One is using Phoney's way (in fact, I've fixed Phoney's function considering width and height).
And the othere is using UIGraphicsBeginImageContext() and UIGraphicsGetImageFromCurrentImageContext().
F.Y.I, I've tested them.
Anyway resizing functions are as below,
#1 - using UIGraphicsBeginImageContext() and UIGraphicsGetImageFromCurrentImageContext()
Code:
-(UIImage*)resizedImage1:(UIImage*)inImage inRect:(CGRect)thumbRect {
// Creates a bitmap-based graphics context and makes it the current context.
UIGraphicsBeginImageContext(thumbRect.size);
[inImage drawInRect:thumbRect];
return UIGraphicsGetImageFromCurrentImageContext();
}
#2 - updating Phoney's way
Code:
-(UIImage*)resizedImage2:(UIImage*)inImage inRect:(CGRect)thumbRect {
CGImageRef imageRef = [inImage CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
// There's a wierdness with kCGImageAlphaNone and CGBitmapContextCreate
// see Supported Pixel Formats in the Quartz 2D Programming Guide
// Creating a Bitmap Graphics Context section
// only RGB 8 bit images with alpha of kCGImageAlphaNoneSkipFirst, kCGImageAlphaNoneSkipLast, kCGImageAlphaPremultipliedFirst,
// and kCGImageAlphaPremultipliedLast, with a few other oddball image kinds are supported
// The images on input here are likely to be png or jpeg files
if (alphaInfo == kCGImageAlphaNone)
alphaInfo = kCGImageAlphaNoneSkipLast;
// Build a bitmap context that's the size of the thumbRect
CGFloat bytesPerRow;
if( thumbRect.size.width > thumbRect.size.height ) {
bytesPerRow = 4 * thumbRect.size.width;
} else {
bytesPerRow = 4 * thumbRect.size.height;
}
CGContextRef bitmap = CGBitmapContextCreate(
NULL,
thumbRect.size.width, // width
thumbRect.size.height, // height
8, //CGImageGetBitsPerComponent(imageRef), // really needs to always be 8
bytesPerRow, //4 * thumbRect.size.width, // rowbytes
CGImageGetColorSpace(imageRef),
alphaInfo
);
// Draw into the context, this scales the image
CGContextDrawImage(bitmap, thumbRect, imageRef);
// Get an image from the context and a UIImage
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap); // ok if NULL
CGImageRelease(ref);
return result;
}