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.
Step 1 − Open Xcode→SingleViewApplication→name it RotateImage. Step 2 − Open Main. storyboard, add UIImageView and add 2 buttons as shown below name them ROTATE BY 90 DEGREES AND ROTATE BY 45 DEGREES.
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:
guard
let landscapeImage = UIImage(named: "imgname"),
let landscapeCGImage = landscapeImage.cgImage
else { return }
let portraitImage = UIImage(cgImage: landscapeCGImage, scale: landscapeImage.scale, orientation: .right)
Check out the simple and awesome code of Hardy Macia at: cutting-scaling-and-rotating-uiimages
Just call
UIImage *rotatedImage = [originalImage imageRotatedByDegrees:90.0];
Thanks Hardy Macia!
Header:
- **(UIImage *)imageAtRect:(CGRect)rect;**
- **(UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;**
- **(UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;**
- **(UIImage *)imageByScalingToSize:(CGSize)targetSize;**
- **(UIImage *)imageRotatedByRadians:(CGFloat)radians;**
- **(UIImage *)imageRotatedByDegrees:(CGFloat)degrees;**
Since the link may die, here's the complete code
//
// 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;
What about something like:
static inline double radians (double degrees) {return degrees * M_PI/180;}
UIImage* rotate(UIImage* src, UIImageOrientation orientation)
{
UIGraphicsBeginImageContext(src.size);
CGContextRef context = UIGraphicsGetCurrentContext();
if (orientation == UIImageOrientationRight) {
CGContextRotateCTM (context, radians(90));
} else if (orientation == UIImageOrientationLeft) {
CGContextRotateCTM (context, radians(-90));
} else if (orientation == UIImageOrientationDown) {
// NOTHING
} else if (orientation == UIImageOrientationUp) {
CGContextRotateCTM (context, radians(90));
}
[src drawAtPoint:CGPointMake(0, 0)];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
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;
}
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;
}
I had trouble with ll of the above, including the approved answer. I converted Hardy's category back into a method since all i wanted was to rotate an image. Here's the code and usage:
- (UIImage *)imageRotatedByDegrees:(UIImage*)oldImage deg:(CGFloat)degrees{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,oldImage.size.width, oldImage.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(degrees * M_PI / 180);
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, (degrees * M_PI / 180));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-oldImage.size.width / 2, -oldImage.size.height / 2, oldImage.size.width, oldImage.size.height), [oldImage CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
And the usage:
UIImage *image2 = [self imageRotatedByDegrees:image deg:90];
Thanks Hardy!
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