Reputation: 2466
I'm using the AGImagepickerContoller
which could save multiple images from the camera roll, I am saving this way in the successBlock
:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask ,YES );
NSString *documentsDir = [paths objectAtIndex:0];
NSString *savedImagePath = [documentsDir stringByAppendingPathComponent:[NSString stringWithFormat:@"oneSlotImages%u.png", i]];
ALAssetRepresentation *rep = [[info objectAtIndex: i] defaultRepresentation];
UIImage *image = [UIImage imageWithCGImage:[rep fullResolutionImage]];
//----resize the images
image = [self imageByScalingAndCroppingForSize:image toSize:CGSizeMake(256,256*image.size.height/image.size.width)];
NSData *imageData = UIImagePNGRepresentation(image);
[imageData writeToFile:savedImagePath atomically:YES];
My problem is when saving, and is used loaded in my preview. it looks like this:
What I wanted is to have it like this in the preview:
I have read this iOS UIImagePickerController result image orientation after upload.
But I dont quite understand where I should put it in my code. Hope someone could guide in my problem. Thankyou.
Upvotes: 3
Views: 5901
Reputation: 31
Completely fixed my problem!
I was so frustrated with image orientation also unexpectedly rotating 90degrees in my ImageViews until i changed one line in my code from PNG to JPEG (seems to preserve original orientation data):
I replaced:
let data = UIImagePNGRepresentation(imageView.image!)
With:
let data = UIImageJPEGRepresentation(imageView.image!, 100)
Thanx a million to this related answer by Tomasz Nguyen MFMailComposeViewController image orientation
Hope this helps someone out there :)
Upvotes: 3
Reputation: 4961
Here's the method, pass UIImage of whatever orientation it will return portrait image
-(UIImage*)rotateUIImage:(UIImage*)src {
// No-op if the orientation is already correct
if (src.imageOrientation == UIImageOrientationUp) return src ;
// We need to calculate the proper transformation to make the image upright.
// We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored.
CGAffineTransform transform = CGAffineTransformIdentity;
switch (src.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, src.size.width, src.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, src.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, src.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (src.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, src.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, src.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationUp:
case UIImageOrientationDown:
case UIImageOrientationLeft:
case UIImageOrientationRight:
break;
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
CGContextRef ctx = CGBitmapContextCreate(NULL, src.size.width, src.size.height,
CGImageGetBitsPerComponent(src.CGImage), 0,
CGImageGetColorSpace(src.CGImage),
CGImageGetBitmapInfo(src.CGImage));
CGContextConcatCTM(ctx, transform);
switch (src.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,src.size.height,src.size.width), src.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,src.size.width,src.size.height), src.CGImage);
break;
}
// And now we just create a new UIImage from the drawing context
CGImageRef cgimg = CGBitmapContextCreateImage(ctx);
UIImage *img = [UIImage imageWithCGImage:cgimg];
CGContextRelease(ctx);
CGImageRelease(cgimg);
return img;
}
Upvotes: 9
Reputation: 469
UIImage *temp = [UIImage imageWithCGImage:imgref scale:1.0f orientation:UIImageOrientationUp];
Upvotes: 0
Reputation: 22726
Import that category method and put it before resizing like this .
image = [self fixOrientation]; //Put it like this.
image = [self imageByScalingAndCroppingForSize:image toSize:CGSizeMake(256,256*image.size.height/image.size.width)];
//resize the images
Or you can put it after resizing too like,
//----resize the images
image = [self imageByScalingAndCroppingForSize:image toSize:CGSizeMake(256,256*image.size.height/image.size.width)];
image = [image fixOrientation]; //Put it like this.
Upvotes: 4