iOS UIImagePickerController orientacja obrazu wyniku po przesłaniu
[[3]}testuję aplikację na iPhone ' a na iOS 3.1.3. Wybieram / przechwytuję obraz za pomocą UIImagePickerController
:
UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
[imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
[imagePicker setDelegate:self];
[self.navigationController presentModalViewController:imagePicker animated:YES];
[imagePicker release];
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
self.image = [info objectForKey:UIImagePickerControllerOriginalImage];
imageView.image = self.image;
[self.navigationController dismissModalViewControllerAnimated:YES];
submitButton.enabled = YES;
}
W pewnym momencie wysyłam go na mój serwer używając klas ASI:
ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:[NSURL URLWithString:@"http://example.com/myscript.php"]];
[request setDelegate:self];
[request setStringEncoding:NSUTF8StringEncoding];
[request setShouldContinueWhenAppEntersBackground:YES];
//other post keys/values
[request setFile:UIImageJPEGRepresentation(self.image, 100.0f) withFileName:[NSString stringWithFormat:@"%d.jpg", [[NSDate date] timeIntervalSinceNow]] andContentType:@"image/jpg" forKey:@"imageFile"];
[request startAsynchronous];
Problem: kiedy robię zdjęcie z iPhonem trzymając go w krajobrazie, obraz zostaje przesłany na serwer i oglądany tak, jak można się spodziewać. podczas robienia zdjęcia trzymającego telefon w pozycji portretowej obraz jest przesyłany i oglądany tak, jak został obrócony o 90 stopnie.
Moja aplikacja działa tylko w trybach portretowych (upsidedown i regular).
Jak sprawić, by obrazek zawsze wyświetlał prawidłową orientację po przesłaniu?
Obraz wydaje się być poprawny, jak wyświetlany w widoku UIImageView(bezpośrednio po zrobieniu zdjęcia), ale wyświetlanie na serwerze mówi co innego.
15 answers
A UIImage
posiada właściwość imageOrientation
, która nakazuje użytkownikom UIImageView
i innym UIImage
obracanie surowych danych obrazu. Istnieje duża szansa, że ta flaga jest zapisywana w danych exif w przesłanym obrazie jpeg, ale program, którego używasz do wyświetlania, nie honoruje tej flagi.
Aby obrócić UIImage
, aby wyświetlać poprawnie po przesłaniu, możesz użyć kategorii takiej jak ta:
UIImage + fixOrientation.h
@interface UIImage (fixOrientation)
- (UIImage *)fixOrientation;
@end
UIImage + fixOrientation.m
@implementation UIImage (fixOrientation)
- (UIImage *)fixOrientation {
// No-op if the orientation is already correct
if (self.imageOrientation == UIImageOrientationUp) 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.
CGAffineTransform transform = CGAffineTransformIdentity;
switch (self.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, self.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (self.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, self.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationUp:
case UIImageOrientationDown:
case UIImageOrientationLeft:
case UIImageOrientationRight:
break;
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
CGContextRef ctx = CGBitmapContextCreate(NULL, self.size.width, self.size.height,
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage));
CGContextConcatCTM(ctx, transform);
switch (self.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.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
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2018-03-26 18:05:23
Wymyśliłem o wiele prostszy:
- (UIImage *)normalizedImage {
if (self.imageOrientation == UIImageOrientationUp) return self;
UIGraphicsBeginImageContextWithOptions(self.size, NO, self.scale);
[self drawInRect:(CGRect){0, 0, self.size}];
UIImage *normalizedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return normalizedImage;
}
BTW: kod @ Anomie nie bierze pod uwagę scale
, więc nie będzie działał dla obrazów 2x.
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2012-05-16 01:56:23
Oto szybka wersja odpowiedzi @an0:
func normalizedImage() -> UIImage {
if (self.imageOrientation == UIImageOrientation.Up) {
return self;
}
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale);
let rect = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
self.drawInRect(rect)
let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
return normalizedImage;
}
Również w funkcji bardziej ogólnej:
func fixOrientation(img:UIImage) -> UIImage {
if (img.imageOrientation == UIImageOrientation.Up) {
return img;
}
UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale);
let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
img.drawInRect(rect)
let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
return normalizedImage;
}
Wersja Swift 3:
func fixOrientation(img: UIImage) -> UIImage {
if (img.imageOrientation == .up) {
return img
}
UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale)
let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
img.draw(in: rect)
let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return normalizedImage
}
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2017-07-26 11:40:46
Rozwiązanie dla Swift 3.1 Dla problemu orientacji podczas przechwytywania obrazu z kamery.
Zaktualizowałem rozwiązanie podane przez jake ' a i Metal Heart
Rozszerzenie UIImage
//MARK:- Image Orientation fix
extension UIImage {
func fixOrientation() -> UIImage {
// No-op if the orientation is already correct
if ( self.imageOrientation == UIImageOrientation.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 = CGAffineTransform.identity
if ( self.imageOrientation == UIImageOrientation.down || self.imageOrientation == UIImageOrientation.downMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: self.size.height)
transform = transform.rotated(by: CGFloat(Double.pi))
}
if ( self.imageOrientation == UIImageOrientation.left || self.imageOrientation == UIImageOrientation.leftMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: 0)
transform = transform.rotated(by: CGFloat(Double.pi / 2.0))
}
if ( self.imageOrientation == UIImageOrientation.right || self.imageOrientation == UIImageOrientation.rightMirrored ) {
transform = transform.translatedBy(x: 0, y: self.size.height);
transform = transform.rotated(by: CGFloat(-Double.pi / 2.0));
}
if ( self.imageOrientation == UIImageOrientation.upMirrored || self.imageOrientation == UIImageOrientation.downMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
}
if ( self.imageOrientation == UIImageOrientation.leftMirrored || self.imageOrientation == UIImageOrientation.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 == UIImageOrientation.left ||
self.imageOrientation == UIImageOrientation.leftMirrored ||
self.imageOrientation == UIImageOrientation.right ||
self.imageOrientation == UIImageOrientation.rightMirrored ) {
ctx.draw(self.cgImage!, in: CGRect(x: 0,y: 0,width: self.size.height,height: self.size.width))
} else {
ctx.draw(self.cgImage!, in: CGRect(x: 0,y: 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()!)
}
}
Swift 2.0
//MARK:- Image Orientation fix
extension UIImage {
func fixOrientation() -> UIImage {
// No-op if the orientation is already correct
if ( self.imageOrientation == UIImageOrientation.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 = CGAffineTransformIdentity
if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
}
if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
}
if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
transform = CGAffineTransformTranslate(transform, 0, self.size.height);
transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2));
}
if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
}
if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
let ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage).rawValue)!;
CGContextConcatCTM(ctx, transform)
if ( self.imageOrientation == UIImageOrientation.Left ||
self.imageOrientation == UIImageOrientation.LeftMirrored ||
self.imageOrientation == UIImageOrientation.Right ||
self.imageOrientation == UIImageOrientation.RightMirrored ) {
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
} else {
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
}
// And now we just create a new UIImage from the drawing context and return it
return UIImage(CGImage: CGBitmapContextCreateImage(ctx)!)
}
}
Użyj tego rozszerzenia UIImage w kodzie:
Let fixOrientationImage=chosenImage.fixorentacja()
Umieść to w swoich metodach delegata selektora obrazów w ten sposób
Swift 3.1
//MARK: Image Picker Delegates
func imagePickerController(
_ picker: UIImagePickerController,
didFinishPickingMediaWithInfo info: [String : Any]){
let chosenImage = info[UIImagePickerControllerOriginalImage] as! UIImage
profileImg.contentMode = .scaleAspectFill
let fixOrientationImage=chosenImage.fixOrientation()
profileImg.image = fixOrientationImage
dismiss(animated: true, completion: nil)
}
Swift 2.0
//MARK: Image Picker Delegates
func imagePickerController(
picker: UIImagePickerController,
didFinishPickingMediaWithInfo info: [String : AnyObject])
{
let chosenImage = info[UIImagePickerControllerOriginalImage] as! UIImage
profileImg.contentMode = .ScaleAspectFill
**//Fix the image orientation**
let fixOrientationImage=chosenImage.fixOrientation()
profileImg.image = fixOrientationImage
dismissViewControllerAnimated(true, completion: nil)
}
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2017-05-16 19:52:40
In swift;)
UPDATE SWIFT 3.0: D
func sFunc_imageFixOrientation(img:UIImage) -> UIImage {
// No-op if the orientation is already correct
if (img.imageOrientation == UIImageOrientation.up) {
return img;
}
// 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 = CGAffineTransform.identity
if (img.imageOrientation == UIImageOrientation.down
|| img.imageOrientation == UIImageOrientation.downMirrored) {
transform = transform.translatedBy(x: img.size.width, y: img.size.height)
transform = transform.rotated(by: CGFloat(M_PI))
}
if (img.imageOrientation == UIImageOrientation.left
|| img.imageOrientation == UIImageOrientation.leftMirrored) {
transform = transform.translatedBy(x: img.size.width, y: 0)
transform = transform.rotated(by: CGFloat(M_PI_2))
}
if (img.imageOrientation == UIImageOrientation.right
|| img.imageOrientation == UIImageOrientation.rightMirrored) {
transform = transform.translatedBy(x: 0, y: img.size.height);
transform = transform.rotated(by: CGFloat(-M_PI_2));
}
if (img.imageOrientation == UIImageOrientation.upMirrored
|| img.imageOrientation == UIImageOrientation.downMirrored) {
transform = transform.translatedBy(x: img.size.width, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
}
if (img.imageOrientation == UIImageOrientation.leftMirrored
|| img.imageOrientation == UIImageOrientation.rightMirrored) {
transform = transform.translatedBy(x: img.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(img.size.width), height: Int(img.size.height),
bitsPerComponent: img.cgImage!.bitsPerComponent, bytesPerRow: 0,
space: img.cgImage!.colorSpace!,
bitmapInfo: img.cgImage!.bitmapInfo.rawValue)!
ctx.concatenate(transform)
if (img.imageOrientation == UIImageOrientation.left
|| img.imageOrientation == UIImageOrientation.leftMirrored
|| img.imageOrientation == UIImageOrientation.right
|| img.imageOrientation == UIImageOrientation.rightMirrored
) {
ctx.draw(img.cgImage!, in: CGRect(x:0,y:0,width:img.size.height,height:img.size.width))
} else {
ctx.draw(img.cgImage!, in: CGRect(x:0,y:0,width:img.size.width,height:img.size.height))
}
// And now we just create a new UIImage from the drawing context
let cgimg:CGImage = ctx.makeImage()!
let imgEnd:UIImage = UIImage(cgImage: cgimg)
return imgEnd
}
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2016-10-13 19:06:58
Użyłem tej strony podczas projektowania mojej aplikacji, która robi zdjęcia i odkryłem, że następująca metoda poprawi orientację i zużyje mniej pamięci i procesora niż poprzednie odpowiedzi:
CGImageRef cgRef = image.CGImage;
image = [[UIImage alloc] initWithCGImage:cgRef scale:1.0 orientation:UIImageOrientationUp];
To w zasadzie tylko przewija rzeczywiste dane obrazu z nową orientacją. Używałem kodu @an0, ale robi nowy obraz w pamięci, który może być obciążony obrazem 3264x2448, który można dostać z aparatu.
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2013-10-14 14:13:25
Jeśli włączysz edycję, wtedy edytowany obraz (w przeciwieństwie do oryginału) będzie zorientowany zgodnie z oczekiwaniami:
UIImagePickerController *imagePickerController = [[UIImagePickerController alloc] init];
imagePickerController.allowsEditing = YES;
// set delegate and present controller
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
UIImage *photo = [info valueForKey:UIImagePickerControllerEditedImage];
// do whatever
}
Włączenie edycji pozwala użytkownikowi zmienić rozmiar i przenieść obraz przed dotknięciem "Użyj zdjęcia"
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2014-03-04 18:59:16
To, co znalazłem do naprawy problemu orientacji
UIImage *initialImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
NSData *data = UIImagePNGRepresentation(self.initialImage);
UIImage *tempImage = [UIImage imageWithData:data];
UIImage *fixedOrientationImage = [UIImage imageWithCGImage:tempImage.CGImage
scale:initialImage.scale
orientation:self.initialImage.imageOrientation];
initialImage = fixedOrientationImage;
EDIT:
UIImage *initialImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
NSData *data = UIImagePNGRepresentation(self.initialImage);
initialImage = [UIImage imageWithCGImage:[UIImage imageWithData:data].CGImage
scale:initialImage.scale
orientation:self.initialImage.imageOrientation];
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2013-09-04 11:20:54
Aktualizacja dla Swift 3.1 na podstawie odpowiedzi Sourabh Sharma
, z wyczyszczeniem kodu.
extension UIImage {
func fixedOrientation() -> UIImage {
if imageOrientation == .up { return self }
var transform:CGAffineTransform = .identity
switch imageOrientation {
case .down, .downMirrored:
transform = transform.translatedBy(x: size.width, y: size.height).rotated(by: .pi)
case .left, .leftMirrored:
transform = transform.translatedBy(x: size.width, y: 0).rotated(by: .pi/2)
case .right, .rightMirrored:
transform = transform.translatedBy(x: 0, y: size.height).rotated(by: -.pi/2)
default: break
}
switch imageOrientation {
case .upMirrored, .downMirrored:
transform = transform.translatedBy(x: size.width, y: 0).scaledBy(x: -1, y: 1)
case .leftMirrored, .rightMirrored:
transform = transform.translatedBy(x: size.height, y: 0).scaledBy(x: -1, y: 1)
default: break
}
let ctx = CGContext(data: nil, width: Int(size.width), height: Int(size.height),
bitsPerComponent: cgImage!.bitsPerComponent, bytesPerRow: 0,
space: cgImage!.colorSpace!, bitmapInfo: cgImage!.bitmapInfo.rawValue)!
ctx.concatenate(transform)
switch imageOrientation {
case .left, .leftMirrored, .right, .rightMirrored:
ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.height,height: size.width))
default:
ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.width,height: size.height))
}
return UIImage(cgImage: ctx.makeImage()!)
}
}
Przykład metody Picker delegate:
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any]) {
guard let originalImage = info[UIImagePickerControllerOriginalImage] as? UIImage else { return }
let fixedImage = originalImage.fixedOrientation()
// do your work
}
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2017-04-03 10:01:03
Tutaj jest rozszerzenie UIImage w Swift 2 na podstawie zaakceptowanej odpowiedzi przez @ Anomie. Używa wyraźniejszej obudowy przełącznika. Bierze również pod uwagę opcjonalną wartość zwracaną przez CGBitmapContextCreateImage()
.
extension UIImage {
func rotateImageByOrientation() -> UIImage {
// No-op if the orientation is already correct
guard self.imageOrientation != .Up else {
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 = CGAffineTransformIdentity;
switch (self.imageOrientation) {
case .Down, .DownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
case .Left, .LeftMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
case .Right, .RightMirrored:
transform = CGAffineTransformTranslate(transform, 0, self.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2))
default:
break
}
switch (self.imageOrientation) {
case .UpMirrored, .DownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
case .LeftMirrored, .RightMirrored:
transform = CGAffineTransformTranslate(transform, self.size.height, 0)
transform = CGAffineTransformScale(transform, -1, 1)
default:
break
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
let ctx = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage).rawValue)
CGContextConcatCTM(ctx, transform)
switch (self.imageOrientation) {
case .Left, .LeftMirrored, .Right, .RightMirrored:
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
default:
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
}
// And now we just create a new UIImage from the drawing context
if let cgImage = CGBitmapContextCreateImage(ctx) {
return UIImage(CGImage: cgImage)
} else {
return self
}
}
}
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2016-03-14 09:46:05
Oto rozszerzenie UIImage dla swift:
extension UIImage {
func fixOrientation() -> UIImage {
// No-op if the orientation is already correct
if ( self.imageOrientation == UIImageOrientation.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 = CGAffineTransformIdentity
if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
}
if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
}
if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
transform = CGAffineTransformTranslate(transform, 0, self.size.height);
transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2));
}
if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
}
if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
var ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage));
CGContextConcatCTM(ctx, transform)
if ( self.imageOrientation == UIImageOrientation.Left ||
self.imageOrientation == UIImageOrientation.LeftMirrored ||
self.imageOrientation == UIImageOrientation.Right ||
self.imageOrientation == UIImageOrientation.RightMirrored ) {
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
} else {
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
}
// And now we just create a new UIImage from the drawing context and return it
return UIImage(CGImage: CGBitmapContextCreateImage(ctx))!
}
}
Na podstawie wcześniejszej pracy MetalHeart2003..
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2015-06-25 10:32:21
Swift 4.1 wersja rozwiązania @an0
:
extension UIImage {
func upOrientationImage() -> UIImage? {
switch imageOrientation {
case .up:
return self
default:
UIGraphicsBeginImageContextWithOptions(size, false, scale)
draw(in: CGRect(origin: .zero, size: size))
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return result
}
}
}
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2018-04-19 08:38:22
Doświadczyłem tego problemu z obrazami pobranymi z aparatu lub zapisanymi w rolce aparatu, które są pobierane z aparatu. Obrazy pobrane w bibliotece zdjęć z przeglądarki safari nie obracają się po przesłaniu.
Udało mi się rozwiązać ten problem, wykonując dane obrazu w FORMACIE JPEG przed przesłaniem.
let image = info[UIImagePickerControllerOriginalImage] as! UIImage
let data = UIImageJPEGRepresentation(image, 1.0)
Możemy teraz użyć danych do przesłania, a obraz nie zostanie obrócony po przesłaniu.
Mam nadzieję, że to zadziała.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
2017-11-09 15:54:45
Jeśli rozumiem, to co chcesz zrobić, to zignorować orientację interfejsu? Jeśli tak to możesz to zrobić: -
//image is your original image
image = [UIImage imageWithCGImage:[image CGImage]
scale:[image scale]
orientation: UIImageOrientationUp];
Lub w języku Swift:-
image = UIImage(CGImage: image.CGImage!, scale: image.scale, orientation:.Up)
To rozwiązało mój problem z przycinaniem.. Hope, tego właśnie szukasz..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
2016-06-25 04:57:11
Wersja Swift 3 oparta na @jake1981, który wziął ją od @ MetalHeart2003
extension UIImage {
func fixOrientation() -> UIImage {
// No-op if the orientation is already correct
if ( self.imageOrientation == UIImageOrientation.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 = CGAffineTransform.identity
if ( self.imageOrientation == UIImageOrientation.down || self.imageOrientation == UIImageOrientation.downMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: self.size.height)
transform = transform.rotated(by: CGFloat(M_PI))
}
if ( self.imageOrientation == UIImageOrientation.left || self.imageOrientation == UIImageOrientation.leftMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: 0)
transform = transform.rotated(by: CGFloat(M_PI_2))
}
if ( self.imageOrientation == UIImageOrientation.right || self.imageOrientation == UIImageOrientation.rightMirrored ) {
transform = transform.translatedBy(x: 0, y: self.size.height);
transform = transform.rotated(by: CGFloat(-M_PI_2));
}
if ( self.imageOrientation == UIImageOrientation.upMirrored || self.imageOrientation == UIImageOrientation.downMirrored ) {
transform = transform.translatedBy(x: self.size.width, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
}
if ( self.imageOrientation == UIImageOrientation.leftMirrored || self.imageOrientation == UIImageOrientation.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 == UIImageOrientation.left ||
self.imageOrientation == UIImageOrientation.leftMirrored ||
self.imageOrientation == UIImageOrientation.right ||
self.imageOrientation == UIImageOrientation.rightMirrored ) {
ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: self.size.height, height: self.size.width))
} else {
ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 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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2016-09-27 07:13:51