I\'m rotating UIImageView using this:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationCurve:UI
OK, I'm answering my own question again, hopefully it will be useful for somebody in future... Coming back to CGImageRotatedByAngle as I previously said it gives almost required effect but coordinate system translation sequence must be slighly altered. And here is the way I got the desired result:
- (CGImageRef)CGImageRotatedByAngle:(CGImageRef)imgRef angle:(CGFloat)angle {
CGFloat angleInRadians = angle * (M_PI / 180);
CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);
CGRect imgRect = CGRectMake(0, 0, width, height);
CGAffineTransform transform = CGAffineTransformMakeRotation(angleInRadians);
CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, transform);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef bmContext = CGBitmapContextCreate(NULL,
rotatedRect.size.width,
rotatedRect.size.height,
8,
0,
colorSpace,
kCGImageAlphaPremultipliedFirst);
CGContextSetAllowsAntialiasing(bmContext, YES);
CGContextSetShouldAntialias(bmContext, YES);
CGContextSetInterpolationQuality(bmContext, kCGInterpolationHigh);
CGColorSpaceRelease(colorSpace);
CGContextTranslateCTM( bmContext, 0.5f * rotatedRect.size.width, 0.5f * rotatedRect.size.height ) ;
CGContextRotateCTM(bmContext, angleInRadians);
CGContextDrawImage(bmContext, CGRectMake(-imgRect.size.width* 0.5f, -imgRect.size.height * 0.5f,
imgRect.size.width,
imgRect.size.height),
imgRef);
CGImageRef rotatedImage = CGBitmapContextCreateImage(bmContext);
CFRelease(bmContext);
[(id)rotatedImage autorelease];
return rotatedImage;
}
Here is swift 4.1 version of heximal's answer.
extension CGImage {
func rotated(by angle: CGFloat) -> CGImage? {
let angleInRadians = angle * .pi / 180
let imgRect = CGRect(x: 0, y: 0, width: width, height: height)
let transform = CGAffineTransform.identity.rotated(by: angleInRadians)
let rotatedRect = imgRect.applying(transform)
let colorSpace = CGColorSpaceCreateDeviceRGB()
guard let bmContext = CGContext(
data: nil,
width: Int(rotatedRect.size.width),
height: Int(rotatedRect.size.height),
bitsPerComponent: 8,
bytesPerRow: 0,
space: colorSpace,
bitmapInfo: CGImageAlphaInfo.premultipliedFirst.rawValue)
else {
return nil
}
bmContext.setAllowsAntialiasing(true)
bmContext.setShouldAntialias(true)
bmContext.interpolationQuality = .high
bmContext.translateBy(x: rotatedRect.size.width * 0.5, y: rotatedRect.size.height * 0.5)
bmContext.rotate(by: angleInRadians)
let drawRect = CGRect(
origin: CGPoint(x: -imgRect.size.width * 0.5, y: -imgRect.size.height * 0.5),
size: imgRect.size)
bmContext.draw(self, in: drawRect)
guard let rotatedImage = bmContext.makeImage() else { return nil }
return rotatedImage
}
}
it works for me , and another way to solve
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees
{
CGRect imgRect = CGRectMake(0, 0, self.size.width, self.size.height);
CGAffineTransform transform = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, transform);
CGSize rotatedSize = rotatedRect.size;
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedRect.size);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
// Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width/2, rotatedSize.height/2);
// Rotate the image context
CGContextRotateCTM(bitmap, DegreesToRadians(degrees));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}