I am testing my iPhone application on an iOS 3.1.3 iPhone. I am selecting/capturing an image using a UIImagePickerController
:
UIImagePickerCont
Here is an UIImage extension in Swift 2 based on the accepted answer by @Anomie. It uses a clearer switch case. It also takes the optional value returned by CGBitmapContextCreateImage()
into consideration.
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
}
}
}