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- #import "UIImage+FixOrientation.h"
- @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
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