import #include <math.h>
The code in the viewDidLoad or loadView should look something look something like this
- (void)loadView { [super loadView]; UIImageView *imageView=[[UIImageView alloc]initWithFrame:CGRectMake(0, 50, 320, 320)]; [self.view addSubview:imageView]; UIImage *image=[UIImage imageNamed:@"Dubai-Photos-Images-Travel-Tourist-Images-Pictures-800x600.jpg"]; imageView.image=[self circularScaleAndCropImage:[UIImage imageNamed:@"Dubai-Photos-Images-Travel-Tourist-Images-Pictures-800x600.jpg"] frame:CGRectMake(0, 0, 320, 320)]; }
Finally the function which does the heavy lifting circularScaleAndCropImage
is as defined below
- (UIImage*)circularScaleAndCropImage:(UIImage*)image frame:(CGRect)frame { // This function returns a newImage, based on image, that has been: // - scaled to fit in (CGRect) rect // - and cropped within a circle of radius: rectWidth/2 //Create the bitmap graphics context UIGraphicsBeginImageContextWithOptions(CGSizeMake(frame.size.width, frame.size.height), NO, 0.0); CGContextRef context = UIGraphicsGetCurrentContext(); //Get the width and heights CGFloat imageWidth = image.size.width; CGFloat imageHeight = image.size.height; CGFloat rectWidth = frame.size.width; CGFloat rectHeight = frame.size.height; //Calculate the scale factor CGFloat scaleFactorX = rectWidth/imageWidth; CGFloat scaleFactorY = rectHeight/imageHeight; //Calculate the centre of the circle CGFloat imageCentreX = rectWidth/2; CGFloat imageCentreY = rectHeight/2; // Create and CLIP to a CIRCULAR Path // (This could be replaced with any closed path if you want a different shaped clip) CGFloat radius = rectWidth/2; CGContextBeginPath (context); CGContextAddArc (context, imageCentreX, imageCentreY, radius, 0, 2*M_PI, 0); CGContextClosePath (context); CGContextClip (context); //Set the SCALE factor for the graphics context //All future draw calls will be scaled by this factor CGContextScaleCTM (context, scaleFactorX, scaleFactorY); // Draw the IMAGE CGRect myRect = CGRectMake(0, 0, imageWidth, imageHeight); [image drawInRect:myRect]; UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return newImage; }