¿Cómo rotar una UIImage 90 grados?
Tengo un UIImage
modelo UIImageOrientationUp
(retrato) que me gustaría girar 90 grados en el sentido contrario a las agujas del reloj (a modo horizontal). No quiero usar un CGAffineTransform
. Quiero que los píxeles de UIImage
realmente cambien de posición. Estoy usando un bloque de código (que se muestra a continuación) originalmente destinado a cambiar el tamaño de a UIImage
para hacer esto. Establecí un tamaño objetivo como el tamaño actual de UIImage
pero aparece un error:
(Error): CGBitmapContextCreate: bytes/fila de datos no válidos: debe ser al menos 1708 para 8 bits enteros/componente, 3 componentes, kCGImageAlphaPremultipliedLast.
(No recibo un error cada vez que proporciono un tamaño MÁS PEQUEÑO como tamaño objetivo, por cierto). ¿Cómo puedo GIRAR mis UIImage
90 grados en sentido antihorario usando solo las funciones gráficas principales y al mismo tiempo conservar el tamaño actual?
-(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;
}
Creo que la forma más fácil (y también segura para subprocesos) es hacer:
//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];
Nota: Como dijo Brainware , esto solo modifica los datos de orientación de la imagen; los datos de píxeles no se modifican. Para algunas aplicaciones, esto puede no ser suficiente.
O en Swift:
guard
let landscapeImage = UIImage(named: "imgname"),
let landscapeCGImage = landscapeImage.cgImage
else { return }
let portraitImage = UIImage(cgImage: landscapeCGImage, scale: landscapeImage.scale, orientation: .right)
Consulte el código simple e impresionante de Hardy Macia en: cortar-escalar-y-rotar-uiimages
Solo llama
UIImage *rotatedImage = [originalImage imageRotatedByDegrees:90.0];
Gracias Hardy Macia!
Encabezamiento:
- **(UIImage *)imageAtRect:(CGRect)rect;**
- **(UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;**
- **(UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;**
- **(UIImage *)imageByScalingToSize:(CGSize)targetSize;**
- **(UIImage *)imageRotatedByRadians:(CGFloat)radians;**
- **(UIImage *)imageRotatedByDegrees:(CGFloat)degrees;**
Dado que el enlace puede morir, aquí está el código completo.
//
// UIImage-Extensions.h
//
// Created by Hardy Macia on 7/1/09.
// Copyright 2009 Catamount Software. All rights reserved.
//
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
@interface UIImage (CS_Extensions)
- (UIImage *)imageAtRect:(CGRect)rect;
- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;
- (UIImage *)imageByScalingToSize:(CGSize)targetSize;
- (UIImage *)imageRotatedByRadians:(CGFloat)radians;
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;
@end;
//
// UIImage-Extensions.m
//
// Created by Hardy Macia on 7/1/09.
// Copyright 2009 Catamount Software. All rights reserved.
//
#import "UIImage-Extensions.h"
CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;};
CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;};
@implementation UIImage (CS_Extensions)
-(UIImage *)imageAtRect:(CGRect)rect
{
CGImageRef imageRef = CGImageCreateWithImageInRect([self CGImage], rect);
UIImage* subImage = [UIImage imageWithCGImage: imageRef];
CGImageRelease(imageRef);
return subImage;
}
- (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor < heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor < heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor < heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor > heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageByScalingToSize:(CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
// CGSize imageSize = sourceImage.size;
// CGFloat width = imageSize.width;
// CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
// CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(@"could not scale image");
return newImage ;
}
- (UIImage *)imageRotatedByRadians:(CGFloat)radians
{
return [self imageRotatedByDegrees:RadiansToDegrees(radians)];
}
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees
{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,self.size.width, self.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
[rotatedViewBox release];
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
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;
}
@end;