How to Rotate a UIImage 90 degrees?

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天涯浪人
天涯浪人 2020-11-22 08:45

I have a UIImage that is UIImageOrientationUp (portrait) that I would like to rotate counter-clockwise by 90 degrees (to landscape). I don\'t want

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  • 2020-11-22 09:17

    Swift 3 UIImage extension:

    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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