– (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; }