나는이 UIImage
입니다 UIImageOrientationUp
내가 (가로)으로 90도 회전 반 시계 방향으로 싶으면 (세로). 을 사용하고 싶지 않습니다 CGAffineTransform
. 의 픽셀이 UIImage
실제로 위치를 이동하기를 원합니다 . 원래 크기를 조정하려는 코드 블록 (아래 그림 참조)을 사용하고 UIImage
있습니다. 대상 크기를 현재 크기로 설정 UIImage
했지만 오류가 발생합니다.
(오류) : CGBitmapContextCreate : 유효하지 않은 데이터 바이트 / 행 : 8 정수 비트 / 컴포넌트, 3 컴포넌트, kCGImageAlphaPremultipliedLast의 경우 1708 이상이어야합니다.
(작은 크기를 대상 크기 BTW로 제공 할 때마다 오류가 발생하지 않습니다). UIImage
현재 크기를 유지하면서 핵심 그래픽 기능 만 사용하여 90도 CCW를 회전시키는 방법은 무엇입니까?
-(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;
}
답변
다음과 같은 것은 어떻습니까?
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;
}
답변
가장 쉬운 방법은 (그리고 스레드 안전도) 수행하는 것입니다.
//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];
참고 : Brainware가 말했듯이 이것은 이미지의 방향 데이터 만 수정하므로 픽셀 데이터는 그대로 유지됩니다. 일부 응용 프로그램의 경우 이것으로 충분하지 않을 수 있습니다.
또는 스위프트에서 :
guard
let landscapeImage = UIImage(named: "imgname"),
let landscapeCGImage = landscapeImage.cgImage
else { return }
let portraitImage = UIImage(cgImage: landscapeCGImage, scale: landscapeImage.scale, orientation: .right)
답변
Hardy Macia의 간단하고 멋진 코드를 확인하십시오 : cutting-scaling-androtating-uiimages
그냥 전화
UIImage *rotatedImage = [originalImage imageRotatedByDegrees:90.0];
고마워 마키아!
헤더:
- (UIImage *) imageAtRect : (CGRect) rect;
- (UIImage *) imageByScalingProportionallyToMinimumSize : (CGSize) targetSize;
- (UIImage *) imageByScalingProportionallyToSize : (CGSize) targetSize;
- (UIImage *) imageByScalingToSize : (CGSize) targetSize;
- (UIImage *) imageRotatedByRadians : (CGFloat) 라디안;
- (UIImage *) imageRotatedByDegrees : (CGFloat)도;
링크가 죽을 수 있으므로 여기에 완전한 코드가 있습니다.
//
// 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;
답변
이상하게도 다음 코드는 문제를 해결했습니다.
+ (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;
}
답변
스레드 안전 회전 기능은 다음과 같습니다 (훨씬 잘 작동합니다).
-(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;
}
답변
승인 된 답변을 포함하여 위의 ll에 문제가있었습니다. 내가 원했던 것은 이미지를 회전시키는 것이기 때문에 Hardy의 범주를 메서드로 다시 변환했습니다. 코드와 사용법은 다음과 같습니다.
- (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;
}
그리고 사용법 :
UIImage *image2 = [self imageRotatedByDegrees:image deg:90];
고마워 Hardy!
답변
이미지를 90도 회전 (시계 방향 / 반 시계 방향)
함수 호출-
UIImage *rotatedImage = [self rotateImage:originalImage clockwise:YES];
이행:
- (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;
}