UIImagePNGRepresentation issues? / Images rotated by 90 degrees

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臣服心动
臣服心动 2020-11-29 20:30

I want to load images from UIImagePickerController, then save the selected photo to my app\'s document directory.

UIImage *image = [info objectForKey:UIImage         


        
6条回答
  •  暗喜
    暗喜 (楼主)
    2020-11-29 20:49

    I have created this UIImage extension to fix this problem with UIImagePNGRepresentation, based on this response. So I propose to use this class func UIImage.PNGRepresentation(img: UIImage) instead of UIKit func UIImagePNGRepresentation.

    Swift 3 code :

    //  MyUIImage.swift
    //  MyEasyMovie-Public-App
    //
    //  Created by Ahmed Zahraz on 19/12/2016.
    //  Copyright © 2016 AhmedZahraz. All rights reserved.    
    
    import Foundation
    import UIKit
    
    extension UIImage {
    
    
        public class func PNGRepresentation(_ img: UIImage) -> Data? {
            // No-op if the orientation is already correct
            if (img.imageOrientation == UIImageOrientation.up) {
                return UIImagePNGRepresentation(img);
            }
            // 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.
            var transform:CGAffineTransform = CGAffineTransform.identity
    
            if (img.imageOrientation == UIImageOrientation.down
                || img.imageOrientation == UIImageOrientation.downMirrored) {
    
                transform = transform.translatedBy(x: img.size.width, y: img.size.height)
                transform = transform.rotated(by: CGFloat(M_PI))
            }
    
            if (img.imageOrientation == UIImageOrientation.left
                || img.imageOrientation == UIImageOrientation.leftMirrored) {
    
                transform = transform.translatedBy(x: img.size.width, y: 0)
                transform = transform.rotated(by: CGFloat(M_PI_2))
            }
    
            if (img.imageOrientation == UIImageOrientation.right
                || img.imageOrientation == UIImageOrientation.rightMirrored) {
    
                transform = transform.translatedBy(x: 0, y: img.size.height);
                transform = transform.rotated(by: CGFloat(-M_PI_2));
            }
    
            if (img.imageOrientation == UIImageOrientation.upMirrored
                || img.imageOrientation == UIImageOrientation.downMirrored) {
    
                transform = transform.translatedBy(x: img.size.width, y: 0)
                transform = transform.scaledBy(x: -1, y: 1)
            }
    
            if (img.imageOrientation == UIImageOrientation.leftMirrored
                || img.imageOrientation == UIImageOrientation.rightMirrored) {
    
                transform = transform.translatedBy(x: img.size.height, y: 0);
                transform = transform.scaledBy(x: -1, y: 1);
            }
    
    
            // Now we draw the underlying CGImage into a new context, applying the transform
            // calculated above.
            let ctx:CGContext = CGContext(data: nil, width: Int(img.size.width), height: Int(img.size.height),
                                          bitsPerComponent: img.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                          space: img.cgImage!.colorSpace!,
                                          bitmapInfo: img.cgImage!.bitmapInfo.rawValue)!
    
            ctx.concatenate(transform)
    
    
            if (img.imageOrientation == UIImageOrientation.left
                || img.imageOrientation == UIImageOrientation.leftMirrored
                || img.imageOrientation == UIImageOrientation.right
                || img.imageOrientation == UIImageOrientation.rightMirrored
                ) {
    
    
                ctx.draw(img.cgImage!, in: CGRect(x:0,y:0,width:img.size.height,height:img.size.width))
    
            } else {
                ctx.draw(img.cgImage!, in: CGRect(x:0,y:0,width:img.size.width,height:img.size.height))
            }
    
    
            // And now we just create a new UIImage from the drawing context
            let cgimg:CGImage = ctx.makeImage()!
            let imgEnd:UIImage = UIImage(cgImage: cgimg)
    
            return UIImagePNGRepresentation(imgEnd)
        }
    
    }
    

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