如何旋转一个UIImage 90度?

时间:2022-05-26 18:15:53

I have a UIImage that is UIImageOrientationUp (portrait) that I would like to rotate counter-clockwise by 90 degrees (to landscape). I don't want to use a CGAffineTransform. I want the pixels of the UIImage to actually shift position. I am using a block of code (shown below) originally intended to resize a UIImage to do this. I set a target size as the current size of the UIImage but I get an error:

我有一个UIImage, UIImageOrientationUp(竖屏)我想要逆时针旋转90度(到风景)。我不想使用CGAffineTransform。我想要UIImage的像素来改变位置。我正在使用一段代码(如下所示),最初是为了调整UIImage的大小。我设置了一个目标大小作为UIImage的当前大小,但我有一个错误:

(Error): CGBitmapContextCreate: invalid data bytes/row: should be at least 1708 for 8 integer bits/component, 3 components, kCGImageAlphaPremultipliedLast.

(错误):CGBitmapContextCreate:无效的数据字节/行:对于8个整数位/组件,应该至少是1708,3个组件,kCGImageAlphaPremultipliedLast。

(I don't get an error whenever I provide a SMALLER size as the target size BTW). How can I ROTATE my UIImage 90 degrees CCW using just core graphics functions while preserving the current size?

(当我提供较小的尺寸作为目标尺寸时,我不会出错。)如何在保留当前大小的同时,仅使用核心图形功能旋转我的UIImage 90度CCW ?

-(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; 
}

18 个解决方案

#1


82  

What about something like:

什么东西:

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;
}

#2


399  

I believe the easiest way (and thread safe too) is to do:

我相信最简单的方法(也是线程安全的)是:

//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.

注意:正如Brainware所说,这只是修改了图像的方向数据——像素数据没有被改动过。对于某些应用程序来说,这可能还不够。

Or in Swift:

或者在迅速:

let portraitImage  : UIImage = UIImage(CGImage: landscapeImage.CGImage ,
            scale: 1.0 ,
            orientation: UIImageOrientation.Right)

#3


105  

Check out the simple and awesome code of Hardy Macia at: cutting-scaling-and-rotating-uiimages

看看哈代玛卡亚的简单而可怕的代码:裁剪-缩放-旋转-uiimage。

Just call

就叫

UIImage *rotatedImage = [originalImage imageRotatedByDegrees:90.0];

Thanks Hardy Macia!

谢谢哈代Macia !

Header:

标题:

  • (UIImage *)imageAtRect:(CGRect)rect;
  • (用户界面图像*)imageAtRect:(CGRect中)矩形;
  • (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
  • (用户界面图像*)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
  • (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;
  • (用户界面图像*)imageByScalingProportionallyToSize:(CGSize)targetSize;
  • (UIImage *)imageByScalingToSize:(CGSize)targetSize;
  • (用户界面图像*)imageByScalingToSize:(CGSize)targetSize;
  • (UIImage *)imageRotatedByRadians:(CGFloat)radians;
  • (用户界面图像*)imageRotatedByRadians:(CGFloat)弧度;
  • (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;
  • (用户界面图像*)imageRotatedByDegrees:(CGFloat)度;

Since the link may die, here's the complete code

因为链接可能会死,这是完整的代码。

//
//  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;

#4


30  

As strange as this seems, the following code solved the problem for me:

奇怪的是,下面的代码帮我解决了这个问题:

+ (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;
}

#5


29  

A thread safe rotation function is the following (it works much better):

一个线程安全旋转函数如下(它工作得更好):

-(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;
}

#6


16  

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:

我对上面的ll有问题,包括认可的答案。我把哈代的分类转换成一个方法,因为我想要的是旋转一个图像。下面是代码和用法:

- (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:

和用法:

UIImage *image2 = [self imageRotatedByDegrees:image deg:90];

Thanks Hardy!

谢谢哈!

#7


12  

Rotate Image by 90 degree (clockwise/anti-clockwise direction)

旋转图像90度(顺时针/逆时针方向)

Function call -

函数调用,

 UIImage *rotatedImage = [self rotateImage:originalImage clockwise:YES];

Implementation:

实现:

- (UIImage*)rotateImage:(UIImage*)sourceImage clockwise:(BOOL)clockwise
  {
    CGSize size = sourceImage.size;
    UIGraphicsBeginImageContext(CGSizeMake(size.height, size.width));
    [[UIImage imageWithCGImage:[sourceImage CGImage]
                         scale:1.0
                   orientation:clockwise ? UIImageOrientationRight : UIImageOrientationLeft]
                   drawInRect:CGRectMake(0,0,size.height ,size.width)];

   UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
   UIGraphicsEndImageContext();

   return newImage;
  }

#8


6  

If you want to add a photo rotate button that'll keep rotating the photo in 90 degree increments, here you go. (finalImage is a UIImage that's already been created elsewhere.)

如果你想要添加一个照片旋转按钮,它会以90度的增量持续旋转照片,在这里。(finalImage是已经在其他地方创建的UIImage。)

- (void)rotatePhoto {
    UIImage *rotatedImage;

    if (finalImage.imageOrientation == UIImageOrientationRight)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationDown];
    else if (finalImage.imageOrientation == UIImageOrientationDown)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationLeft];
    else if (finalImage.imageOrientation == UIImageOrientationLeft)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationUp];
    else
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                                     scale: 1.0
                                               orientation: UIImageOrientationRight];
    finalImage = rotatedImage;
}

#9


5  

Simple. Just change the image orientation flag.

简单。只需改变图像方向标记。

UIImage *oldImage = [UIImage imageNamed:@"whatever.jpg"];
UIImageOrientation newOrientation;
switch (oldImage.imageOrientation) {
    case UIImageOrientationUp:
        newOrientation = UIImageOrientationLandscapeLeft;
        break;
    case UIImageOrientationLandscapeLeft:
        newOrientation = UIImageOrientationDown;
        break;
    case UIImageOrientationDown:
        newOrientation = UIImageOrientationLandscapeRight;
        break;
    case UIImageOrientationLandscapeRight:
        newOrientation = UIImageOrientationUp;
        break;
    // you can also handle mirrored orientations similarly ...
}
UIImage *rotatedImage = [UIImage imageWithCGImage:oldImage.CGImage scale:1.0f orientation:newOrientation];

#10


4  

Here is a Swift extension to UIImage that rotates the image by any arbitrary angle. Use it like this: let rotatedImage = image.rotated(byDegrees: degree). I used the Objective-C code in one of the other answers and removed a few lines that we incorrect (rotated box stuff) and turned it into an extension for UIImage.

这是一个快速扩展到UIImage,以任意角度旋转图像。像这样使用:让rotatedImage = image。旋转(byDegrees:学位)。我在另一个答案中使用了Objective-C代码,并删除了几行我们不正确的(旋转的盒子的东西),并把它变成了UIImage的扩展。

extension UIImage {

func rotate(byDegrees degree: Double) -> UIImage {
    let radians = CGFloat(degree*M_PI)/180.0 as CGFloat
    let rotatedSize = self.size
    let scale = UIScreen.mainScreen().scale
    UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
    let bitmap = UIGraphicsGetCurrentContext()
    CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
    CGContextRotateCTM(bitmap, radians);
    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()

    return newImage
}
}

#11


4  

Swift 3 UIImage extension:

斯威夫特3界面图像扩展:

func fixOrientation() -> UIImage {

    // No-op if the orientation is already correct
    if ( self.imageOrientation == .up ) {
        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.
    var transform: CGAffineTransform = .identity

    if ( self.imageOrientation == .down || self.imageOrientation == .downMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: self.size.height)
        transform = transform.rotated(by: .pi)
    }

    if ( self.imageOrientation == .left || self.imageOrientation == .leftMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: 0)
        transform = transform.rotated(by: .pi/2)
    }

    if ( self.imageOrientation == .right || self.imageOrientation == .rightMirrored ) {
        transform = transform.translatedBy(x: 0, y: self.size.height);
        transform = transform.rotated(by: -.pi/2);
    }

    if ( self.imageOrientation == .upMirrored || self.imageOrientation == .downMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: 0)
        transform = transform.scaledBy(x: -1, y: 1)
    }

    if ( self.imageOrientation == .leftMirrored || self.imageOrientation == .rightMirrored ) {
        transform = transform.translatedBy(x: self.size.height, y: 0);
        transform = transform.scaledBy(x: -1, y: 1);
    }

    // Now we draw the underlying CGImage into a new context, applying the transform
    // calculated above.
    let ctx: CGContext = CGContext(data: nil, width: Int(self.size.width), height: Int(self.size.height),
                                   bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                   space: self.cgImage!.colorSpace!,
                                   bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!;

    ctx.concatenate(transform)

    if ( self.imageOrientation == .left ||
        self.imageOrientation == .leftMirrored ||
        self.imageOrientation == .right ||
        self.imageOrientation == .rightMirrored ) {
        ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.height,height: self.size.width))
    } else {
        ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.width,height: self.size.height))
    }

    // And now we just create a new UIImage from the drawing context and return it
    return UIImage(cgImage: ctx.makeImage()!)
}

#12


2  

I try this code, it works, and took from http://www.catamount.com/blog/1015/uiimage-extensions-for-cutting-scaling-and-rotating-uiimages/

我尝试了这段代码,它起作用了,并从http://www.catamount.com/blog/1015/ uiimageextensions-extensions-extensions-extensions-extensions-extensions-- - - -uiimages/。

+ (UIImage *)rotateImage:(UIImage*)src byRadian:(CGFloat)radian
{
    // calculate the size of the rotated view's containing box for our drawing space
    UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0, src.size.width, src.size.height)];
    CGAffineTransform t = CGAffineTransformMakeRotation(radian);
    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, radian);

    // Now, draw the rotated/scaled image into the context
    CGContextScaleCTM(bitmap, 1.0, -1.0);
    CGContextDrawImage(bitmap, CGRectMake(-src.size.width / 2, -src.size.height / 2, src.size.width, src.size.height), [src CGImage]);

    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

#13


1  

I like the simple elegance of Peter Sarnowski's answer, but it can cause problems when you can't rely on EXIF metadata and the like. In situations where you need to rotate the actual image data I would recommend something like this:

我喜欢Peter Sarnowski的简单优雅的答案,但是当你不能依赖EXIF元数据之类的东西时,它会引起问题。在需要旋转实际图像数据的情况下,我建议如下:

- (UIImage *)rotateImage:(UIImage *) img
{
    CGSize imgSize = [img size];
    UIGraphicsBeginImageContext(imgSize);
    CGContextRef context = UIGraphicsGetCurrentContext();
    CGContextRotateCTM(context, M_PI_2);
    CGContextTranslateCTM(context, 0, -640);
    [img drawInRect:CGRectMake(0, 0, imgSize.height, imgSize.width)];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

The above code takes an image whose orientation is Landscape (can't remember if it's Landscape Left or Landscape Right) and rotates it into Portrait. It is an example which can be modified for your needs.

上面的代码拍摄了一个图像,它的方向是风景(不记得是风景左边还是风景右边),并将它旋转到肖像。这是一个可以根据您的需要进行修改的示例。

The key arguments you would have to play with are CGContextRotateCTM(context, M_PI_2) where you decide how much you want to rotate by, but then you have to make sure the picture still draws on the screen using CGContextTranslateCTM(context, 0, -640). This last part is quite important to make sure you see the image and not a blank screen.

您需要使用的关键参数是cgecontrotatectm (context, M_PI_2),其中您决定要旋转多少,但是您必须确保图像仍然使用CGContextTranslateCTM(上下文,0,-640)在屏幕上绘制。最后一部分非常重要,确保您看到的是图像,而不是一个空白屏幕。

For more info check out the source.

更多信息请查看源代码。

#14


1  

Minor change to the other answers that are based on Hardy Macia's code. There is no need to create a whole UIView object simply to calculate the bounding rectangle of the rotated image. Just apply a rotate transform to the image rectangle using CGRectApplyAffineTransform.

对其他基于Hardy Macia代码的其他答案的微小更改。无需创建整个UIView对象,只需计算旋转图像的边框。使用CGRectApplyAffineTransform将一个旋转变换应用到图像矩形。

static CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;}
static CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;}


- (CGSize)rotatedImageSize:(CGFloat)degrees
{
    CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
    CGRect originalImageRect = CGRectMake(0, 0, self.size.width, self.size.height);
    CGRect rotatedImageRect = CGRectApplyAffineTransform(originalImageRect, t);
    CGSize rotatedSize = rotatedImageRect.size;

    return rotatedSize;
}

- (UIImage*)imageRotatedByDegrees:(CGFloat)degrees
{
    // calculate the size of the rotated view's containing box for our drawing space
    CGSize rotatedSize = [self rotatedImageSize:degrees];

    // 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;
}

#15


0  

"tint uiimage grayscale" appears to be the appropriate Google-Fu for this one

“tint uiimage grayscale”似乎是这一款的合适的Google-Fu。

straight away I get:

我马上得到:

https://discussions.apple.com/message/8104516?messageID=8104516&#8104516

https://discussions.apple.com/message/8104516?messageID=8104516& # 8104516

https://discussions.apple.com/thread/2751445?start=0&tstart=0

https://discussions.apple.com/thread/2751445?start=0&tstart=0

How would I tint an image programmatically on the iPhone?

我如何在iPhone上以编程的方式对图像进行着色?

#16


0  

resize-a-uiimage-the-right-way explains some of the issues many code samples for doing this have, and has some code snippets to help deal with UIImages - the private helper method in UIImage+resize.m accepts a transform to allow rotation, so you'd just need to expose that as a public interface.

resize-a- UIImage -the-right-way解释了许多这样做的代码示例,并有一些代码片段来帮助处理UIImage——在UIImage+resize中的私有帮助器方法。m接受一个转换来允许旋转,所以您只需要将它作为一个公共接口公开。

// Returns a copy of the image that has been transformed using the given affine transform and scaled to the new size
// The new image's orientation will be UIImageOrientationUp, regardless of the current image's orientation
// If the new size is not integral, it will be rounded up
- (UIImage *)resizedImage:(CGSize)newSize
                transform:(CGAffineTransform)transform
           drawTransposed:(BOOL)transpose
     interpolationQuality:(CGInterpolationQuality)quality {
    CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
    CGRect transposedRect = CGRectMake(0, 0, newRect.size.height, newRect.size.width);
    CGImageRef imageRef = self.CGImage;

    // Build a context that's the same dimensions as the new size
    CGContextRef bitmap = CGBitmapContextCreate(NULL,
                                                newRect.size.width,
                                                newRect.size.height,
                                                CGImageGetBitsPerComponent(imageRef),
                                                0,
                                                CGImageGetColorSpace(imageRef),
                                                CGImageGetBitmapInfo(imageRef));

    // Rotate and/or flip the image if required by its orientation
    CGContextConcatCTM(bitmap, transform);

    // Set the quality level to use when rescaling
    CGContextSetInterpolationQuality(bitmap, quality);

    // Draw into the context; this scales the image
    CGContextDrawImage(bitmap, transpose ? transposedRect : newRect, imageRef);

    // Get the resized image from the context and a UIImage
    CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
    UIImage *newImage = [UIImage imageWithCGImage:newImageRef];

    // Clean up
    CGContextRelease(bitmap);
    CGImageRelease(newImageRef);

    return newImage;
}

This is the license from that file:

这是该文件的许可:

// Created by Trevor Harmon on 8/5/09.
// Free for personal or commercial use, with or without modification.
// No warranty is expressed or implied.

#17


0  

There is a extremely efficient UIImage category named NYXImagesKit. It uses vDSP, CoreImage and vImage to be as fast as possible. It has a UIImage+Rotating category that saved my day :)

有一个非常有效的UIImage category名为NYXImagesKit。它使用vDSP, CoreImage和vImage尽可能快。它有一个UIImage+旋转的类别,它保存了我的一天:)

https://github.com/Nyx0uf/NYXImagesKit

https://github.com/Nyx0uf/NYXImagesKit

#18


0  

For Swift: Here is a simple extension to UIImage:

对于Swift:这是对UIImage的简单扩展:

//ImageRotation.swift

import UIKit

extension UIImage {  
    public func imageRotatedByDegrees(degrees: CGFloat, flip: Bool) -> UIImage {
        let radiansToDegrees: (CGFloat) -> CGFloat = {
            return $0 * (180.0 / CGFloat(M_PI))
        }
        let degreesToRadians: (CGFloat) -> CGFloat = {
            return $0 / 180.0 * CGFloat(M_PI)
        }

        // calculate the size of the rotated view's containing box for our drawing space
        let rotatedViewBox = UIView(frame: CGRect(origin: CGPointZero, size: size))
        let t = CGAffineTransformMakeRotation(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 / 2.0, rotatedSize.height / 2.0);

        //   // Rotate the image context
        CGContextRotateCTM(bitmap, degreesToRadians(degrees));

        // Now, draw the rotated/scaled image into the context
        var yFlip: CGFloat

        if(flip){
            yFlip = CGFloat(-1.0)
        } else {
            yFlip = CGFloat(1.0)
        }

        CGContextScaleCTM(bitmap, yFlip, -1.0)
        CGContextDrawImage(bitmap, CGRectMake(-size.width / 2, -size.height / 2, size.width, size.height), CGImage)

        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()

        return newImage
    }
}

(Source)

(源)

Use it with:

使用它:

rotatedPhoto = rotatedPhoto?.imageRotatedByDegrees(90, flip: false) 

The former will rotate an image and flip it if flip is set to true.

前者将旋转一个图像并翻转它,如果flip被设置为true。

#1


82  

What about something like:

什么东西:

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;
}

#2


399  

I believe the easiest way (and thread safe too) is to do:

我相信最简单的方法(也是线程安全的)是:

//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.

注意:正如Brainware所说,这只是修改了图像的方向数据——像素数据没有被改动过。对于某些应用程序来说,这可能还不够。

Or in Swift:

或者在迅速:

let portraitImage  : UIImage = UIImage(CGImage: landscapeImage.CGImage ,
            scale: 1.0 ,
            orientation: UIImageOrientation.Right)

#3


105  

Check out the simple and awesome code of Hardy Macia at: cutting-scaling-and-rotating-uiimages

看看哈代玛卡亚的简单而可怕的代码:裁剪-缩放-旋转-uiimage。

Just call

就叫

UIImage *rotatedImage = [originalImage imageRotatedByDegrees:90.0];

Thanks Hardy Macia!

谢谢哈代Macia !

Header:

标题:

  • (UIImage *)imageAtRect:(CGRect)rect;
  • (用户界面图像*)imageAtRect:(CGRect中)矩形;
  • (UIImage *)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
  • (用户界面图像*)imageByScalingProportionallyToMinimumSize:(CGSize)targetSize;
  • (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize;
  • (用户界面图像*)imageByScalingProportionallyToSize:(CGSize)targetSize;
  • (UIImage *)imageByScalingToSize:(CGSize)targetSize;
  • (用户界面图像*)imageByScalingToSize:(CGSize)targetSize;
  • (UIImage *)imageRotatedByRadians:(CGFloat)radians;
  • (用户界面图像*)imageRotatedByRadians:(CGFloat)弧度;
  • (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;
  • (用户界面图像*)imageRotatedByDegrees:(CGFloat)度;

Since the link may die, here's the complete code

因为链接可能会死,这是完整的代码。

//
//  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;

#4


30  

As strange as this seems, the following code solved the problem for me:

奇怪的是,下面的代码帮我解决了这个问题:

+ (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;
}

#5


29  

A thread safe rotation function is the following (it works much better):

一个线程安全旋转函数如下(它工作得更好):

-(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;
}

#6


16  

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:

我对上面的ll有问题,包括认可的答案。我把哈代的分类转换成一个方法,因为我想要的是旋转一个图像。下面是代码和用法:

- (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:

和用法:

UIImage *image2 = [self imageRotatedByDegrees:image deg:90];

Thanks Hardy!

谢谢哈!

#7


12  

Rotate Image by 90 degree (clockwise/anti-clockwise direction)

旋转图像90度(顺时针/逆时针方向)

Function call -

函数调用,

 UIImage *rotatedImage = [self rotateImage:originalImage clockwise:YES];

Implementation:

实现:

- (UIImage*)rotateImage:(UIImage*)sourceImage clockwise:(BOOL)clockwise
  {
    CGSize size = sourceImage.size;
    UIGraphicsBeginImageContext(CGSizeMake(size.height, size.width));
    [[UIImage imageWithCGImage:[sourceImage CGImage]
                         scale:1.0
                   orientation:clockwise ? UIImageOrientationRight : UIImageOrientationLeft]
                   drawInRect:CGRectMake(0,0,size.height ,size.width)];

   UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
   UIGraphicsEndImageContext();

   return newImage;
  }

#8


6  

If you want to add a photo rotate button that'll keep rotating the photo in 90 degree increments, here you go. (finalImage is a UIImage that's already been created elsewhere.)

如果你想要添加一个照片旋转按钮,它会以90度的增量持续旋转照片,在这里。(finalImage是已经在其他地方创建的UIImage。)

- (void)rotatePhoto {
    UIImage *rotatedImage;

    if (finalImage.imageOrientation == UIImageOrientationRight)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationDown];
    else if (finalImage.imageOrientation == UIImageOrientationDown)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationLeft];
    else if (finalImage.imageOrientation == UIImageOrientationLeft)
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                              scale: 1.0
                                        orientation: UIImageOrientationUp];
    else
        rotatedImage = [[UIImage alloc] initWithCGImage: finalImage.CGImage
                                                     scale: 1.0
                                               orientation: UIImageOrientationRight];
    finalImage = rotatedImage;
}

#9


5  

Simple. Just change the image orientation flag.

简单。只需改变图像方向标记。

UIImage *oldImage = [UIImage imageNamed:@"whatever.jpg"];
UIImageOrientation newOrientation;
switch (oldImage.imageOrientation) {
    case UIImageOrientationUp:
        newOrientation = UIImageOrientationLandscapeLeft;
        break;
    case UIImageOrientationLandscapeLeft:
        newOrientation = UIImageOrientationDown;
        break;
    case UIImageOrientationDown:
        newOrientation = UIImageOrientationLandscapeRight;
        break;
    case UIImageOrientationLandscapeRight:
        newOrientation = UIImageOrientationUp;
        break;
    // you can also handle mirrored orientations similarly ...
}
UIImage *rotatedImage = [UIImage imageWithCGImage:oldImage.CGImage scale:1.0f orientation:newOrientation];

#10


4  

Here is a Swift extension to UIImage that rotates the image by any arbitrary angle. Use it like this: let rotatedImage = image.rotated(byDegrees: degree). I used the Objective-C code in one of the other answers and removed a few lines that we incorrect (rotated box stuff) and turned it into an extension for UIImage.

这是一个快速扩展到UIImage,以任意角度旋转图像。像这样使用:让rotatedImage = image。旋转(byDegrees:学位)。我在另一个答案中使用了Objective-C代码,并删除了几行我们不正确的(旋转的盒子的东西),并把它变成了UIImage的扩展。

extension UIImage {

func rotate(byDegrees degree: Double) -> UIImage {
    let radians = CGFloat(degree*M_PI)/180.0 as CGFloat
    let rotatedSize = self.size
    let scale = UIScreen.mainScreen().scale
    UIGraphicsBeginImageContextWithOptions(rotatedSize, false, scale)
    let bitmap = UIGraphicsGetCurrentContext()
    CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
    CGContextRotateCTM(bitmap, radians);
    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()

    return newImage
}
}

#11


4  

Swift 3 UIImage extension:

斯威夫特3界面图像扩展:

func fixOrientation() -> UIImage {

    // No-op if the orientation is already correct
    if ( self.imageOrientation == .up ) {
        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.
    var transform: CGAffineTransform = .identity

    if ( self.imageOrientation == .down || self.imageOrientation == .downMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: self.size.height)
        transform = transform.rotated(by: .pi)
    }

    if ( self.imageOrientation == .left || self.imageOrientation == .leftMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: 0)
        transform = transform.rotated(by: .pi/2)
    }

    if ( self.imageOrientation == .right || self.imageOrientation == .rightMirrored ) {
        transform = transform.translatedBy(x: 0, y: self.size.height);
        transform = transform.rotated(by: -.pi/2);
    }

    if ( self.imageOrientation == .upMirrored || self.imageOrientation == .downMirrored ) {
        transform = transform.translatedBy(x: self.size.width, y: 0)
        transform = transform.scaledBy(x: -1, y: 1)
    }

    if ( self.imageOrientation == .leftMirrored || self.imageOrientation == .rightMirrored ) {
        transform = transform.translatedBy(x: self.size.height, y: 0);
        transform = transform.scaledBy(x: -1, y: 1);
    }

    // Now we draw the underlying CGImage into a new context, applying the transform
    // calculated above.
    let ctx: CGContext = CGContext(data: nil, width: Int(self.size.width), height: Int(self.size.height),
                                   bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                   space: self.cgImage!.colorSpace!,
                                   bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!;

    ctx.concatenate(transform)

    if ( self.imageOrientation == .left ||
        self.imageOrientation == .leftMirrored ||
        self.imageOrientation == .right ||
        self.imageOrientation == .rightMirrored ) {
        ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.height,height: self.size.width))
    } else {
        ctx.draw(self.cgImage!, in: CGRect(x: 0.0,y: 0.0,width: self.size.width,height: self.size.height))
    }

    // And now we just create a new UIImage from the drawing context and return it
    return UIImage(cgImage: ctx.makeImage()!)
}

#12


2  

I try this code, it works, and took from http://www.catamount.com/blog/1015/uiimage-extensions-for-cutting-scaling-and-rotating-uiimages/

我尝试了这段代码,它起作用了,并从http://www.catamount.com/blog/1015/ uiimageextensions-extensions-extensions-extensions-extensions-extensions-- - - -uiimages/。

+ (UIImage *)rotateImage:(UIImage*)src byRadian:(CGFloat)radian
{
    // calculate the size of the rotated view's containing box for our drawing space
    UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0, src.size.width, src.size.height)];
    CGAffineTransform t = CGAffineTransformMakeRotation(radian);
    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, radian);

    // Now, draw the rotated/scaled image into the context
    CGContextScaleCTM(bitmap, 1.0, -1.0);
    CGContextDrawImage(bitmap, CGRectMake(-src.size.width / 2, -src.size.height / 2, src.size.width, src.size.height), [src CGImage]);

    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

#13


1  

I like the simple elegance of Peter Sarnowski's answer, but it can cause problems when you can't rely on EXIF metadata and the like. In situations where you need to rotate the actual image data I would recommend something like this:

我喜欢Peter Sarnowski的简单优雅的答案,但是当你不能依赖EXIF元数据之类的东西时,它会引起问题。在需要旋转实际图像数据的情况下,我建议如下:

- (UIImage *)rotateImage:(UIImage *) img
{
    CGSize imgSize = [img size];
    UIGraphicsBeginImageContext(imgSize);
    CGContextRef context = UIGraphicsGetCurrentContext();
    CGContextRotateCTM(context, M_PI_2);
    CGContextTranslateCTM(context, 0, -640);
    [img drawInRect:CGRectMake(0, 0, imgSize.height, imgSize.width)];
    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return newImage;
}

The above code takes an image whose orientation is Landscape (can't remember if it's Landscape Left or Landscape Right) and rotates it into Portrait. It is an example which can be modified for your needs.

上面的代码拍摄了一个图像,它的方向是风景(不记得是风景左边还是风景右边),并将它旋转到肖像。这是一个可以根据您的需要进行修改的示例。

The key arguments you would have to play with are CGContextRotateCTM(context, M_PI_2) where you decide how much you want to rotate by, but then you have to make sure the picture still draws on the screen using CGContextTranslateCTM(context, 0, -640). This last part is quite important to make sure you see the image and not a blank screen.

您需要使用的关键参数是cgecontrotatectm (context, M_PI_2),其中您决定要旋转多少,但是您必须确保图像仍然使用CGContextTranslateCTM(上下文,0,-640)在屏幕上绘制。最后一部分非常重要,确保您看到的是图像,而不是一个空白屏幕。

For more info check out the source.

更多信息请查看源代码。

#14


1  

Minor change to the other answers that are based on Hardy Macia's code. There is no need to create a whole UIView object simply to calculate the bounding rectangle of the rotated image. Just apply a rotate transform to the image rectangle using CGRectApplyAffineTransform.

对其他基于Hardy Macia代码的其他答案的微小更改。无需创建整个UIView对象,只需计算旋转图像的边框。使用CGRectApplyAffineTransform将一个旋转变换应用到图像矩形。

static CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;}
static CGFloat RadiansToDegrees(CGFloat radians) {return radians * 180/M_PI;}


- (CGSize)rotatedImageSize:(CGFloat)degrees
{
    CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
    CGRect originalImageRect = CGRectMake(0, 0, self.size.width, self.size.height);
    CGRect rotatedImageRect = CGRectApplyAffineTransform(originalImageRect, t);
    CGSize rotatedSize = rotatedImageRect.size;

    return rotatedSize;
}

- (UIImage*)imageRotatedByDegrees:(CGFloat)degrees
{
    // calculate the size of the rotated view's containing box for our drawing space
    CGSize rotatedSize = [self rotatedImageSize:degrees];

    // 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;
}

#15


0  

"tint uiimage grayscale" appears to be the appropriate Google-Fu for this one

“tint uiimage grayscale”似乎是这一款的合适的Google-Fu。

straight away I get:

我马上得到:

https://discussions.apple.com/message/8104516?messageID=8104516&#8104516

https://discussions.apple.com/message/8104516?messageID=8104516& # 8104516

https://discussions.apple.com/thread/2751445?start=0&tstart=0

https://discussions.apple.com/thread/2751445?start=0&tstart=0

How would I tint an image programmatically on the iPhone?

我如何在iPhone上以编程的方式对图像进行着色?

#16


0  

resize-a-uiimage-the-right-way explains some of the issues many code samples for doing this have, and has some code snippets to help deal with UIImages - the private helper method in UIImage+resize.m accepts a transform to allow rotation, so you'd just need to expose that as a public interface.

resize-a- UIImage -the-right-way解释了许多这样做的代码示例,并有一些代码片段来帮助处理UIImage——在UIImage+resize中的私有帮助器方法。m接受一个转换来允许旋转,所以您只需要将它作为一个公共接口公开。

// Returns a copy of the image that has been transformed using the given affine transform and scaled to the new size
// The new image's orientation will be UIImageOrientationUp, regardless of the current image's orientation
// If the new size is not integral, it will be rounded up
- (UIImage *)resizedImage:(CGSize)newSize
                transform:(CGAffineTransform)transform
           drawTransposed:(BOOL)transpose
     interpolationQuality:(CGInterpolationQuality)quality {
    CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height));
    CGRect transposedRect = CGRectMake(0, 0, newRect.size.height, newRect.size.width);
    CGImageRef imageRef = self.CGImage;

    // Build a context that's the same dimensions as the new size
    CGContextRef bitmap = CGBitmapContextCreate(NULL,
                                                newRect.size.width,
                                                newRect.size.height,
                                                CGImageGetBitsPerComponent(imageRef),
                                                0,
                                                CGImageGetColorSpace(imageRef),
                                                CGImageGetBitmapInfo(imageRef));

    // Rotate and/or flip the image if required by its orientation
    CGContextConcatCTM(bitmap, transform);

    // Set the quality level to use when rescaling
    CGContextSetInterpolationQuality(bitmap, quality);

    // Draw into the context; this scales the image
    CGContextDrawImage(bitmap, transpose ? transposedRect : newRect, imageRef);

    // Get the resized image from the context and a UIImage
    CGImageRef newImageRef = CGBitmapContextCreateImage(bitmap);
    UIImage *newImage = [UIImage imageWithCGImage:newImageRef];

    // Clean up
    CGContextRelease(bitmap);
    CGImageRelease(newImageRef);

    return newImage;
}

This is the license from that file:

这是该文件的许可:

// Created by Trevor Harmon on 8/5/09.
// Free for personal or commercial use, with or without modification.
// No warranty is expressed or implied.

#17


0  

There is a extremely efficient UIImage category named NYXImagesKit. It uses vDSP, CoreImage and vImage to be as fast as possible. It has a UIImage+Rotating category that saved my day :)

有一个非常有效的UIImage category名为NYXImagesKit。它使用vDSP, CoreImage和vImage尽可能快。它有一个UIImage+旋转的类别,它保存了我的一天:)

https://github.com/Nyx0uf/NYXImagesKit

https://github.com/Nyx0uf/NYXImagesKit

#18


0  

For Swift: Here is a simple extension to UIImage:

对于Swift:这是对UIImage的简单扩展:

//ImageRotation.swift

import UIKit

extension UIImage {  
    public func imageRotatedByDegrees(degrees: CGFloat, flip: Bool) -> UIImage {
        let radiansToDegrees: (CGFloat) -> CGFloat = {
            return $0 * (180.0 / CGFloat(M_PI))
        }
        let degreesToRadians: (CGFloat) -> CGFloat = {
            return $0 / 180.0 * CGFloat(M_PI)
        }

        // calculate the size of the rotated view's containing box for our drawing space
        let rotatedViewBox = UIView(frame: CGRect(origin: CGPointZero, size: size))
        let t = CGAffineTransformMakeRotation(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 / 2.0, rotatedSize.height / 2.0);

        //   // Rotate the image context
        CGContextRotateCTM(bitmap, degreesToRadians(degrees));

        // Now, draw the rotated/scaled image into the context
        var yFlip: CGFloat

        if(flip){
            yFlip = CGFloat(-1.0)
        } else {
            yFlip = CGFloat(1.0)
        }

        CGContextScaleCTM(bitmap, yFlip, -1.0)
        CGContextDrawImage(bitmap, CGRectMake(-size.width / 2, -size.height / 2, size.width, size.height), CGImage)

        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()

        return newImage
    }
}

(Source)

(源)

Use it with:

使用它:

rotatedPhoto = rotatedPhoto?.imageRotatedByDegrees(90, flip: false) 

The former will rotate an image and flip it if flip is set to true.

前者将旋转一个图像并翻转它,如果flip被设置为true。