Skip to content

Instantly share code, notes, and snippets.

@BennettSmith
Created July 26, 2013 18:05
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save BennettSmith/6090916 to your computer and use it in GitHub Desktop.
Save BennettSmith/6090916 to your computer and use it in GitHub Desktop.
UIImage class category for ParadigmPics sample application.
#import <UIKit/UIKit.h>
@interface UIImage (ParadigmPics)
+ (void)saveImage:(UIImage*)image withFilename:(NSString *)filename;
+ (UIImage*)loadImageFromFile:(NSString *)filename;
+ (UIImage *)fixOrientationForImage:(UIImage *)aImage;
@end
#import "UIImage+ParadigmPics.h"
@implementation UIImage (ParadigmPics)
// Courtesy of Pavel Gnatyuk, posted on-line.
// http://www.wmdeveloper.com/2010/09/save-and-load-uiimage-in-documents.html
+ (void)saveImage:(UIImage*)image withFilename:(NSString *)filename
{
if (image != nil)
{
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString* path = [documentsDirectory stringByAppendingPathComponent:filename];
NSData* data = UIImagePNGRepresentation(image);
[data writeToFile:path atomically:YES];
}
}
// Courtesy of Pavel Gnatyuk, posted on-line.
// http://www.wmdeveloper.com/2010/09/save-and-load-uiimage-in-documents.html
+ (UIImage*)loadImageFromFile:(NSString *)filename
{
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString* path = [documentsDirectory stringByAppendingPathComponent:filename];
UIImage* image = [UIImage imageWithContentsOfFile:path];
return image;
}
// Courtesy of Javen Yang, posted on Stack Overflow.
// http://stackoverflow.com/questions/13393909/uiimage-uplaod-to-rest-server-the-orientation-will-chage
+ (UIImage *)fixOrientationForImage:(UIImage *)aImage
{
// No-op if the orientation is already correct
if (aImage.imageOrientation == UIImageOrientationUp)
return aImage;
// 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 (aImage.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, aImage.size.width, aImage.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, aImage.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
default:
break;
}
switch (aImage.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, aImage.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, aImage.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
default:
break;
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
CGContextRef ctx = CGBitmapContextCreate(NULL, aImage.size.width, aImage.size.height,
CGImageGetBitsPerComponent(aImage.CGImage), 0,
CGImageGetColorSpace(aImage.CGImage),
CGImageGetBitmapInfo(aImage.CGImage));
CGContextConcatCTM(ctx, transform);
switch (aImage.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.height,aImage.size.width), aImage.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.width,aImage.size.height), aImage.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
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment