Created
September 18, 2010 05:04
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- (CGImageRef)CGImageRotatedByAngle:(CGImageRef)imgRef angle:(CGFloat)angle | |
{ | |
CGFloat angleInRadians = angle * (M_PI / 180); | |
CGFloat width = CGImageGetWidth(imgRef); | |
CGFloat height = CGImageGetHeight(imgRef); | |
CGRect imgRect = CGRectMake(0, 0, width, height); | |
CGAffineTransform transform = CGAffineTransformMakeRotation(angleInRadians); | |
CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, transform); | |
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); | |
CGContextRef bmContext = CGBitmapContextCreate(NULL, | |
rotatedRect.size.width, | |
rotatedRect.size.height, | |
8, | |
0, | |
colorSpace, | |
kCGImageAlphaPremultipliedFirst); | |
CGContextSetAllowsAntialiasing(bmContext, YES); | |
CGContextSetInterpolationQuality(bmContext, kCGInterpolationHigh); | |
CGColorSpaceRelease(colorSpace); | |
CGContextTranslateCTM(bmContext, | |
+(rotatedRect.size.width/2), | |
+(rotatedRect.size.height/2)); | |
CGContextRotateCTM(bmContext, angleInRadians); | |
CGContextDrawImage(bmContext, CGRectMake(-width/2, -height/2, width, height), | |
imgRef); | |
CGImageRef rotatedImage = CGBitmapContextCreateImage(bmContext); | |
CFRelease(bmContext); | |
[(id)rotatedImage autorelease]; | |
return rotatedImage; | |
} |
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Excellent!
It works for me, thanks!