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@interface UIImage (fixOrientation)
- (UIImage *)fixOrientation;
@end
@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;
}
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;
}
// 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
@interface UIImage (fixOrientation)
- (UIImage *)fixOrientation;
@end
@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;
}
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;
}
// 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
@aelam

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@aelam aelam commented Sep 15, 2012

there is a problem ,
if if the photo is a High-resolution one taken by iPhone 4S,After fixed Orientation
there will be two High-resolution images in memory, it takes too much memory.
Is there any other way to do this ?

@DDany

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@DDany DDany commented Dec 17, 2013

Agree with @aelam , High-resolution photos cause a pretty serious memory problem.
Sometimes memory can increase crazily 40M+.

@CavalcanteLeo

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@CavalcanteLeo CavalcanteLeo commented Feb 12, 2014

i won't use this class until it get fixed. It crashed my app all the time

@che1404

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@che1404 che1404 commented May 25, 2014

Hi, same memory problem here (a huge memory peak).
Anybody knows the way to avoid this peak?

@carbonZhao

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@carbonZhao carbonZhao commented Jul 17, 2014

like this
it takes the same memory!

  • (UIImage )imageRotate:(UIImage_)image
    {
    if ([_image imageOrientation] == UIImageOrientationUp)
    {
    return *image;
    }
    CGAffineTransform transform = CGAffineTransformIdentity;

    switch ([_image imageOrientation])
    {
    case UIImageOrientationDown:
    case UIImageOrientationDownMirrored:
    transform = CGAffineTransformTranslate(transform, (_image).size.width, (*image).size.height);
    transform = CGAffineTransformRotate(transform, M_PI);
    break;

    case UIImageOrientationLeft:
    case UIImageOrientationLeftMirrored:
        transform = CGAffineTransformTranslate(transform, (*image).size.width, 0);
        transform = CGAffineTransformRotate(transform, M_PI_2);
        break;
    
    case UIImageOrientationRight:
    case UIImageOrientationRightMirrored:
        transform = CGAffineTransformTranslate(transform, 0, (*image).size.height);
        transform = CGAffineTransformRotate(transform, -M_PI_2);
        break;
    default:
        break;
    

    }

    switch ((_image).imageOrientation)
    {
    case UIImageOrientationUpMirrored:
    case UIImageOrientationDownMirrored:
    transform = CGAffineTransformTranslate(transform, (_image).size.width, 0);
    transform = CGAffineTransformScale(transform, -1, 1);
    break;

    case UIImageOrientationLeftMirrored:
    case UIImageOrientationRightMirrored:
        transform = CGAffineTransformTranslate(transform, (*image).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, (_image).size.width, (_image).size.height,
    CGImageGetBitsPerComponent((_image).CGImage), 0,
    CGImageGetColorSpace((_image).CGImage),
    CGImageGetBitmapInfo((_image).CGImage));
    CGContextConcatCTM(ctx, transform);
    switch ((_image).imageOrientation)
    {
    case UIImageOrientationLeft:
    case UIImageOrientationLeftMirrored:
    case UIImageOrientationRight:
    case UIImageOrientationRightMirrored:
    // Grr...
    CGContextDrawImage(ctx, CGRectMake(0,0,(_image).size.height,(_image).size.width), (*image).CGImage);
    break;

    default:
        CGContextDrawImage(ctx, CGRectMake(0,0,(*image).size.width,(*image).size.height), (*image).CGImage);
        break;
    

    }

    CGImageRef cgimg = CGBitmapContextCreateImage(ctx);
    *image = [UIImage imageWithCGImage:cgimg];
    CGContextRelease(ctx);
    CGImageRelease(cgimg);
    return *image;
    }

@soulfly

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@soulfly soulfly commented Jul 29, 2015

Is it available via CocoaPods?

@10778254

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@10778254 10778254 commented Jan 9, 2017

  • (UIImage *)imageWithCGImage:(CGImageRef)cgImage scale:(CGFloat)scale orientation:(UIImageOrientation)orientation NS_AVAILABLE_IOS(4_0);
    use this, it work
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