– (UIImage *)rotatedImage:(UIImage *)imageToRotate withRotion:(NSInteger)rotation
{
CGFloat rotationAngle = rotation * M_PI / 180;
CGSize imageSize = imageToRotate.size;
// Image size after the transformation
CGSize outputSize = [self sizeForRotatedImage:imageToRotate withRotation:rotation];
CGSize absoluteOutputSize = CGSizeAbsolute(outputSize);
UIImage *outputImage = nil;
// Create the bitmap context
UIGraphicsBeginImageContext(absoluteOutputSize);
CGContextRef imageContextRef = UIGraphicsGetCurrentContext();
// Set the anchor point to {0.5, 0.5}
CGContextTranslateCTM(imageContextRef, .5 * absoluteOutputSize.width, .5 * absoluteOutputSize.height);
// Apply rotation
CGContextRotateCTM(imageContextRef, rotationAngle);
// Draw the current image
CGContextScaleCTM(imageContextRef, 1.0, -1.0);
CGContextDrawImage(imageContextRef, (CGRect) {{-(.5 * imageSize.width), -(.5 * imageSize.height)}, imageSize}, imageToRotate.CGImage);
outputImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return outputImage;
}
– (CGSize)sizeForRotatedImage:(UIImage *)imageToRotate withRotation:(NSInteger)rotation
{
if (imageToRotate == nil) {
return CGSizeMake(0, 0);
}
CGFloat rotationAngle = rotation * M_PI / 180;
CGSize imageSize = imageToRotate.size;
// Image size after the transformation
CGSize outputSize = CGSizeApplyAffineTransform(imageSize, CGAffineTransformMakeRotation(rotationAngle));
return outputSize;
}
一。在draw的时候判断图片方向
二。把方向数据干掉:
- (UIImage *)fixOrientation:(UIImage *)aImage {
// No-op if the orientation is already correct
if (aImage.imageOrientation == UIImageOrientationUp)
return aImage;
// 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 (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;
}