UIImage缩放以及修正方向问题

今天老项目适配iOS 14的时候,发现一个陈年老bug,某些图片选择后不显示,后续排查发现是选图后做了一次缩放以及图片的方向修正,如下代码

+ (nullable UIImage *)scaleImageWithImage:(UIImage *)sourceImage size:(CGSize)newSize;
{
    CGSize imageSize = sourceImage.size;
    CGFloat width = imageSize.width;
    CGFloat height = imageSize.height;
    CGFloat targetWidth = newSize.width;
    CGFloat targetHeight = newSize.height;
    CGFloat scaleFactor = 0.0;
    CGFloat scaledWidth = targetWidth;
    CGFloat scaledHeight = targetHeight;
    CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
    
    if (CGSizeEqualToSize(imageSize, newSize) == 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;
        }
    }
    
    CGImageRef imageRef = [sourceImage CGImage];
    CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
    CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);
    
    if (bitmapInfo == kCGImageAlphaNone) {
        bitmapInfo = kCGImageAlphaNoneSkipLast;
    }
    
    CGContextRef bitmap;
    
    if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) {
        bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
        
    } else {
        bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
        
    }
    
    // In the right or left cases, we need to switch scaledWidth and scaledHeight,
    // and also the thumbnail point
    if (sourceImage.imageOrientation == UIImageOrientationLeft) {
        thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x);
        CGFloat oldScaledWidth = scaledWidth;
        scaledWidth = scaledHeight;
        scaledHeight = oldScaledWidth;
        
        CGContextRotateCTM (bitmap, M_PI_2); // + 90 degrees
        CGContextTranslateCTM (bitmap, 0, -targetHeight);
        
    } else if (sourceImage.imageOrientation == UIImageOrientationRight) {
        thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x);
        CGFloat oldScaledWidth = scaledWidth;
        scaledWidth = scaledHeight;
        scaledHeight = oldScaledWidth;
        
        CGContextRotateCTM (bitmap, -M_PI_2); // - 90 degrees
        CGContextTranslateCTM (bitmap, -targetWidth, 0);
        
    } else if (sourceImage.imageOrientation == UIImageOrientationUp) {
        // NOTHING
    } else if (sourceImage.imageOrientation == UIImageOrientationDown) {
        CGContextTranslateCTM (bitmap, targetWidth, targetHeight);
        CGContextRotateCTM (bitmap, -M_PI); // - 180 degrees
    }
    
    CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef);
    CGImageRef ref = CGBitmapContextCreateImage(bitmap);
    UIImage* newImage = [UIImage imageWithCGImage:ref];
    
    CGContextRelease(bitmap);
    CGImageRelease(ref);
    
    return newImage;
}

这是多少年前的代码了,排查发现CGBitmapContextCreate方法创建的时候,bytesPerRow参数这里改为0,有些图片正常,有些图片还是不正常,最后的办法是先缩放好图片,再次调用修正图片的方法解决,
完整代码

+ (nullable UIImage *)scaleImageWithImage:(UIImage *)sourceImage size:(CGSize)newSize;
{
    CGSize imageSize = sourceImage.size;
    CGFloat width = imageSize.width;
    CGFloat height = imageSize.height;
    CGFloat targetWidth = newSize.width;
    CGFloat targetHeight = newSize.height;
    CGFloat scaleFactor = 0.0;
    CGFloat scaledWidth = targetWidth;
    CGFloat scaledHeight = targetHeight;
    CGPoint thumbnailPoint = CGPointMake(0.0, 0.0);
    
    if(CGSizeEqualToSize(imageSize, newSize) == NO){
        CGFloat widthFactor = targetWidth / width;
        CGFloat heightFactor = targetHeight / height;
        
        if(widthFactor > heightFactor){
            scaleFactor = widthFactor;
        }else{
            scaleFactor = heightFactor;
        }
        scaledWidth = width * scaleFactor;
        scaledHeight = height * scaleFactor;
        
        if(widthFactor > heightFactor){
            thumbnailPoint.y = (targetHeight - scaledHeight) *0.5;
        }else if(widthFactor < heightFactor){
            thumbnailPoint.x = (targetWidth - scaledWidth) *0.5;
        }
    }
    
    UIGraphicsBeginImageContext(newSize);
    CGRect thumbnailRect = CGRectZero;
    thumbnailRect.origin = thumbnailPoint;
    thumbnailRect.size.width = scaledWidth;
    thumbnailRect.size.height = scaledHeight;
    [sourceImage drawInRect:thumbnailRect];
    UIImage *destImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    
    return [UIImage fixOrientation:destImage];
}
+ (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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