How to Rotate a UIImage 90 degrees?

2018-12-31 09:49发布

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 to use a CGAffineTransform. I want the pixels of the UIImage to actually shift position. I am using a block of code (shown below) originally intended to resize a UIImage to do this. I set a target size as the current size of the UIImage but I get an error:

(Error): CGBitmapContextCreate: invalid data bytes/row: should be at least 1708 for 8 integer bits/component, 3 components, kCGImageAlphaPremultipliedLast.

(I don't get an error whenever I provide a SMALLER size as the target size BTW). How can I ROTATE my UIImage 90 degrees CCW using just core graphics functions while preserving the current size?

-(UIImage*)reverseImageByScalingToSize:(CGSize)targetSize:(UIImage*)anImage
{
    UIImage* sourceImage = anImage; 
    CGFloat targetWidth = targetSize.height;
    CGFloat targetHeight = targetSize.width;

    CGImageRef imageRef = [sourceImage CGImage];
    CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
    CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);

    if (bitmapInfo == kCGImageAlphaNone) {
        bitmapInfo = kCGImageAlphaNoneSkipLast;
    }

    CGContextRef bitmap;

    if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) {
        bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);

    } else {


        bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);

    }       


    if (sourceImage.imageOrientation == UIImageOrientationRight) {
        CGContextRotateCTM (bitmap, radians(90));
        CGContextTranslateCTM (bitmap, 0, -targetHeight);

    } else if (sourceImage.imageOrientation == UIImageOrientationLeft) {
        CGContextRotateCTM (bitmap, radians(-90));
        CGContextTranslateCTM (bitmap, -targetWidth, 0);

    } else if (sourceImage.imageOrientation == UIImageOrientationDown) {
        // NOTHING
    } else if (sourceImage.imageOrientation == UIImageOrientationUp) {
        CGContextRotateCTM (bitmap, radians(90));
        CGContextTranslateCTM (bitmap, 0, -targetHeight);
    }

    CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef);
    CGImageRef ref = CGBitmapContextCreateImage(bitmap);
    UIImage* newImage = [UIImage imageWithCGImage:ref];

    CGContextRelease(bitmap);
    CGImageRelease(ref);

    return newImage; 
}

19条回答
心情的温度
2楼-- · 2018-12-31 10:23

A thread safe rotation function is the following (it works much better):

-(UIImage*)imageByRotatingImage:(UIImage*)initImage fromImageOrientation:(UIImageOrientation)orientation
{
CGImageRef imgRef = initImage.CGImage;

CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);

CGAffineTransform transform = CGAffineTransformIdentity;
CGRect bounds = CGRectMake(0, 0, width, height);
CGSize imageSize = CGSizeMake(CGImageGetWidth(imgRef), CGImageGetHeight(imgRef));
CGFloat boundHeight;
UIImageOrientation orient = orientation;
switch(orient) {

    case UIImageOrientationUp: //EXIF = 1
        return initImage;
        break;

    case UIImageOrientationUpMirrored: //EXIF = 2
        transform = CGAffineTransformMakeTranslation(imageSize.width, 0.0);
        transform = CGAffineTransformScale(transform, -1.0, 1.0);
        break;

    case UIImageOrientationDown: //EXIF = 3
        transform = CGAffineTransformMakeTranslation(imageSize.width, imageSize.height);
        transform = CGAffineTransformRotate(transform, M_PI);
        break;

    case UIImageOrientationDownMirrored: //EXIF = 4
        transform = CGAffineTransformMakeTranslation(0.0, imageSize.height);
        transform = CGAffineTransformScale(transform, 1.0, -1.0);
        break;

    case UIImageOrientationLeftMirrored: //EXIF = 5
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeTranslation(imageSize.height, imageSize.width);
        transform = CGAffineTransformScale(transform, -1.0, 1.0);
        transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
        break;

    case UIImageOrientationLeft: //EXIF = 6
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeTranslation(0.0, imageSize.width);
        transform = CGAffineTransformRotate(transform, 3.0 * M_PI / 2.0);
        break;

    case UIImageOrientationRightMirrored: //EXIF = 7
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeScale(-1.0, 1.0);
        transform = CGAffineTransformRotate(transform, M_PI / 2.0);
        break;

    case UIImageOrientationRight: //EXIF = 8
        boundHeight = bounds.size.height;
        bounds.size.height = bounds.size.width;
        bounds.size.width = boundHeight;
        transform = CGAffineTransformMakeTranslation(imageSize.height, 0.0);
        transform = CGAffineTransformRotate(transform, M_PI / 2.0);
        break;

    default:
        [NSException raise:NSInternalInconsistencyException format:@"Invalid image orientation"];

}
// Create the bitmap context
CGContextRef    context = NULL;
void *          bitmapData;
int             bitmapByteCount;
int             bitmapBytesPerRow;

// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow   = (bounds.size.width * 4);
bitmapByteCount     = (bitmapBytesPerRow * bounds.size.height);
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
    return nil;
}

// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
CGColorSpaceRef colorspace = CGImageGetColorSpace(imgRef);
context = CGBitmapContextCreate (bitmapData,bounds.size.width,bounds.size.height,8,bitmapBytesPerRow,
                                 colorspace, kCGBitmapAlphaInfoMask & kCGImageAlphaPremultipliedLast);

if (context == NULL)
    // error creating context
    return nil;

CGContextScaleCTM(context, -1.0, -1.0);
CGContextTranslateCTM(context, -bounds.size.width, -bounds.size.height);

CGContextConcatCTM(context, transform);

// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(context, CGRectMake(0,0,width, height), imgRef);

CGImageRef imgRef2 = CGBitmapContextCreateImage(context);
CGContextRelease(context);
free(bitmapData);
UIImage * image = [UIImage imageWithCGImage:imgRef2 scale:initImage.scale orientation:UIImageOrientationUp];
CGImageRelease(imgRef2);
return image;
}
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骚的不知所云
3楼-- · 2018-12-31 10:24

As strange as this seems, the following code solved the problem for me:

+ (UIImage*)unrotateImage:(UIImage*)image {
    CGSize size = image.size;
    UIGraphicsBeginImageContext(size);
    [image drawInRect:CGRectMake(0,0,size.width ,size.height)];
    UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();

    return newImage;
}
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姐姐魅力值爆表
4楼-- · 2018-12-31 10:25

Here is a Swift extension to UIImage that rotates the image by any arbitrary angle. Use it like this: let rotatedImage = image.rotated(byDegrees: degree). I used the Objective-C code in one of the other answers and removed a few lines that we incorrect (rotated box stuff) and turned it into an extension for UIImage.

extension UIImage {

func rotate(byDegrees degree: Double) -> UIImage {
    let radians = CGFloat(degree*M_PI)/180.0 as CGFloat
    let rotatedSize = self.size
    let scale = UIScreen.mainScreen().scale
    UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
    let 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 );
    let newImage = UIGraphicsGetImageFromCurrentImageContext()

    return newImage
}
}
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倾城一夜雪
5楼-- · 2018-12-31 10:26

resize-a-uiimage-the-right-way explains some of the issues many code samples for doing this have, and has some code snippets to help deal with UIImages - the private helper method in UIImage+resize.m accepts a transform to allow rotation, so you'd just need to expose that as a public interface.

// Returns a copy of the image that has been transformed using the given affine transform and scaled to the new size
// The new image's orientation will be UIImageOrientationUp, regardless of the current image's orientation
// If the new size is not integral, it will be rounded up
- (UIImage *)resizedImage:(CGSize)newSize
                transform:(CGAffineTransform)transform
           drawTransposed:(BOOL)transpose
     interpolationQuality:(CGInterpolationQuality)quality {
    CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
    CGRect transposedRect = CGRectMake(0, 0, newRect.size.height, newRect.size.width);
    CGImageRef imageRef = self.CGImage;

    // Build a context that's the same dimensions as the new size
    CGContextRef bitmap = CGBitmapContextCreate(NULL,
                                                newRect.size.width,
                                                newRect.size.height,
                                                CGImageGetBitsPerComponent(imageRef),
                                                0,
                                                CGImageGetColorSpace(imageRef),
                                                CGImageGetBitmapInfo(imageRef));

    // Rotate and/or flip the image if required by its orientation
    CGContextConcatCTM(bitmap, transform);

    // Set the quality level to use when rescaling
    CGContextSetInterpolationQuality(bitmap, quality);

    // Draw into the context; this scales the image
    CGContextDrawImage(bitmap, transpose ? transposedRect : newRect, imageRef);

    // Get the resized image from the context and a UIImage
    CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
    UIImage *newImage = [UIImage imageWithCGImage:newImageRef];

    // Clean up
    CGContextRelease(bitmap);
    CGImageRelease(newImageRef);

    return newImage;
}

This is the license from that file:

// Created by Trevor Harmon on 8/5/09.
// Free for personal or commercial use, with or without modification.
// No warranty is expressed or implied.
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浅入江南
6楼-- · 2018-12-31 10:29

I believe the easiest way (and thread safe too) is to do:

//assume that the image is loaded in landscape mode from disk
UIImage * landscapeImage = [UIImage imageNamed:imgname];
UIImage * portraitImage = [[UIImage alloc] initWithCGImage: landscapeImage.CGImage
                                                     scale: 1.0
                                               orientation: UIImageOrientationRight];

Note: As Brainware said this only modifies the orientation data of the image - the pixel data is untouched. For some applications, this may not be enough.

Or in Swift:

let portraitImage  : UIImage = UIImage(CGImage: landscapeImage.CGImage ,
            scale: 1.0 ,
            orientation: UIImageOrientation.Right)
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