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@ffried
Forked from brandonscript/UIImage-fixRotation.m
Last active August 29, 2015 14:09
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- (UIImage *)fixRotation
{
if (self.imageOrientation == UIImageOrientationUp) return self;
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;
}
extension UIImage {
public func fixOrientation() -> UIImage? {
if imageOrientation == .Up {
return self
}
var transform = CGAffineTransformIdentity
switch (imageOrientation) {
case .Down:
fallthrough
case .DownMirrored:
transform = CGAffineTransformTranslate(transform, size.width, size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
case .Left:
fallthrough
case .LeftMirrored:
transform = CGAffineTransformTranslate(transform, size.width, 0.0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
case .Right:
fallthrough
case .RightMirrored:
transform = CGAffineTransformTranslate(transform, 0.0, size.height)
transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2))
default:
break
}
switch (imageOrientation) {
case .UpMirrored:
fallthrough
case .DownMirrored:
transform = CGAffineTransformTranslate(transform, size.width, 0.0)
transform = CGAffineTransformScale(transform, -1.0, 1.0)
case .LeftMirrored:
fallthrough
case .RightMirrored:
transform = CGAffineTransformTranslate(transform, size.height, 0.0)
transform = CGAffineTransformScale(transform, -1.0, 1.0)
default:
break
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
let ctx = CGBitmapContextCreate(nil, UInt(size.width), UInt(size.height),
CGImageGetBitsPerComponent(CGImage), 0,
CGImageGetColorSpace(CGImage),
CGImageGetBitmapInfo(CGImage))
CGContextConcatCTM(ctx, transform)
switch imageOrientation {
case .Left:
fallthrough
case .LeftMirrored:
fallthrough
case .Right:
fallthrough
case .RightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRect(origin: CGPointZero, size: CGSize(width: size.height, height: size.width)), CGImage)
default:
CGContextDrawImage(ctx, CGRect(origin: CGPointZero, size: size), CGImage)
}
// And now we just create a new UIImage from the drawing context
let cgimg = CGBitmapContextCreateImage(ctx);
return UIImage(CGImage: cgimg)
}
}
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