应用头像管理方案 IOS

android解决方案 https://blog.csdn.net/qq_18709863/article/details/84236301

IOS相对简单,没有那么多版本适配问题,只有一些权限需要设置

已经处理了图像大小

获取摄像头权限 Privacy - Photo Library Usage Description

Unity 通讯 OC

    [DllImport("__Internal")]
    private static extern void IOS_OpenCamera();
    [DllImport("__Internal")]
    private static extern void IOS_OpenAlbum();
    public static void GetPhotoAndFolderHead()
    {
        if (Application.platform != RuntimePlatform.OSXEditor)
				IOS_OpenAlbum();
    }
    public static void OpenCameraHeadIcon()
    {
        if (Application.platform != RuntimePlatform.OSXEditor)
				IOS_OpenCamera();
    }

Objective-C 需要两个文件

需要两个文件夹

IOSCameraController.h


//import 引用头文件 相当远Using 
#import<QuartzCore/CADisplayLink.h>
//声明一个IOSCameraController类  继承自UIViewController <>里面是是协议/代理的调用声明 可以理解为c#的接口
@interface IOSCameraController : UIViewController<UIImagePickerControllerDelegate,UINavigationControllerDelegate>
@end

IOSCameraController.m

#import "IOSCameraController.h"
 
@implementation IOSCameraController
-(void)OpenTarget:(UIImagePickerControllerSourceType)type{
	//创建UIImagePickerController实例
    UIImagePickerController *picker;
    picker= [[UIImagePickerController alloc]init];
    //设置代理
    picker.delegate = self;
    //是否允许编辑 (默认为NO)
    picker.allowsEditing = YES;
    //设置照片的来源
    // UIImagePickerControllerSourceTypePhotoLibrary,      // 来自图库
    // UIImagePickerControllerSourceTypeCamera,            // 来自相机
    // UIImagePickerControllerSourceTypeSavedPhotosAlbum   // 来自相册
    picker.sourceType = type;
    
    //这里需要判断设备是iphone还是ipad  如果使用的是iphone并没有问题 但是如果 是在ipad上调用相册获取图片 会出现没有确定(选择)的按钮 所以这里判断
    //了一下设备,针对ipad 使用另一种方法 但是这种方法是弹出一个界面 并不是覆盖整个界面 需要改进 试过另一种方式 重写一个相册界面 
    //(QQ的ipad选择头像的界面 就使用了这种方式 但是这里我们先不讲 (因为我也不太懂 但是我按照简书的一位老哥的文章写出来了 这里放一下这个简书的链接
    //https://www.jianshu.com/p/0ddf4f7476aa)
    if (picker.sourceType == UIImagePickerControllerSourceTypePhotoLibrary &&[[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad) {
        // 设置弹出的控制器的显示样式
        picker.modalPresentationStyle = UIModalPresentationPopover;
        //获取这个弹出控制器
        UIPopoverPresentationController *popover = picker.popoverPresentationController;
        //设置代理
        popover.delegate = self;
        //下面两个属性设置弹出位置
        popover.sourceRect = CGRectMake(0, 0, 0, 0);
        popover.sourceView = self.view;
        //设置箭头的位置
        popover.permittedArrowDirections = UIPopoverArrowDirectionAny;
        //展示选取照片控制器
        [self presentViewController:picker animated:YES completion:nil];
    } else {
        //展示选取照片控制器
        [self presentViewController:picker animated:YES completion:^{}];
    }
   
}
//选择完成,点击界面中的某个图片或者选择(Choose)按钮时触发
-(void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary<NSString *,id> *)info{
    //关闭界面
    [picker dismissViewControllerAnimated:YES completion:^{}];
    //得到照片
    UIImage *image = [info objectForKey:@"UIImagePickerControllerEditedImage"];
    if (image == nil) {
        image = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
    }
    //有些时候我们拍照后经常发现导出的照片方向会有问题,要么横着,要么颠倒着,需要旋转才适合观看。但是在ios设备上是正常的
    //所以在这里处理了图片  让他旋转成我们需要的
    if (image.imageOrientation != UIImageOrientationUp) {
    //图片旋转
        image = [self fixOrientation:image];
    }
//    image =[self compressOriginalImagea:image ]
    //获取保存图片的地址
    [self createDir];
    CGSize size = CGSizeMake(100.0f, 100.0f);
    image=[self imageCompressForSize:image targetSize:size];
    NSString *imagePath = [self GetSavePath:@"/headIcon/Temp.jpg"];
    //保存图片到沙盒路径 对应unity中的Application.persistentDataPath 之后我们取图片就需要在这个路径下取  这是一个可读可写的路径
    [self SaveFileToDoc:image path:imagePath];
}

/**
 *  压缩图片到指定尺寸大小
 *
 *  @param image 原始图片
 *  @param size  目标大小
 *
 *  @return 生成图片
 */
-(UIImage *) imageCompressForSize:(UIImage *)sourceImage targetSize:(CGSize)size{
    UIImage *newImage = nil;
    CGSize imageSize = sourceImage.size;
    CGFloat width = imageSize.width;
    CGFloat height = imageSize.height;
    CGFloat targetWidth = size.width;
    CGFloat targetHeight = size.height;
    CGFloat scaleFactor = 0.0;
    CGFloat scaledWidth = targetWidth;
    CGFloat scaledHeight = targetHeight;
    CGPoint thumbnailPoint = CGPointMake(0.0, 0.0);
    if(CGSizeEqualToSize(imageSize, size) == 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(size);
    CGRect thumbnailRect = CGRectZero;
    thumbnailRect.origin = thumbnailPoint;
    thumbnailRect.size.width = scaledWidth;
    thumbnailRect.size.height = scaledHeight;
    [sourceImage drawInRect:thumbnailRect];
    newImage = UIGraphicsGetImageFromCurrentImageContext();
    if(newImage == nil){
        NSLog(@"scale image fail");
        
    }
    UIGraphicsEndImageContext();
    return newImage;
}
//获取保存文件的路径 如果有返回路径 没有创建一个返回
-(NSString*)GetSavePath:(NSString *)filename{
    NSArray *pathArray = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
    NSString *docPath = [pathArray objectAtIndex:0];
    return [docPath stringByAppendingPathComponent:filename];
}
#pragma mark 使用NSSearchPathForDirectoriesInDomains创建文件目录
- (void)createDir {
    
    NSString * docsdir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
    NSString *dataFilePath = [docsdir stringByAppendingPathComponent:@"headIcon"]; // 在Document目录下创建 "archiver" 文件夹
    
    NSFileManager *fileManager = [NSFileManager defaultManager];
    
    BOOL isDir = NO;
    
    // fileExistsAtPath 判断一个文件或目录是否有效,isDirectory判断是否一个目录
    BOOL existed = [fileManager fileExistsAtPath:dataFilePath isDirectory:&isDir];
    
    if (!(isDir && existed)) {
        // 在Document目录下创建一个archiver目录
        [fileManager createDirectoryAtPath:dataFilePath withIntermediateDirectories:YES attributes:nil error:nil];
    }
    
    // 在archiver下写入文件
    NSString *path = [dataFilePath stringByAppendingPathComponent:@"my.txt"];
    NSString *text = @"It's a beautiful day.";
    BOOL writeSuccess = [text writeToFile:path atomically:YES encoding:NSUTF8StringEncoding error:nil];
    if (writeSuccess) {
        NSLog(@"写入成功");
    }
}
//将图片保存到沙盒路径
-(void)SaveFileToDoc:(UIImage *)image path:(NSString *)path{
    NSData *data;
    if (UIImagePNGRepresentation(image)==nil) {
        data = UIImageJPEGRepresentation(image, 1);
    }else{
        data = UIImagePNGRepresentation(image);
    }
    [data writeToFile:path atomically:YES];
    //保存之后通知unity 执行对应的回调 
    //UnitySendMessage 是用来给unity发消息的  有三个参数 1.挂载对应回调脚本的物体名 2.回调函数的名称 3.对应回调上的参数
    UnitySendMessage("Root", "photoOk", "Temp.jpg");
}
#pragma mark 图片处理方法
//图片旋转处理
- (UIImage *)fixOrientation:(UIImage *)aImage {
    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;
}
@end
//由于C++编译器需要支持函数的重载,会改变函数的名称,因此dll的导出函数通常是标准C定义的。
//这就使得C和C++的互相调用变得很常见。但是有时可能又会直接用C来调用,不想重新写代码,
//让标准C编写的dll函数定义在C和C++编译器下都能编译通过,通常会使用以下的格式:(这个格式在很多成熟的代码中很常见)
#if defined(__cplusplus)
extern "C" {
#endif
    //导出接口供unity使用
    void IOS_OpenCamera(){
        IOSCameraController *app = [[IOSCameraController alloc]init];
        UIViewController *vc = UnityGetGLViewController();
        [vc.view addSubview:app.view];
        [app OpenTarget:UIImagePickerControllerSourceTypeCamera];
    }
    void IOS_OpenAlbum(){
        IOSCameraController *app = [[IOSCameraController alloc]init];
        UIViewController *vc = UnityGetGLViewController();
        [vc.view addSubview:app.view];
        [app OpenTarget:UIImagePickerControllerSourceTypePhotoLibrary];
    }
#if defined(__cplusplus)
}
#endif

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转载自blog.csdn.net/qq_18709863/article/details/84256004