I'm developing an iOS app for iPad. Is there any way to rotate a UIImage 90º and then add it to a UIImageView? I've tried a lot of different codes but none worked...
Thanks!
I'm developing an iOS app for iPad. Is there any way to rotate a UIImage 90º and then add it to a UIImageView? I've tried a lot of different codes but none worked...
Thanks!
You may rotate UIImageView
itself with:
UIImageView *iv = [[UIImageView alloc] initWithImage:image];
iv.transform = CGAffineTransformMakeRotation(M_PI_2);
Or if you really want to change image, you may use code from this answer, it works.
To rotate the pixels you can use the following. This creates an intermediate UIImage with rotated metadata and renders it into a image context with width/height dimensions transposed. The resulting image has the pixels rotated (i.e the underlying CGImage)
- (UIImage*)rotateUIImage:(UIImage*)sourceImage clockwise:(BOOL)clockwise
{
CGSize size = sourceImage.size;
UIGraphicsBeginImageContext(CGSizeMake(size.height, size.width));
[[UIImage imageWithCGImage:[sourceImage CGImage] scale:1.0 orientation:clockwise ? UIImageOrientationRight : UIImageOrientationLeft] drawInRect:CGRectMake(0,0,size.height ,size.width)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
There are other possible values that can be passed for the orientation parameter to achieve 180 degree rotation and flips etc.
This will rotate an image by any given degrees.
Note this works 2x and 3x retina as well
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees {
CGFloat radians = DegreesToRadians(degrees);
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0, self.size.width, self.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(radians);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
UIGraphicsBeginImageContextWithOptions(rotatedSize, NO, [[UIScreen mainScreen] scale]);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
CGContextRotateCTM(bitmap, radians);
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;
}
There is also imageWithCIImage:scale:orientation
if you wanted to rotate the UIImage
not the UIImageView
with one of these orientations:
typedef enum {
UIImageOrientationUp,
UIImageOrientationDown, // 180 deg rotation
UIImageOrientationLeft, // 90 deg CW
UIImageOrientationRight, // 90 deg CCW
UIImageOrientationUpMirrored, // vertical flip
UIImageOrientationDownMirrored, // horizontal flip
UIImageOrientationLeftMirrored, // 90 deg CW then perform horizontal flip
UIImageOrientationRightMirrored, // 90 deg CCW then perform vertical flip
} UIImageOrientation;
Here is the swift version of @RyanG's Objective C code as an extension to UIImage:
extension UIImage {
func rotate(byDegrees degree: Double) -> UIImage {
let radians = CGFloat(degree*M_PI)/180.0 as CGFloat
let rotatedViewBox = UIView(frame: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
let t = CGAffineTransform(rotationAngle: radians)
rotatedViewBox.transform = t
let rotatedSize = rotatedViewBox.frame.size
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
let bitmap = UIGraphicsGetCurrentContext()
CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
bitmap!.rotate(by: radians);
bitmap!.scaleBy(x: 1.0, y: -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2 , self.size.width, self.size.height), self.CGImage );
let newImage = UIGraphicsGetImageFromCurrentImageContext()
return newImage
}
}
The usage is image.rotate(degree)
.
UIImage *img = [UIImage imageWithName@"aaa.png"];
UIImage *image = [UIImage imageWithCGImage:img.CGImage scale:1.0 orientation:UIImageOrientationRight];
With Swift, you can rotate an image by doing:
var image: UIImage = UIImage(named: "headerBack.png")
var imageRotated: UIImage = UIImage(CGImage: image.CGImage, scale:1, orientation: UIImageOrientation.UpMirrored)
Another way of doing this would be to render the UIImage again using Core Graphics.
Once you have the context, use CGContextRotateCTM
.
More info on this Apple Doc
Thanks Jason Crocker this solved my problem. Only one minor correction, interchange height and width in both locations and no distortion occurs, ie,
UIGraphicsBeginImageContext(CGSizeMake(size.width, size.height));
[[UIImage imageWithCGImage:[sourceImage CGImage] scale:1.0 orientation:clockwise ? UIImageOrientationRight : UIImageOrientationLeft] drawInRect:CGRectMake(0,0,size.width,size.height)];
My problem could not be solved by CGContextRotateCTM, I don't know why. My issue is that I'm transmitting my image to a server and it was alway displayed off by 90 degrees. You can easily test if your images are going to work in the non apple world by copying the image to an MS Office Program that you are running on your mac.
This is what i've done when i wanted to change the orientation of an image (rotate 90 degree clockwise).
//Checking for the orientation ie, image taken from camera is in portrait or not.
if(yourImage.imageOrientation==3)
{
//Image is in portrait mode.
yourImage=[self imageToRotate:yourImage RotatedByDegrees:90.0];
}
- (UIImage *)image:(UIImage *)imageToRotate RotatedByDegrees:(CGFloat)degrees
{
CGFloat radians = degrees * (M_PI / 180.0);
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0, image.size.height, image.size.width)];
CGAffineTransform t = CGAffineTransformMakeRotation(radians);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
UIGraphicsBeginImageContextWithOptions(rotatedSize, NO, [[UIScreen mainScreen] scale]);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(bitmap, rotatedSize.height / 2, rotatedSize.width / 2);
CGContextRotateCTM(bitmap, radians);
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-image.size.width / 2, -image.size.height / 2 , image.size.height, image.size.width), image.CGImage );
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
The rotated image may be of size >= 15MB (from my experience). So you should compress it and use it. Otherwise, you may met with crash causing memory pressure. Code I used for compressing is given below.
NSData *imageData = UIImageJPEGRepresentation(yourImage, 1);
//1 - it represents the quality of the image.
NSLog(@"Size of Image(bytes):%d",[imageData length]);
//Here I used a loop because my requirement was, the image size should be <= 4MB.
//So put an iteration for more than 1 time upto when the image size is gets <= 4MB.
for(int loop=0;loop<100;loop++)
{
if([imageData length]>=4194304) //4194304 = 4MB in bytes.
{
imageData=UIImageJPEGRepresentation(yourImage, 0.3);
yourImage=[[UIImage alloc]initWithData:imageData];
}
else
{
NSLog(@"%d time(s) compressed.",loop);
break;
}
}
Now your yourImage
can be used for anywhere..
Happy coding...