Jak obrócić UIImage o 90 stopni?
Mam {[1] } to jest UIImageOrientationUp
(portret), który chciałbym obrócić w lewo o 90 stopni (do krajobrazu). Nie chcę używać CGAffineTransform
. Chcę, aby piksele UIImage
rzeczywiście przesunęły pozycję. Używam bloku kodu (pokazanego poniżej) pierwotnie przeznaczonego do zmiany rozmiaru UIImage
w tym celu. Ustawiam rozmiar docelowy jako bieżący rozmiar UIImage
ale dostaję błąd:
(Błąd): CGBitmapContextCreate: invalid data bytes / row: powinno być co najmniej 1708 dla 8 integer bits / component, 3 components, kCGImageAlphaPremultipliedLast.
(nie dostaję błędu za każdym razem, gdy podaję mniejszy rozmiar Jako rozmiar docelowy BTW). Jak mogę obrócić mój CCW UIImage
o 90 stopni przy użyciu tylko podstawowych funkcji graficznych przy zachowaniu aktualnego rozmiaru?
-(UIImage*)reverseImageByScalingToSize:(CGSize)targetSize:(UIImage*)anImage
{
UIImage* sourceImage = anImage;
CGFloat targetWidth = targetSize.height;
CGFloat targetHeight = targetSize.width;
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, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
} else {
bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
}
if (sourceImage.imageOrientation == UIImageOrientationRight) {
CGContextRotateCTM (bitmap, radians(90));
CGContextTranslateCTM (bitmap, 0, -targetHeight);
} else if (sourceImage.imageOrientation == UIImageOrientationLeft) {
CGContextRotateCTM (bitmap, radians(-90));
CGContextTranslateCTM (bitmap, -targetWidth, 0);
} else if (sourceImage.imageOrientation == UIImageOrientationDown) {
// NOTHING
} else if (sourceImage.imageOrientation == UIImageOrientationUp) {
CGContextRotateCTM (bitmap, radians(90));
CGContextTranslateCTM (bitmap, 0, -targetHeight);
}
CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* newImage = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap);
CGImageRelease(ref);
return newImage;
}
19 answers
A może coś takiego:
static inline double radians (double degrees) {return degrees * M_PI/180;}
UIImage* rotate(UIImage* src, UIImageOrientation orientation)
{
UIGraphicsBeginImageContext(src.size);
CGContextRef context = UIGraphicsGetCurrentContext();
if (orientation == UIImageOrientationRight) {
CGContextRotateCTM (context, radians(90));
} else if (orientation == UIImageOrientationLeft) {
CGContextRotateCTM (context, radians(-90));
} else if (orientation == UIImageOrientationDown) {
// NOTHING
} else if (orientation == UIImageOrientationUp) {
CGContextRotateCTM (context, radians(90));
}
[src drawAtPoint:CGPointMake(0, 0)];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
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2016-05-19 09:42:06
Uważam, że najprostszym sposobem (i bezpiecznym wątkiem też) jest zrobienie:
//assume that the image is loaded in landscape mode from disk
UIImage * landscapeImage = [UIImage imageNamed:imgname];
UIImage * portraitImage = [[UIImage alloc] initWithCGImage: landscapeImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
Uwaga: Jak powiedział Brainware to tylko modyfikuje dane orientacyjne obrazu - dane pikseli są nietknięte. W przypadku niektórych zastosowań może to nie wystarczyć.
Lub w języku Swift:
guard
let landscapeImage = UIImage(named: "imgname"),
let landscapeCGImage = landscapeImage.cgImage
else { return }
let portraitImage = UIImage(cgImage: landscapeCGImage, scale: landscapeImage.scale, orientation: .right)
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2019-11-01 15:50:57
Zobacz prosty i niesamowity kod Hardy Macia na stronie: Cięcie-skalowanie-i-obracanie-uiimages
Po Prostu zadzwoń
UIImage *rotatedImage = [originalImage imageRotatedByDegrees:90.0];
Dzięki Hardy Macia!
Nagłówek:
- (UIImage*) imageAtRect: (CGRect)rect;
- (UIImage*) imageByScalingProportionallyToMinimumsize: (CGSize)targetSize;
- (UIImage*) imageByScalingProportionallyToSize: (CGSize)targetSize;
- (UIImage * ) imageByScalingToSize: (CGSize)targetSize;
- (UIImage *) imageRotatedByRadians: (cgfloat) radians;
- (UIImage *) imageRotatedByDegrees: (CGFloat)degrees;
Ponieważ link może umrzeć, Oto kompletny kod
//
// UIImage-Extensions.h
//
// Created by Hardy Macia on 7/1/09.
// Copyright 2009 Catamount Software. All rights reserved.
//
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
@interface UIImage (CS_Extensions)
- (UIImage *)imageAtRect:(CGRect)rect;
- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;
- (UIImage *)imageByScalingToSize:(CGSize)targetSize;
- (UIImage *)imageRotatedByRadians:(CGFloat)radians;
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;
@end;
//
// UIImage-Extensions.m
//
// Created by Hardy Macia on 7/1/09.
// Copyright 2009 Catamount Software. All rights reserved.
//
#import "UIImage-Extensions.h"
CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;};
CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;};
@implementation UIImage (CS_Extensions)
-(UIImage *)imageAtRect:(CGRect)rect
{
CGImageRef imageRef = CGImageCreateWithImageInRect([self CGImage], rect);
UIImage* subImage = [UIImage imageWithCGImage: imageRef];
CGImageRelease(imageRef);
return subImage;
}
- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
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;
}
}
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor < heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
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;
}
}
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageByScalingToSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
// CGSize imageSize = sourceImage.size;
// CGFloat width = imageSize.width;
// CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
// CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageRotatedByRadians:(CGFloat)radians
{
return [self imageRotatedByDegrees:RadiansToDegrees(radians)];
}
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees
{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,self.size.width, self.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
[rotatedViewBox release];
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
// // Rotate the image context
CGContextRotateCTM(bitmap, DegreesToRadians(degrees));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
@end;
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2015-11-18 01:25:05
Choć wydaje się to dziwne, poniższy kod rozwiązał dla mnie problem:
+ (UIImage*)unrotateImage:(UIImage*)image {
CGSize size = image.size;
UIGraphicsBeginImageContext(size);
[image drawInRect:CGRectMake(0,0,size.width ,size.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
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2012-11-20 08:47:26
Funkcja bezpiecznego obracania wątku jest następująca (działa znacznie lepiej):
-(UIImage*)imageByRotatingImage:(UIImage*)initImage fromImageOrientation:(UIImageOrientation)orientation
{
CGImageRef imgRef = initImage.CGImage;
CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);
CGAffineTransform transform = CGAffineTransformIdentity;
CGRect bounds = CGRectMake(0, 0, width, height);
CGSize imageSize = CGSizeMake(CGImageGetWidth(imgRef), CGImageGetHeight(imgRef));
CGFloat boundHeight;
UIImageOrientation orient = orientation;
switch(orient) {
case UIImageOrientationUp: //EXIF = 1
return initImage;
break;
case UIImageOrientationUpMirrored: //EXIF = 2
transform = CGAffineTransformMakeTranslation(imageSize.width, 0.0);
transform = CGAffineTransformScale(transform, -1.0, 1.0);
break;
case UIImageOrientationDown: //EXIF = 3
transform = CGAffineTransformMakeTranslation(imageSize.width, imageSize.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationDownMirrored: //EXIF = 4
transform = CGAffineTransformMakeTranslation(0.0, imageSize.height);
transform = CGAffineTransformScale(transform, 1.0, -1.0);
break;
case UIImageOrientationLeftMirrored: //EXIF = 5
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeTranslation(imageSize.height, imageSize.width);
transform = CGAffineTransformScale(transform, -1.0, 1.0);
transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
break;
case UIImageOrientationLeft: //EXIF = 6
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeTranslation(0.0, imageSize.width);
transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
break;
case UIImageOrientationRightMirrored: //EXIF = 7
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeScale(-1.0, 1.0);
transform = CGAffineTransformRotate(transform, M_PI / 2.0);
break;
case UIImageOrientationRight: //EXIF = 8
boundHeight = bounds.size.height;
bounds.size.height = bounds.size.width;
bounds.size.width = boundHeight;
transform = CGAffineTransformMakeTranslation(imageSize.height, 0.0);
transform = CGAffineTransformRotate(transform, M_PI / 2.0);
break;
default:
[NSException raise:NSInternalInconsistencyException format:@"Invalid image orientation"];
}
// Create the bitmap context
CGContextRef context = NULL;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (bounds.size.width * 4);
bitmapByteCount = (bitmapBytesPerRow * bounds.size.height);
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
return nil;
}
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
CGColorSpaceRef colorspace = CGImageGetColorSpace(imgRef);
context = CGBitmapContextCreate (bitmapData,bounds.size.width,bounds.size.height,8,bitmapBytesPerRow,
colorspace, kCGBitmapAlphaInfoMask & kCGImageAlphaPremultipliedLast);
if (context == NULL)
// error creating context
return nil;
CGContextScaleCTM(context, -1.0, -1.0);
CGContextTranslateCTM(context, -bounds.size.width, -bounds.size.height);
CGContextConcatCTM(context, transform);
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(context, CGRectMake(0,0,width, height), imgRef);
CGImageRef imgRef2 = CGBitmapContextCreateImage(context);
CGContextRelease(context);
free(bitmapData);
UIImage * image = [UIImage imageWithCGImage:imgRef2 scale:initImage.scale orientation:UIImageOrientationUp];
CGImageRelease(imgRef2);
return image;
}
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2014-04-18 11:20:31
Miałem problemy z ll powyższych, w tym zatwierdzoną odpowiedź. Przekonwertowałem kategorię Hardy ' ego z powrotem na metodę, ponieważ chciałem tylko obrócić obraz. Oto kod i sposób użycia:
- (UIImage *)imageRotatedByDegrees:(UIImage*)oldImage deg:(CGFloat)degrees{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,oldImage.size.width, oldImage.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(degrees * M_PI / 180);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
// // Rotate the image context
CGContextRotateCTM(bitmap, (degrees * M_PI / 180));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-oldImage.size.width / 2, -oldImage.size.height / 2, oldImage.size.width, oldImage.size.height), [oldImage CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
I użycie:
UIImage *image2 = [self imageRotatedByDegrees:image deg:90];
Dzięki Hardy!Warning: date(): Invalid date.timezone value 'Europe/Kyiv', we selected the timezone 'UTC' for now. in /var/www/agent_stack/data/www/doraprojects.net/template/agent.layouts/content.php on line 54
2013-04-11 18:59:03
Obróć obraz o 90 stopni (zgodnie z ruchem wskazówek zegara/przeciwnie do ruchu wskazówek zegara)
Wywołanie funkcji-
UIImage *rotatedImage = [self rotateImage:originalImage clockwise:YES];
Realizacja:
- (UIImage*)rotateImage:(UIImage*)sourceImage clockwise:(BOOL)clockwise
{
CGSize size = sourceImage.size;
UIGraphicsBeginImageContext(CGSizeMake(size.height, size.width));
[[UIImage imageWithCGImage:[sourceImage CGImage]
scale:1.0
orientation:clockwise ? UIImageOrientationRight : UIImageOrientationLeft]
drawInRect:CGRectMake(0,0,size.height ,size.width)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
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2015-06-08 07:48:24
Oto szybkie rozszerzenie do UIImage, które obraca obraz o dowolny dowolny kąt. Użyj go w ten sposób: let rotatedImage = image.rotated(byDegrees: degree)
.
Użyłem kodu Objective-C w jednej z innych odpowiedzi i usunąłem kilka wierszy, które my niepoprawne (obrócone box stuff) i przekształcił go w rozszerzenie dla UIImage.
extension UIImage {
func rotate(byDegrees degree: Double) -> UIImage {
let radians = CGFloat(degree*M_PI)/180.0 as CGFloat
let rotatedSize = self.size
let scale = UIScreen.mainScreen().scale
UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
let bitmap = UIGraphicsGetCurrentContext()
CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
CGContextRotateCTM(bitmap, radians);
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2 , self.size.width, self.size.height), self.CGImage );
let newImage = UIGraphicsGetImageFromCurrentImageContext()
return newImage
}
}
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2016-07-30 21:49:12
Jeśli chcesz dodać przycisk obracania zdjęcia, który będzie obracać zdjęcie w krokach o 90 stopni, proszę bardzo. (finalImage
to interfejs, który został już utworzony gdzie indziej.)
- (void)rotatePhoto {
UIImage *rotatedImage;
if (finalImage.imageOrientation == UIImageOrientationRight)
rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
scale: 1.0
orientation: UIImageOrientationDown];
else if (finalImage.imageOrientation == UIImageOrientationDown)
rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
scale: 1.0
orientation: UIImageOrientationLeft];
else if (finalImage.imageOrientation == UIImageOrientationLeft)
rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
scale: 1.0
orientation: UIImageOrientationUp];
else
rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
finalImage = rotatedImage;
}
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2012-11-17 05:24:29
Proste. Wystarczy zmienić flagę orientacji obrazu.
UIImage *oldImage = [UIImage imageNamed:@"whatever.jpg"];
UIImageOrientation newOrientation;
switch (oldImage.imageOrientation) {
case UIImageOrientationUp:
newOrientation = UIImageOrientationLandscapeLeft;
break;
case UIImageOrientationLandscapeLeft:
newOrientation = UIImageOrientationDown;
break;
case UIImageOrientationDown:
newOrientation = UIImageOrientationLandscapeRight;
break;
case UIImageOrientationLandscapeRight:
newOrientation = UIImageOrientationUp;
break;
// you can also handle mirrored orientations similarly ...
}
UIImage *rotatedImage = [UIImage imageWithCGImage:oldImage.CGImage scale:1.0f orientation:newOrientation];
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2014-12-03 22:07:37
Swift 3 Rozszerzenie UIImage:
func fixOrientation() -> UIImage {
// No-op if the orientation is already correct
if ( self.imageOrientation == .up ) {
return self;
}
// 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.
var transform: CGAffineTransform = .identity
if ( self.imageOrientation == .down || self.imageOrientation == .downMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: self.size.height)
transform = transform.rotated(by: .pi)
}
if ( self.imageOrientation == .left || self.imageOrientation == .leftMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: 0)
transform = transform.rotated(by: .pi/2)
}
if ( self.imageOrientation == .right || self.imageOrientation == .rightMirrored ) {
transform = transform.translatedBy(x: 0, y: self.size.height);
transform = transform.rotated(by: -.pi/2);
}
if ( self.imageOrientation == .upMirrored || self.imageOrientation == .downMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
}
if ( self.imageOrientation == .leftMirrored || self.imageOrientation == .rightMirrored ) {
transform = transform.translatedBy(x: self.size.height, y: 0);
transform = transform.scaledBy(x: -1, y: 1);
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
let ctx: CGContext = CGContext(data: nil, width: Int(self.size.width), height: Int(self.size.height),
bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
space: self.cgImage!.colorSpace!,
bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!;
ctx.concatenate(transform)
if ( self.imageOrientation == .left ||
self.imageOrientation == .leftMirrored ||
self.imageOrientation == .right ||
self.imageOrientation == .rightMirrored ) {
ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.height,height: self.size.width))
} else {
ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.width,height: self.size.height))
}
// And now we just create a new UIImage from the drawing context and return it
return UIImage(cgImage: ctx.makeImage()!)
}
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2017-06-23 11:39:25
Swift 4.2 version of RawMean ' s answer :
extension UIImage {
func rotated(byDegrees degree: Double) -> UIImage {
let radians = CGFloat(degree * .pi) / 180.0 as CGFloat
let rotatedSize = self.size
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
let bitmap = UIGraphicsGetCurrentContext()
bitmap?.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
bitmap?.rotate(by: radians)
bitmap?.scaleBy(x: 1.0, y: -1.0)
bitmap?.draw(
self.cgImage!,
in: CGRect.init(x: -self.size.width / 2, y: -self.size.height / 2 , width: self.size.width, height: self.size.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext() // this is needed
return newImage!
}
}
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2018-11-12 21:10:21
[[1]] wypróbowałem ten kod, działa i wziął z http://www.catamount.com/blog/1015/uiimage-extensions-for-cutting-scaling-and-rotating-uiimages/
+ (UIImage *)rotateImage:(UIImage*)src byRadian:(CGFloat)radian
{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0, src.size.width, src.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(radian);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
// // Rotate the image context
CGContextRotateCTM(bitmap, radian);
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-src.size.width / 2, -src.size.height / 2, src.size.width, src.size.height), [src CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
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2013-12-31 17:03:44
Drobne zmiany w innych odpowiedziach, które są oparte na kodzie Hardy ' ego Macia. Nie ma potrzeby tworzenia całego UIView
obiektu, aby obliczyć prostokąt obróconego obrazu. Po prostu zastosuj transformację obróć do prostokąta obrazu za pomocą CGRectApplyAffineTransform
.
static CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;}
static CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;}
- (CGSize)rotatedImageSize:(CGFloat)degrees
{
CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
CGRect originalImageRect = CGRectMake(0, 0, self.size.width, self.size.height);
CGRect rotatedImageRect = CGRectApplyAffineTransform(originalImageRect, t);
CGSize rotatedSize = rotatedImageRect.size;
return rotatedSize;
}
- (UIImage*)imageRotatedByDegrees:(CGFloat)degrees
{
// calculate the size of the rotated view's containing box for our drawing space
CGSize rotatedSize = [self rotatedImageSize:degrees];
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
// // Rotate the image context
CGContextRotateCTM(bitmap, DegreesToRadians(degrees));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
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2016-07-22 01:10:43
"tint uiimage grayscale" wydaje się być odpowiednim Google-Fu dla tego
Od razu dostaję:
Https://discussions.apple.com/message/8104516?messageID=8104516
Https://discussions.apple.com/thread/2751445?start=0&tstart=0
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2017-05-23 11:33:26
Lubię prostą elegancję odpowiedzi Peter Sarnowski
, ale może to powodować problemy, gdy nie można polegać na metadanych i tym podobnych. W sytuacjach, w których trzebaobróć rzeczywiste dane obrazu Polecam coś takiego:
- (UIImage *)rotateImage:(UIImage *) img
{
CGSize imgSize = [img size];
UIGraphicsBeginImageContext(imgSize);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextRotateCTM(context, M_PI_2);
CGContextTranslateCTM(context, 0, -640);
[img drawInRect:CGRectMake(0, 0, imgSize.height, imgSize.width)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Powyższy kod pobiera obrazek o orientacji Landscape
(nie pamiętam, czy to Landscape Left
Czy Landscape Right
) i obraca go do Portrait
. Jest to przykład, który można modyfikować do własnych potrzeb.
Najważniejsze argumenty, które miałbyś do zabawy są CGContextRotateCTM(context, M_PI_2)
gdzie decydujesz, o ile chcesz obrócić, ale następnie musisz upewnić się, że obraz nadal rysuje na ekranie za pomocą CGContextTranslateCTM(context, 0, -640)
. Ta ostatnia część jest dość ważna, aby upewnić się, że widzisz obraz, a nie pusty ekran.
Aby uzyskać więcej informacji, sprawdź źródło.
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2012-09-11 10:48:39
Resize-a-uiimage-the-right-way wyjaśnia niektóre z problemów, jakie ma wiele próbek kodu do tego celu i zawiera fragmenty kodu, które pomagają radzić sobie z UIImages - prywatną metodą pomocniczą w UIImage+resize.m akceptuje transformację, aby umożliwić obrót, więc musisz to ujawnić jako publiczny interfejs.
// Returns a copy of the image that has been transformed using the given affine transform and scaled to the new size
// The new image's orientation will be UIImageOrientationUp, regardless of the current image's orientation
// If the new size is not integral, it will be rounded up
- (UIImage *)resizedImage:(CGSize)newSize
transform:(CGAffineTransform)transform
drawTransposed:(BOOL)transpose
interpolationQuality:(CGInterpolationQuality)quality {
CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
CGRect transposedRect = CGRectMake(0, 0, newRect.size.height, newRect.size.width);
CGImageRef imageRef = self.CGImage;
// Build a context that's the same dimensions as the new size
CGContextRef bitmap = CGBitmapContextCreate(NULL,
newRect.size.width,
newRect.size.height,
CGImageGetBitsPerComponent(imageRef),
0,
CGImageGetColorSpace(imageRef),
CGImageGetBitmapInfo(imageRef));
// Rotate and/or flip the image if required by its orientation
CGContextConcatCTM(bitmap, transform);
// Set the quality level to use when rescaling
CGContextSetInterpolationQuality(bitmap, quality);
// Draw into the context; this scales the image
CGContextDrawImage(bitmap, transpose ? transposedRect : newRect, imageRef);
// Get the resized image from the context and a UIImage
CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
// Clean up
CGContextRelease(bitmap);
CGImageRelease(newImageRef);
return newImage;
}
To jest licencja z tego pliku:
// Created by Trevor Harmon on 8/5/09.
// Free for personal or commercial use, with or without modification.
// No warranty is expressed or implied.
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2013-06-17 11:43:40
Istnieje bardzo wydajna Kategoria UIImage o nazwie NYXImagesKit. Używa vDSP, CoreImage i vImage, aby być tak szybko, jak to możliwe. Ma kategorię UIImage + Rotating, która uratowała mi dzień:)
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2014-07-18 16:54:04
Dla Swift: oto proste rozszerzenie do UIImage:
//ImageRotation.swift
import UIKit
extension UIImage {
public func imageRotatedByDegrees(degrees: CGFloat, flip: Bool) -> UIImage {
let radiansToDegrees: (CGFloat) -> CGFloat = {
return $0 * (180.0 / CGFloat(M_PI))
}
let degreesToRadians: (CGFloat) -> CGFloat = {
return $0 / 180.0 * CGFloat(M_PI)
}
// calculate the size of the rotated view's containing box for our drawing space
let rotatedViewBox = UIView(frame: CGRect(origin: CGPointZero, size: size))
let t = CGAffineTransformMakeRotation(degreesToRadians(degrees));
rotatedViewBox.transform = t
let rotatedSize = rotatedViewBox.frame.size
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap = UIGraphicsGetCurrentContext()
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width / 2.0, rotatedSize.height / 2.0);
// // Rotate the image context
CGContextRotateCTM(bitmap, degreesToRadians(degrees));
// Now, draw the rotated/scaled image into the context
var yFlip: CGFloat
if(flip){
yFlip = CGFloat(-1.0)
} else {
yFlip = CGFloat(1.0)
}
CGContextScaleCTM(bitmap, yFlip, -1.0)
CGContextDrawImage(bitmap, CGRectMake(-size.width / 2, -size.height / 2, size.width, size.height), CGImage)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
(Źródło )
Użyj z:
rotatedPhoto = rotatedPhoto?.imageRotatedByDegrees(90, flip: false)
Pierwszy obróci obraz i odwróci go, jeśli flip jest ustawiony na true.
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2015-04-20 16:35:36