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Zooming Images with Text in an iOS Scroll View

You have an image containing text. As such, there’s lots of sharp edges. You want to put this image into a scroll view and allow the user to zoom in with a pinch gesture. This is very easy to implement in iOS. Technically, you don’t even need to write code. This can all be done in Interface Builder. However, the further the image is zoomed the blurrier it looks.

Solution 1

Start with a fully zoomed of the image and scale it down when initially adding it to the scroll view. After all, it’s much easier to scale an image down and keep it looking good than it is to scale it up. So during the whole zoom operation the image being displayed is a scaled down version of the original. This would work great except that iOS doesn’t apply the right interpolation when scaling the original large down to fit into the initial smaller frame. You would think self.imageView.layer.minificationFilter = kCAFilterTrilinear; would do the trick but it doesn’t. I could be doing it wrong but I haven’t been able to get this to work yet.

Solution 2

This is a variation of the previous solution. We still start with a large image at the size of its maximum zoom level. We keep a reference to this image on hand so we can create smaller versions of it whenever we need to. We’ll programatically resize the image down to its minimum zoom level and add that to our scroll view as the initial image. We’re using Core Graphics code to do the resizing so the interpolation is done correctly. Credit: variations of this method have appeared in several answers on StackOverflow.

- (UIImage*)resizeImage:(UIImage*)image newSize:(CGSize)newSize
{
    CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
    CGImageRef imageRef = image.CGImage;

    UIGraphicsBeginImageContextWithOptions(newSize, NO, 0);
    CGContextRef context = UIGraphicsGetCurrentContext();

    CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
    CGAffineTransform flipVertical = CGAffineTransformMake(1, 0, 0, -1, 0, newSize.height);

    CGContextConcatCTM(context, flipVertical);
    CGContextDrawImage(context, newRect, imageRef);

    CGImageRef newImageRef = CGBitmapContextCreateImage(context);
    UIImage *newImage = [UIImage imageWithCGImage:newImageRef];

    CGImageRelease(newImageRef);
    UIGraphicsEndImageContext();

    return newImage;
}

We use this method in two different places. First, when the image is initially added to the scroll view. Second, when the user releases a pinch-zoom gesture. This approach may be a little heavy handed but it ensures a good-looking image at any point the pinch-zoom gesture is released.

- (void)viewDidLoad
{
    [super viewDidLoad];

    self.originalImage = [UIImage imageNamed:@"continuo_display"];

    self.imageView.layer.minificationFilter = kCAFilterTrilinear;
    self.imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"continuo_display"]];
    self.imageView.frame = CGRectMake(0, 0, ORIGINAL_WIDTH, ORIGINAL_HEIGHT);
    self.imageView.image = [self resizeImage:self.originalImage newSize:CGSizeMake(ORIGINAL_WIDTH, ORIGINAL_HEIGHT)];

    self.scrollView.minimumZoomScale = 1.0f;
    self.scrollView.maximumZoomScale = 2.0f;
    [self.scrollView addSubview:self.imageView];
}

- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale
{
    int new_width = ORIGINAL_WIDTH * self.scrollView.zoomScale;
    int new_height = ORIGINAL_HEIGHT * self.scrollView.zoomScale;
    self.imageView.image = [self resizeImage:self.originalImage newSize:CGSizeMake(new_width, new_height)];
}

The performance of this measured on an entrey-level iPad is pretty smooth.


The above solution and content was initially published by mluton on his own website which was left to decay and domain expiration and was recovered by projTek - an AI-powered R&D project. The GitHub repo of the original author: https://github.com/mluton 

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