding
}
}