料青山看我应如是
以下是@an 0的答案的一个SWIFT版本:func normalizedImage() -> UIImage {
if (self.imageOrientation == UIImageOrientation.Up) {
return self;
}
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale);
let rect = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
self.drawInRect(rect)
let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
return normalizedImage;}还有一个更一般的职能:func fixOrientation(img:UIImage) -> UIImage {
if (img.imageOrientation == UIImageOrientation.Up) {
return img;
}
UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale);
let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
img.drawInRect(rect)
let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
return normalizedImage;}SWIFT 3版本:func fixOrientation(img: UIImage) -> UIImage {
if (img.imageOrientation == .up) {
return img }
UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale)
let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
img.draw(in: rect)
let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return normalizedImage}
慕丝7291255
A UIImage有财产imageOrientation,它指示UIImageView和其他UIImage使用者旋转原始图像数据。这个标志很有可能被保存到上传的jpeg图像中的EXIF数据,但是您用来查看它的程序没有遵守该标志。旋转UIImage若要在上载时正确显示,可以使用以下类别:UIImage+FixOrientOriented.h@interface UIImage (fixOrientation)- (UIImage *)fixOrientation;@endUIImage+FixOrientOriented.m@implementation UIImage (fixOrientation)- (UIImage *)fixOrientation {
// No-op if the orientation is already correct
if (self.imageOrientation == UIImageOrientationUp) return self;
// 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 (self.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, self.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (self.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, self.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, self.size.width, self.size.height,
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage));
CGContextConcatCTM(ctx, transform);
switch (self.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.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;}@end