Reputation: 725
What I want to do is take a snapshot from my camera , send it to a server and then the server sends me back the image on a viewController. If the image is in portrait mode the image appears well on screen , however if the image was taken in landscape mode the image appears streched on the screen(as it tries to appear on portrait mode!). I dont know how to fix this but i guess one solution is first to check if the image is in portrait/landscape mode and then if it is on landscape mode rotate it by 90degrees before showing it on screen. So how could i do that?
Upvotes: 50
Views: 95224
Reputation: 71
If you just want an image rotated to 90 degree in any direction, this would may be help:
let yourImage = ...
let rotatedImage = UIImage(cgImage: yourImage.cgImage!, scale: 1.0, orientation: .left)
Instead of .left
use .right
for opposite 90 degree direction.
Upvotes: 0
Reputation: 1284
I got an error trying this in XCode 6.3 Swift 1.2
self.imageview.transform = CGAffineTransformMakeRotation(M_PI_2);
You should try this to force type cast fix:
self.imageview.transform = CGAffineTransformMakeRotation(CGFloat(M_PI_2));
Swift 4 Edit
imageview.transform = CGAffineTransform(rotationAngle: .pi/2)
Upvotes: 6
Reputation: 4008
Doing it in the Image
Level, in Swift 5:
extension UIImage{
func imageRotated(by radian: CGFloat) -> UIImage{
let rotatedSize = CGRect(origin: .zero, size: size)
.applying(CGAffineTransform(rotationAngle: radian))
.integral.size
UIGraphicsBeginImageContext(rotatedSize)
if let context = UIGraphicsGetCurrentContext() {
let origin = CGPoint(x: rotatedSize.width / 2.0,
y: rotatedSize.height / 2.0)
context.translateBy(x: origin.x, y: origin.y)
context.rotate(by: radian)
draw(in: CGRect(x: -origin.y, y: -origin.x,
width: size.width, height: size.height))
let rotatedImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return rotatedImage ?? self
}
return self
}
}
Upvotes: 1
Reputation: 427
If you are looking to save image then you need to rotate picture context not the view. I have used provided examples above but they did not work well when centering the image. So I have enhanced and fixed as follows :
func imageRotatedByDegrees(deg degrees: CGFloat) -> UIImage {
UIGraphicsBeginImageContext(CGSize(width: self.size.height, height: self.size.width))
let bitmap: CGContext = UIGraphicsGetCurrentContext()!
// Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap.translateBy(x: self.size.width / 2, y: self.size.height / 2)
// Rotate the image context
bitmap.rotate(by: (degrees * CGFloat(Double.pi / 180)))
// Now, draw the rotated/scaled image into the context
bitmap.scaleBy(x: 1.0, y: -1.0)
let origin = CGPoint(x: -self.size.height / 2, y: -self.size.width / 2)
bitmap.draw(self.cgImage!, in: CGRect(origin: origin, size: CGSize(width: self.size.width, height: self.size.height)))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
Upvotes: 0
Reputation: 2535
self.imageview.transform = CGAffineTransformMakeRotation(M_PI_2);
Swift 4+:
self.imageview.transform = CGAffineTransform(rotationAngle: CGFloat(Double.pi/2))
Upvotes: 131
Reputation: 1163
func imageRotatedByDegrees(oldImage: UIImage, deg degrees: CGFloat) -> UIImage {
let size = oldImage.size
UIGraphicsBeginImageContext(size)
let bitmap: CGContext = UIGraphicsGetCurrentContext()!
//Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap.translateBy(x: size.width / 2, y: size.height / 2)
//Rotate the image context
bitmap.rotate(by: (degrees * CGFloat(Double.pi / 180)))
//Now, draw the rotated/scaled image into the context
bitmap.scaleBy(x: 1.0, y: -1.0)
let origin = CGPoint(x: -size.width / 2, y: -size.width / 2)
bitmap.draw(oldImage.cgImage!, in: CGRect(origin: origin, size: size))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
Use of function
imageRotatedByDegrees(oldImage: yourImage, deg: degree)
Upvotes: 2
Reputation: 1
It´s best only use the bitmap. In my case use a UIImage that is in reference.image and I converted image at base64String. Without CGAffineTransformMakeRotation and without rotatedViewBox.transform
var rotatedSize = reference.image.size;
//Create bitmap context
UIGraphicsBeginImageContext(rotatedSize);
var bitmap = UIGraphicsGetCurrentContext();
//move origin to the middle of the image for rotation
CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
//rotate image context
CGContextRotateCTM(bitmap, 1.5708);
CGContextDrawImage(bitmap, CGRectMake(-reference.image.size.width / 2, -reference.image.size.height / 2, reference.image.size.width, reference.image.size.height), reference.image.CGImage);
var rotatedImage = UIGraphicsGetImageFromCurrentImageContext();
var base64Image = UIImageJPEGRepresentation(rotatedImage, compression).base64EncodedStringWithOptions(0);
UIGraphicsEndImageContext();
return base64Image;
Upvotes: 0
Reputation: 2611
Swift 3 and Swift 4 use .pi instead
eg:
//rotate 90 degrees
myImageView.transform = CGAffineTransform(rotationAngle: .pi / 2)
//rotate 180 degrees
myImageView.transform = CGAffineTransform(rotationAngle: .pi)
//rotate 270 degrees
myImageView.transform = CGAffineTransform(rotationAngle: .pi * 1.5)
Upvotes: 23
Reputation: 14329
Swift 4+.
arrowImageView.transform = CGAffineTransform(rotationAngle: .pi/2)
.pi = 180 degree
.pi/2 = 90 degree
If you want to add with animation
@IBAction func applyTransForm(sender: UIButton) {
sender.isSelected = !sender.isSelected
UIView.animate(withDuration: 1, animations: {
if sender.isSelected {
self.arrowImageView.transform = CGAffineTransform(rotationAngle: .pi)
} else {
self.arrowImageView.transform = CGAffineTransform(rotationAngle: 0)
}
})
}
Output:
Upvotes: 3
Reputation: 2649
Swift 4 | Xcode 9 syntax (please note that this code rotates a UIImageView 90 degrees clockwise, not a UIImage):
myImageView.transform = CGAffineTransform(rotationAngle: CGFloat(Double.pi / 2))
Upvotes: 2
Reputation: 813
Swift 3 version:
imageView.transform = CGAffineTransform(rotationAngle: CGFloat(M_PI_2))
Upvotes: 3
Reputation: 3311
Here is the Swift 2.2 version of The iOSDev answer (in UIImage extension):
func degreesToRadians(degrees: CGFloat) -> CGFloat {
return degrees * CGFloat(M_PI) / 180
}
func imageRotatedByDegrees(degrees: CGFloat) -> UIImage {
// calculate the size of the rotated view's containing box for our drawing space
let rotatedViewBox = UIView(frame: CGRectMake(0,0,self.size.width, self.size.height))
let t = CGAffineTransformMakeRotation(self.degreesToRadians(degrees))
rotatedViewBox.transform = t
let rotatedSize = rotatedViewBox.frame.size
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let 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);
// 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);
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Upvotes: 0
Reputation: 5267
This is the complete code for rotation of image to any degree just add it to appropriate file ie in .m as below where you want to use the image processing
for .m
@interface UIImage (RotationMethods)
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;
@end
@implementation UIImage (RotationMethods)
static CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;};
- (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;
// 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
This is the code snippet form apple's SquareCam example.
To call the above method just use the below code
UIImage *rotatedSquareImage = [square imageRotatedByDegrees:rotationDegrees];
Here the square is one UIImage
and rotationDegrees is one flote
ivar to rotate the image that degrees
Upvotes: 30
Reputation: 8106
- (UIImage *)rotateImage:(UIImage*)image byDegree:(CGFloat)degrees
{
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,image.size.width, image.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
[rotatedViewBox release];
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(bitmap, rotatedSize.width, rotatedSize.height);
CGContextRotateCTM(bitmap, DegreesToRadians(degrees));
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-image.size.width, -image.size.height, image.size.width, image.size.height), [image CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Upvotes: 14
Reputation: 7226
Simply add this code to the image.
Image.transform=CGAffineTransformMakeRotation(M_PI / 2);
Upvotes: 8