iOS UIImagePickerController 上传后结果图像方向

发布于 2024-10-25 17:35:55 字数 1517 浏览 2 评论 0原文

我正在 iOS 3.1.3 iPhone 上测试我的 iPhone 应用程序。我正在使用 UIImagePickerController 选择/捕获图像:

UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
[imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
[imagePicker setDelegate:self];
[self.navigationController presentModalViewController:imagePicker animated:YES];
[imagePicker release];



- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
    self.image = [info objectForKey:UIImagePickerControllerOriginalImage];
    imageView.image = self.image;
    [self.navigationController dismissModalViewControllerAnimated:YES];
    submitButton.enabled = YES;
}

然后我在某个时候使用 ASI 类将其发送到我的网络服务器:

ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:[NSURL URLWithString:@"http://example.com/myscript.php"]];
[request setDelegate:self];
[request setStringEncoding:NSUTF8StringEncoding];
[request setShouldContinueWhenAppEntersBackground:YES];
//other post keys/values
[request setFile:UIImageJPEGRepresentation(self.image, 100.0f) withFileName:[NSString stringWithFormat:@"%d.jpg", [[NSDate date] timeIntervalSinceNow]] andContentType:@"image/jpg" forKey:@"imageFile"];
[request startAsynchronous];

问题: 当我用iPhone横着拍照时,图像会上传到服务器,并且看起来就像你所期望的那样。手持手机纵向拍照时,上传并查看的图像会旋转 90 度。

我的应用程序设置为仅在纵向模式下工作(颠倒和常规)。

如何使图片上传后始终显示正确的方向?

图像在 UIImageView 中显示时似乎是正确的(拍照后立即),但在服务器上查看却不然。

I am testing my iPhone application on an iOS 3.1.3 iPhone. I am selecting/capturing an image using a UIImagePickerController:

UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
[imagePicker setSourceType:UIImagePickerControllerSourceTypeCamera];
[imagePicker setDelegate:self];
[self.navigationController presentModalViewController:imagePicker animated:YES];
[imagePicker release];



- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
    self.image = [info objectForKey:UIImagePickerControllerOriginalImage];
    imageView.image = self.image;
    [self.navigationController dismissModalViewControllerAnimated:YES];
    submitButton.enabled = YES;
}

I then at some point send it to my web server using the ASI classes:

ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:[NSURL URLWithString:@"http://example.com/myscript.php"]];
[request setDelegate:self];
[request setStringEncoding:NSUTF8StringEncoding];
[request setShouldContinueWhenAppEntersBackground:YES];
//other post keys/values
[request setFile:UIImageJPEGRepresentation(self.image, 100.0f) withFileName:[NSString stringWithFormat:@"%d.jpg", [[NSDate date] timeIntervalSinceNow]] andContentType:@"image/jpg" forKey:@"imageFile"];
[request startAsynchronous];

the problem:
when i take a picture with the iphone while holding it landscape, the image gets uploaded to the server and it viewed like you would expect. when taking a picture holding the phone in portrait, the image is uploaded and viewed as it had been rotated 90 degrees.

my application is set to only work in portrait modes(upsidedown and regular).

How can i make the image always show the correct orientation after uploading?

the image appears to be correct as displayed in an UIImageView(directly after taking the picture), but viewing on the server says otherwise.

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评论(21

凉墨 2024-11-01 17:35:56

这是自动修复图像方向的 Swift-4.2 代码
返回 UIImage

func AutofixImageOrientation(_ image: UIImage)->UIImage {

    UIGraphicsBeginImageContext(image.size)

    image.draw(at: .zero)

    let newImage = UIGraphicsGetImageFromCurrentImageContext()

    UIGraphicsEndImageContext()

    return newImage ?? image
}

Here is the Swift-4.2 code for automatic fix your image orientation
Returns UIImage

func AutofixImageOrientation(_ image: UIImage)->UIImage {

    UIGraphicsBeginImageContext(image.size)

    image.draw(at: .zero)

    let newImage = UIGraphicsGetImageFromCurrentImageContext()

    UIGraphicsEndImageContext()

    return newImage ?? image
}
谁的新欢旧爱 2024-11-01 17:35:56

我将其转换为 Xamarin:

private static UIImage FixImageOrientation(UIImage image)
    {
        if (image.Orientation == UIImageOrientation.Up)
        {
            return image;
        }

        var transform = CGAffineTransform.MakeIdentity();

        float pi = (float)Math.PI;

        switch (image.Orientation)
        {
            case UIImageOrientation.Down:
            case UIImageOrientation.DownMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Width, image.Size.Height);
                transform = CGAffineTransform.Rotate(transform, pi);
                break;

            case UIImageOrientation.Left:
            case UIImageOrientation.LeftMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Width, 0);
                transform = CGAffineTransform.Rotate(transform, pi / 2);
                break;

            case UIImageOrientation.Right:
            case UIImageOrientation.RightMirrored:
                transform = CGAffineTransform.Translate(transform, 0, image.Size.Height);
                transform = CGAffineTransform.Rotate(transform, -(pi / 2));
                break;
        }

        switch (image.Orientation)
        {
            case UIImageOrientation.UpMirrored:
            case UIImageOrientation.DownMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Width, 0);
                transform = CGAffineTransform.Scale(transform, -1, 1);
                break;

            case UIImageOrientation.LeftMirrored:
            case UIImageOrientation.RightMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Height, 0);
                transform = CGAffineTransform.Scale(transform, -1, 1);
                break;
        }

        var ctx = new CGBitmapContext(null, (nint)image.Size.Width, (nint)image.Size.Height, image.CGImage.BitsPerComponent,
            image.CGImage.BytesPerRow, image.CGImage.ColorSpace, image.CGImage.BitmapInfo);

        ctx.ConcatCTM(transform);

        switch (image.Orientation)
        {
            case UIImageOrientation.Left:
            case UIImageOrientation.LeftMirrored:
            case UIImageOrientation.Right:
            case UIImageOrientation.RightMirrored:
                ctx.DrawImage(new CGRect(0, 0, image.Size.Height, image.Size.Width), image.CGImage);
                break;

            default:
                ctx.DrawImage(new CGRect(0, 0, image.Size.Width, image.Size.Height), image.CGImage);
                break;
        }

        var cgimg = ctx.ToImage();
        var img = new UIImage(cgimg);

        ctx.Dispose();
        ctx = null;
        cgimg.Dispose();
        cgimg = null;

        return img;
    }

I transposed this into Xamarin:

private static UIImage FixImageOrientation(UIImage image)
    {
        if (image.Orientation == UIImageOrientation.Up)
        {
            return image;
        }

        var transform = CGAffineTransform.MakeIdentity();

        float pi = (float)Math.PI;

        switch (image.Orientation)
        {
            case UIImageOrientation.Down:
            case UIImageOrientation.DownMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Width, image.Size.Height);
                transform = CGAffineTransform.Rotate(transform, pi);
                break;

            case UIImageOrientation.Left:
            case UIImageOrientation.LeftMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Width, 0);
                transform = CGAffineTransform.Rotate(transform, pi / 2);
                break;

            case UIImageOrientation.Right:
            case UIImageOrientation.RightMirrored:
                transform = CGAffineTransform.Translate(transform, 0, image.Size.Height);
                transform = CGAffineTransform.Rotate(transform, -(pi / 2));
                break;
        }

        switch (image.Orientation)
        {
            case UIImageOrientation.UpMirrored:
            case UIImageOrientation.DownMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Width, 0);
                transform = CGAffineTransform.Scale(transform, -1, 1);
                break;

            case UIImageOrientation.LeftMirrored:
            case UIImageOrientation.RightMirrored:
                transform = CGAffineTransform.Translate(transform, image.Size.Height, 0);
                transform = CGAffineTransform.Scale(transform, -1, 1);
                break;
        }

        var ctx = new CGBitmapContext(null, (nint)image.Size.Width, (nint)image.Size.Height, image.CGImage.BitsPerComponent,
            image.CGImage.BytesPerRow, image.CGImage.ColorSpace, image.CGImage.BitmapInfo);

        ctx.ConcatCTM(transform);

        switch (image.Orientation)
        {
            case UIImageOrientation.Left:
            case UIImageOrientation.LeftMirrored:
            case UIImageOrientation.Right:
            case UIImageOrientation.RightMirrored:
                ctx.DrawImage(new CGRect(0, 0, image.Size.Height, image.Size.Width), image.CGImage);
                break;

            default:
                ctx.DrawImage(new CGRect(0, 0, image.Size.Width, image.Size.Height), image.CGImage);
                break;
        }

        var cgimg = ctx.ToImage();
        var img = new UIImage(cgimg);

        ctx.Dispose();
        ctx = null;
        cgimg.Dispose();
        cgimg = null;

        return img;
    }
空名 2024-11-01 17:35:55

UIImage 具有属性 imageOrientation,它指示 UIImageView 和其他 UIImage 使用者旋转原始图像数据。该标志很有可能被保存到上传的 jpeg 图像中的 exif 数据中,但您用来查看它的程序不支持该标志。

要旋转 UIImage 以在上传时正确显示,您可以使用如下类别:

UIImage+fixOrientation.h

@interface UIImage (fixOrientation)

- (UIImage *)fixOrientation;

@end

UIImage+fixOrientation.m

@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

A UIImage has a property imageOrientation, which instructs the UIImageView and other UIImage consumers to rotate the raw image data. There's a good chance that this flag is being saved to the exif data in the uploaded jpeg image, but the program you use to view it is not honoring that flag.

To rotate the UIImage to display properly when uploaded, you can use a category like this:

UIImage+fixOrientation.h

@interface UIImage (fixOrientation)

- (UIImage *)fixOrientation;

@end

UIImage+fixOrientation.m

@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
痴情换悲伤 2024-11-01 17:35:55

我想出了一个更简单的方法:

- (UIImage *)normalizedImage {
    if (self.imageOrientation == UIImageOrientationUp) return self; 

    UIGraphicsBeginImageContextWithOptions(self.size, NO, self.scale);
    [self drawInRect:(CGRect){0, 0, self.size}];
    UIImage *normalizedImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return normalizedImage;
}

顺便说一句:@Anomie 的代码没有考虑 scale ,因此不适用于 2x 图像。

I figured out a much simpler one:

- (UIImage *)normalizedImage {
    if (self.imageOrientation == UIImageOrientationUp) return self; 

    UIGraphicsBeginImageContextWithOptions(self.size, NO, self.scale);
    [self drawInRect:(CGRect){0, 0, self.size}];
    UIImage *normalizedImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return normalizedImage;
}

BTW: @Anomie's code does not take scale into account, so will not work for 2x images.

悟红尘 2024-11-01 17:35:55

这是 @an0 的答案的 Swift 版本:

func normalizedImage() -> UIImage {

  if (self.imageOrientation == UIImageOrientation.Up) { 
      return self;
  }

  UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale);
  let rect = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
  self.drawInRect(rect)

  let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
  UIGraphicsEndImageContext();
  return normalizedImage;
}

也在更通用的函数中:

func fixOrientation(img:UIImage) -> UIImage {

  if (img.imageOrientation == UIImageOrientation.Up) { 
      return img;
  }

  UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale);
  let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
  img.drawInRect(rect)

  let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
  UIGraphicsEndImageContext();
  return normalizedImage;

}

Swift 3 版本:

func fixOrientation(img: UIImage) -> UIImage {
    if (img.imageOrientation == .up) {
        return img
    }

    UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale)
    let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
    img.draw(in: rect)

    let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()!
    UIGraphicsEndImageContext()

    return normalizedImage
}

Here is a Swift version of the answer by @an0:

func normalizedImage() -> UIImage {

  if (self.imageOrientation == UIImageOrientation.Up) { 
      return self;
  }

  UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale);
  let rect = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
  self.drawInRect(rect)

  let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
  UIGraphicsEndImageContext();
  return normalizedImage;
}

Also in a more general function:

func fixOrientation(img:UIImage) -> UIImage {

  if (img.imageOrientation == UIImageOrientation.Up) { 
      return img;
  }

  UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale);
  let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
  img.drawInRect(rect)

  let normalizedImage : UIImage = UIGraphicsGetImageFromCurrentImageContext()
  UIGraphicsEndImageContext();
  return normalizedImage;

}

Swift 3 version:

func fixOrientation(img: UIImage) -> UIImage {
    if (img.imageOrientation == .up) {
        return img
    }

    UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale)
    let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
    img.draw(in: rect)

    let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()!
    UIGraphicsEndImageContext()

    return normalizedImage
}
浊酒尽余欢 2024-11-01 17:35:55

Swift 3.1从相机捕获图像时出现方向问题的解决方案。

我已经更新了jake和Metal Heart提供的解决方案

UIImage扩展

//MARK:- Image Orientation fix

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.up ) {
            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.
        var transform: CGAffineTransform = CGAffineTransform.identity

        if ( self.imageOrientation == UIImageOrientation.down || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: self.size.height)
            transform = transform.rotated(by: CGFloat(Double.pi))
        }

        if ( self.imageOrientation == UIImageOrientation.left || self.imageOrientation == UIImageOrientation.leftMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.rotated(by: CGFloat(Double.pi / 2.0))
        }

        if ( self.imageOrientation == UIImageOrientation.right || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: 0, y: self.size.height);
            transform = transform.rotated(by: CGFloat(-Double.pi / 2.0));
        }

        if ( self.imageOrientation == UIImageOrientation.upMirrored || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.scaledBy(x: -1, y: 1)
        }

        if ( self.imageOrientation == UIImageOrientation.leftMirrored || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: self.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(self.size.width), height: Int(self.size.height),
                                                      bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                                      space: self.cgImage!.colorSpace!,
                                                      bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!;

        ctx.concatenate(transform)

        if ( self.imageOrientation == UIImageOrientation.left ||
            self.imageOrientation == UIImageOrientation.leftMirrored ||
            self.imageOrientation == UIImageOrientation.right ||
            self.imageOrientation == UIImageOrientation.rightMirrored ) {
            ctx.draw(self.cgImage!, in: CGRect(x: 0,y: 0,width: self.size.height,height: self.size.width))
        } else {
            ctx.draw(self.cgImage!, in: CGRect(x: 0,y: 0,width: self.size.width,height: self.size.height))
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(cgImage: ctx.makeImage()!)
    }
}

Swift 2.0

//MARK:- Image Orientation fix

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.Up ) {
            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.
        var transform: CGAffineTransform = CGAffineTransformIdentity

        if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, 0, self.size.height);
            transform = CGAffineTransformRotate(transform,  CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)
        }

        if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.height, 0);
            transform = CGAffineTransformScale(transform, -1, 1);
        }

        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        let ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage).rawValue)!;

        CGContextConcatCTM(ctx, transform)

        if ( self.imageOrientation == UIImageOrientation.Left ||
            self.imageOrientation == UIImageOrientation.LeftMirrored ||
            self.imageOrientation == UIImageOrientation.Right ||
            self.imageOrientation == UIImageOrientation.RightMirrored ) {
                CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
        } else {
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(CGImage: CGBitmapContextCreateImage(ctx)!)
    }
}

在代码中使用此 UIImage 扩展:

let fixOrientationImage=chosenImage.fixOrientation()

将其放置在图像选择器的委托方法中,如下所示

Swift 3.1

//MARK: Image Picker Delegates
    func imagePickerController(
        _ picker: UIImagePickerController,
        didFinishPickingMediaWithInfo info: [String : Any]){
        let chosenImage = info[UIImagePickerControllerOriginalImage] as! UIImage
        profileImg.contentMode = .scaleAspectFill
        let fixOrientationImage=chosenImage.fixOrientation()
        profileImg.image = fixOrientationImage

        dismiss(animated: true, completion: nil)
    }

Swift 2.0< /强>

//MARK: Image Picker Delegates
    func imagePickerController(
        picker: UIImagePickerController,
        didFinishPickingMediaWithInfo info: [String : AnyObject])
    {
        let chosenImage = info[UIImagePickerControllerOriginalImage] as! UIImage
        profileImg.contentMode = .ScaleAspectFill
        **//Fix the image orientation**
         let fixOrientationImage=chosenImage.fixOrientation()
        profileImg.image = fixOrientationImage

        dismissViewControllerAnimated(true, completion: nil)
    }

Solution for Swift 3.1 for orientation issue while capturing the image from Camera.

I have updated the solution given by jake and Metal Heart

UIImage extension

//MARK:- Image Orientation fix

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.up ) {
            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.
        var transform: CGAffineTransform = CGAffineTransform.identity

        if ( self.imageOrientation == UIImageOrientation.down || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: self.size.height)
            transform = transform.rotated(by: CGFloat(Double.pi))
        }

        if ( self.imageOrientation == UIImageOrientation.left || self.imageOrientation == UIImageOrientation.leftMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.rotated(by: CGFloat(Double.pi / 2.0))
        }

        if ( self.imageOrientation == UIImageOrientation.right || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: 0, y: self.size.height);
            transform = transform.rotated(by: CGFloat(-Double.pi / 2.0));
        }

        if ( self.imageOrientation == UIImageOrientation.upMirrored || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.scaledBy(x: -1, y: 1)
        }

        if ( self.imageOrientation == UIImageOrientation.leftMirrored || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: self.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(self.size.width), height: Int(self.size.height),
                                                      bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                                      space: self.cgImage!.colorSpace!,
                                                      bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!;

        ctx.concatenate(transform)

        if ( self.imageOrientation == UIImageOrientation.left ||
            self.imageOrientation == UIImageOrientation.leftMirrored ||
            self.imageOrientation == UIImageOrientation.right ||
            self.imageOrientation == UIImageOrientation.rightMirrored ) {
            ctx.draw(self.cgImage!, in: CGRect(x: 0,y: 0,width: self.size.height,height: self.size.width))
        } else {
            ctx.draw(self.cgImage!, in: CGRect(x: 0,y: 0,width: self.size.width,height: self.size.height))
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(cgImage: ctx.makeImage()!)
    }
}

Swift 2.0

//MARK:- Image Orientation fix

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.Up ) {
            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.
        var transform: CGAffineTransform = CGAffineTransformIdentity

        if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, 0, self.size.height);
            transform = CGAffineTransformRotate(transform,  CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)
        }

        if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.height, 0);
            transform = CGAffineTransformScale(transform, -1, 1);
        }

        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        let ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage).rawValue)!;

        CGContextConcatCTM(ctx, transform)

        if ( self.imageOrientation == UIImageOrientation.Left ||
            self.imageOrientation == UIImageOrientation.LeftMirrored ||
            self.imageOrientation == UIImageOrientation.Right ||
            self.imageOrientation == UIImageOrientation.RightMirrored ) {
                CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
        } else {
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(CGImage: CGBitmapContextCreateImage(ctx)!)
    }
}

Use of this UIImage Extension in your code:

let fixOrientationImage=chosenImage.fixOrientation()

place this in your delegate methods of image picker like this

Swift 3.1

//MARK: Image Picker Delegates
    func imagePickerController(
        _ picker: UIImagePickerController,
        didFinishPickingMediaWithInfo info: [String : Any]){
        let chosenImage = info[UIImagePickerControllerOriginalImage] as! UIImage
        profileImg.contentMode = .scaleAspectFill
        let fixOrientationImage=chosenImage.fixOrientation()
        profileImg.image = fixOrientationImage

        dismiss(animated: true, completion: nil)
    }

Swift 2.0

//MARK: Image Picker Delegates
    func imagePickerController(
        picker: UIImagePickerController,
        didFinishPickingMediaWithInfo info: [String : AnyObject])
    {
        let chosenImage = info[UIImagePickerControllerOriginalImage] as! UIImage
        profileImg.contentMode = .ScaleAspectFill
        **//Fix the image orientation**
         let fixOrientationImage=chosenImage.fixOrientation()
        profileImg.image = fixOrientationImage

        dismissViewControllerAnimated(true, completion: nil)
    }
你丑哭了我 2024-11-01 17:35:55

Swift 4.x/5.0 版本 @an0 的解决方案:

extension UIImage {
    func upOrientationImage() -> UIImage? {
        switch imageOrientation {
        case .up:
            return self
        default:
            UIGraphicsBeginImageContextWithOptions(size, false, scale)
            draw(in: CGRect(origin: .zero, size: size))
            let result = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
            return result
        }
    }
}

Swift 4.x/5.0 version of @an0 's solution:

extension UIImage {
    func upOrientationImage() -> UIImage? {
        switch imageOrientation {
        case .up:
            return self
        default:
            UIGraphicsBeginImageContextWithOptions(size, false, scale)
            draw(in: CGRect(origin: .zero, size: size))
            let result = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()
            return result
        }
    }
}
冬天的雪花 2024-11-01 17:35:55

迅速更新 ;)

更新 SWIFT 3.0 :D

func sFunc_imageFixOrientation(img:UIImage) -> UIImage {


    // No-op if the orientation is already correct
    if (img.imageOrientation == UIImageOrientation.up) {
        return 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 imgEnd
}

in swift ;)

UPDATE SWIFT 3.0 :D

func sFunc_imageFixOrientation(img:UIImage) -> UIImage {


    // No-op if the orientation is already correct
    if (img.imageOrientation == UIImageOrientation.up) {
        return 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 imgEnd
}
稍尽春風 2024-11-01 17:35:55

我在设计拍照应用程序时使用了此页面,我发现以下方法将纠正方向并使用比以前的答案更少的内存和处理器:

CGImageRef cgRef = image.CGImage;
image = [[UIImage alloc] initWithCGImage:cgRef scale:1.0 orientation:UIImageOrientationUp];

这基本上只是用新方向重新包装实际图像数据。我使用的是 @an0 的代码,但它会在内存中生成一个新图像,这可能会对您从相机获取的 3264x2448 图像造成负担。

I used this page when designing my app that takes pictures and I found that the following method will correct the orientation and use less memory and processor than previous answers:

CGImageRef cgRef = image.CGImage;
image = [[UIImage alloc] initWithCGImage:cgRef scale:1.0 orientation:UIImageOrientationUp];

This basically just rewraps the actual image data with a new orientation. I was using @an0's code but it makes a new image in memory which can be taxing on a 3264x2448 image that you might get from a camera.

柠檬色的秋千 2024-11-01 17:35:55

如果启用编辑,则编辑后的图像(与原始图像相反)将按预期定向:

UIImagePickerController *imagePickerController = [[UIImagePickerController alloc] init];
imagePickerController.allowsEditing = YES;
// set delegate and present controller

- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
    UIImage *photo = [info valueForKey:UIImagePickerControllerEditedImage];
    // do whatever
}

启用编辑允许用户在点击“使用照片”之前调整图像大小和移动图像

If you enable editing, then the edited image (as opposed to the original) will be oriented as expected:

UIImagePickerController *imagePickerController = [[UIImagePickerController alloc] init];
imagePickerController.allowsEditing = YES;
// set delegate and present controller

- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
    UIImage *photo = [info valueForKey:UIImagePickerControllerEditedImage];
    // do whatever
}

Enabling editing allows the user to resize and move the image before tapping "Use Photo"

你对谁都笑 2024-11-01 17:35:55

我通过写下面几行代码来实现这一点

extension UIImage {

    public func correctlyOrientedImage() -> UIImage {
        guard imageOrientation != .up else { return self }

        UIGraphicsBeginImageContextWithOptions(size, false, scale)
        draw(in: CGRect(origin: .zero, size: size))
        let normalizedImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
        UIGraphicsEndImageContext()

        return normalizedImage
    }
}

I achieve this by writing below a few lines of code

extension UIImage {

    public func correctlyOrientedImage() -> UIImage {
        guard imageOrientation != .up else { return self }

        UIGraphicsBeginImageContextWithOptions(size, false, scale)
        draw(in: CGRect(origin: .zero, size: size))
        let normalizedImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
        UIGraphicsEndImageContext()

        return normalizedImage
    }
}
深海少女心 2024-11-01 17:35:55

这是我发现的解决方向问题的方法

UIImage *initialImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
NSData *data = UIImagePNGRepresentation(self.initialImage);

UIImage *tempImage = [UIImage imageWithData:data];
UIImage *fixedOrientationImage = [UIImage imageWithCGImage:tempImage.CGImage
                                     scale:initialImage.scale
                               orientation:self.initialImage.imageOrientation];
initialImage = fixedOrientationImage;

编辑:

UIImage *initialImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
NSData *data = UIImagePNGRepresentation(self.initialImage);

initialImage = [UIImage imageWithCGImage:[UIImage imageWithData:data].CGImage
                                                     scale:initialImage.scale
                                               orientation:self.initialImage.imageOrientation];

This what I have found for fixing orientation issue

UIImage *initialImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
NSData *data = UIImagePNGRepresentation(self.initialImage);

UIImage *tempImage = [UIImage imageWithData:data];
UIImage *fixedOrientationImage = [UIImage imageWithCGImage:tempImage.CGImage
                                     scale:initialImage.scale
                               orientation:self.initialImage.imageOrientation];
initialImage = fixedOrientationImage;

EDIT:

UIImage *initialImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"];
NSData *data = UIImagePNGRepresentation(self.initialImage);

initialImage = [UIImage imageWithCGImage:[UIImage imageWithData:data].CGImage
                                                     scale:initialImage.scale
                                               orientation:self.initialImage.imageOrientation];
满地尘埃落定 2024-11-01 17:35:55

这是一个不会更改原始图像的色彩空间的解决方案。如果您想要规范化灰度图像的方向,那么所有基于 UIGraphicsBeginImageContextWithOptions 的解决方案都不走运,因为它会在 RGB 颜色空间中创建上下文。相反,您必须创建一个与原始图像具有相同属性的上下文并进行绘制:

extension UIImage {
    static let rotatedOrentations: [UIImage.Orientation] = [.left, .leftMirrored, .right, .rightMirrored]

    func normalizedImage() -> UIImage {
        if imageOrientation == .up {
            return self
        }

        let image = self.cgImage!
        let swapOrientation = UIImage.rotatedOrentations.contains(imageOrientation)
        let width = swapOrientation ? image.height : image.width
        let height = swapOrientation ? image.width : image.height
        let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: image.bitsPerComponent, bytesPerRow: image.bytesPerRow, space: image.colorSpace!, bitmapInfo: image.bitmapInfo.rawValue)!
        let flipVertical = CGAffineTransform(a: 1, b: 0, c: 0, d: -1, tx: 0, ty: CGFloat(height));
        context.concatenate(flipVertical)
        UIGraphicsPushContext(context)
        self.draw(at: .zero)
        UIGraphicsPopContext()

        return UIImage(cgImage: context.makeImage()!)
    }
}

Here’s a solution that doesn’t change the colorspace of the original image. If you want to normalize the orientation of a grayscale image, you are out of luck with all solutions based on UIGraphicsBeginImageContextWithOptions because it creates a context in the RGB colorspace. Instead, you have to create a context with the same properties as the original image and draw:

extension UIImage {
    static let rotatedOrentations: [UIImage.Orientation] = [.left, .leftMirrored, .right, .rightMirrored]

    func normalizedImage() -> UIImage {
        if imageOrientation == .up {
            return self
        }

        let image = self.cgImage!
        let swapOrientation = UIImage.rotatedOrentations.contains(imageOrientation)
        let width = swapOrientation ? image.height : image.width
        let height = swapOrientation ? image.width : image.height
        let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: image.bitsPerComponent, bytesPerRow: image.bytesPerRow, space: image.colorSpace!, bitmapInfo: image.bitmapInfo.rawValue)!
        let flipVertical = CGAffineTransform(a: 1, b: 0, c: 0, d: -1, tx: 0, ty: CGFloat(height));
        context.concatenate(flipVertical)
        UIGraphicsPushContext(context)
        self.draw(at: .zero)
        UIGraphicsPopContext()

        return UIImage(cgImage: context.makeImage()!)
    }
}
原谅我要高飞 2024-11-01 17:35:55

基于 Sourabh Sharma 的答案更新 Swift 3.1,并进行代码清理。

extension UIImage {
    func fixedOrientation() -> UIImage {
        if imageOrientation == .up { return self }

        var transform:CGAffineTransform = .identity
        switch imageOrientation {
        case .down, .downMirrored:
            transform = transform.translatedBy(x: size.width, y: size.height).rotated(by: .pi)
        case .left, .leftMirrored:
            transform = transform.translatedBy(x: size.width, y: 0).rotated(by: .pi/2)
        case .right, .rightMirrored:
            transform = transform.translatedBy(x: 0, y: size.height).rotated(by: -.pi/2)
        default: break
        }

        switch imageOrientation {
        case .upMirrored, .downMirrored:
            transform = transform.translatedBy(x: size.width, y: 0).scaledBy(x: -1, y: 1)
        case .leftMirrored, .rightMirrored:
            transform = transform.translatedBy(x: size.height, y: 0).scaledBy(x: -1, y: 1)
        default: break
        }

        let ctx = CGContext(data: nil, width: Int(size.width), height: Int(size.height),
                                       bitsPerComponent: cgImage!.bitsPerComponent, bytesPerRow: 0,
                                       space: cgImage!.colorSpace!, bitmapInfo: cgImage!.bitmapInfo.rawValue)!
        ctx.concatenate(transform)

        switch imageOrientation {
        case .left, .leftMirrored, .right, .rightMirrored:
            ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.height,height: size.width))
        default:
            ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.width,height: size.height))
        }
        return UIImage(cgImage: ctx.makeImage()!)
    }
}

选择器委托方法示例:

func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any]) {
    guard let originalImage = info[UIImagePickerControllerOriginalImage] as? UIImage else { return }
    let fixedImage = originalImage.fixedOrientation()
    // do your work
}

Update for Swift 3.1 based on Sourabh Sharma's answer, with code clean up.

extension UIImage {
    func fixedOrientation() -> UIImage {
        if imageOrientation == .up { return self }

        var transform:CGAffineTransform = .identity
        switch imageOrientation {
        case .down, .downMirrored:
            transform = transform.translatedBy(x: size.width, y: size.height).rotated(by: .pi)
        case .left, .leftMirrored:
            transform = transform.translatedBy(x: size.width, y: 0).rotated(by: .pi/2)
        case .right, .rightMirrored:
            transform = transform.translatedBy(x: 0, y: size.height).rotated(by: -.pi/2)
        default: break
        }

        switch imageOrientation {
        case .upMirrored, .downMirrored:
            transform = transform.translatedBy(x: size.width, y: 0).scaledBy(x: -1, y: 1)
        case .leftMirrored, .rightMirrored:
            transform = transform.translatedBy(x: size.height, y: 0).scaledBy(x: -1, y: 1)
        default: break
        }

        let ctx = CGContext(data: nil, width: Int(size.width), height: Int(size.height),
                                       bitsPerComponent: cgImage!.bitsPerComponent, bytesPerRow: 0,
                                       space: cgImage!.colorSpace!, bitmapInfo: cgImage!.bitmapInfo.rawValue)!
        ctx.concatenate(transform)

        switch imageOrientation {
        case .left, .leftMirrored, .right, .rightMirrored:
            ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.height,height: size.width))
        default:
            ctx.draw(cgImage!, in: CGRect(x: 0, y: 0, width: size.width,height: size.height))
        }
        return UIImage(cgImage: ctx.makeImage()!)
    }
}

Picker delegate method example:

func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : Any]) {
    guard let originalImage = info[UIImagePickerControllerOriginalImage] as? UIImage else { return }
    let fixedImage = originalImage.fixedOrientation()
    // do your work
}
笑红尘 2024-11-01 17:35:55

这是 swift 的 UIImage 扩展:

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.Up ) {
            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.
        var transform: CGAffineTransform = CGAffineTransformIdentity

        if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, 0, self.size.height);
            transform = CGAffineTransformRotate(transform,  CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)
        }

        if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.height, 0);
            transform = CGAffineTransformScale(transform, -1, 1);
        }

        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        var ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage));

        CGContextConcatCTM(ctx, transform)

        if ( self.imageOrientation == UIImageOrientation.Left ||
            self.imageOrientation == UIImageOrientation.LeftMirrored ||
            self.imageOrientation == UIImageOrientation.Right ||
            self.imageOrientation == UIImageOrientation.RightMirrored ) {
                CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
        } else {
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(CGImage: CGBitmapContextCreateImage(ctx))!
    }
}

基于 MetalHeart2003 的早期工作..

Here's UIImage extension for swift:

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.Up ) {
            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.
        var transform: CGAffineTransform = CGAffineTransformIdentity

        if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, 0, self.size.height);
            transform = CGAffineTransformRotate(transform,  CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)
        }

        if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
            transform = CGAffineTransformTranslate(transform, self.size.height, 0);
            transform = CGAffineTransformScale(transform, -1, 1);
        }

        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        var ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage));

        CGContextConcatCTM(ctx, transform)

        if ( self.imageOrientation == UIImageOrientation.Left ||
            self.imageOrientation == UIImageOrientation.LeftMirrored ||
            self.imageOrientation == UIImageOrientation.Right ||
            self.imageOrientation == UIImageOrientation.RightMirrored ) {
                CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
        } else {
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(CGImage: CGBitmapContextCreateImage(ctx))!
    }
}

Based on MetalHeart2003's earlier work..

断桥再见 2024-11-01 17:35:55

这是 Swift 2 中的 UIImage 扩展,基于 @Anomie 接受的答案。它使用了更清晰的开关盒。它还考虑了 CGBitmapContextCreateImage() 返回的可选值。

extension UIImage {
    func rotateImageByOrientation() -> UIImage {
        // No-op if the orientation is already correct
        guard self.imageOrientation != .Up else {
            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.
        var transform = CGAffineTransformIdentity;

        switch (self.imageOrientation) {
        case .Down, .DownMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))

        case .Left, .LeftMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))

        case .Right, .RightMirrored:
            transform = CGAffineTransformTranslate(transform, 0, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2))

        default:
            break
        }

        switch (self.imageOrientation) {
        case .UpMirrored, .DownMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)

        case .LeftMirrored, .RightMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.height, 0)
            transform = CGAffineTransformScale(transform, -1, 1)

        default:
            break
        }

        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        let ctx = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage).rawValue)
        CGContextConcatCTM(ctx, transform)
        switch (self.imageOrientation) {
        case .Left, .LeftMirrored, .Right, .RightMirrored:
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)

        default:
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context
        if let cgImage = CGBitmapContextCreateImage(ctx) {
            return UIImage(CGImage: cgImage)
        } else {
            return self
        }
    }
}

Here is an UIImage extension in Swift 2 based on the accepted answer by @Anomie. It uses a clearer switch case. It also takes the optional value returned by CGBitmapContextCreateImage() into consideration.

extension UIImage {
    func rotateImageByOrientation() -> UIImage {
        // No-op if the orientation is already correct
        guard self.imageOrientation != .Up else {
            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.
        var transform = CGAffineTransformIdentity;

        switch (self.imageOrientation) {
        case .Down, .DownMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI))

        case .Left, .LeftMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))

        case .Right, .RightMirrored:
            transform = CGAffineTransformTranslate(transform, 0, self.size.height)
            transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2))

        default:
            break
        }

        switch (self.imageOrientation) {
        case .UpMirrored, .DownMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.width, 0)
            transform = CGAffineTransformScale(transform, -1, 1)

        case .LeftMirrored, .RightMirrored:
            transform = CGAffineTransformTranslate(transform, self.size.height, 0)
            transform = CGAffineTransformScale(transform, -1, 1)

        default:
            break
        }

        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        let ctx = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
            CGImageGetBitsPerComponent(self.CGImage), 0,
            CGImageGetColorSpace(self.CGImage),
            CGImageGetBitmapInfo(self.CGImage).rawValue)
        CGContextConcatCTM(ctx, transform)
        switch (self.imageOrientation) {
        case .Left, .LeftMirrored, .Right, .RightMirrored:
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)

        default:
            CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
        }

        // And now we just create a new UIImage from the drawing context
        if let cgImage = CGBitmapContextCreateImage(ctx) {
            return UIImage(CGImage: cgImage)
        } else {
            return self
        }
    }
}
绮烟 2024-11-01 17:35:55

我在使用从相机拍摄的图像或保存在相机胶卷中的图像时遇到过此问题。从 safari 浏览器下载到照片库中的图像在上传时不会旋转。

我通过在上传之前将图像数据设为 JPEG 来解决这个问题。

let image = info[UIImagePickerControllerOriginalImage] as! UIImage        
let data = UIImageJPEGRepresentation(image, 1.0)

现在我们可以使用数据进行上传,并且上传后图像不会旋转。

希望这会起作用。

I have experienced this issue with images taken from camera or saved in camera roll which are taken from camera. Images downloaded in photo library from safari browser does not rotate when uploaded.

I was able to solve this issue by making the image data as JPEG before uploading.

let image = info[UIImagePickerControllerOriginalImage] as! UIImage        
let data = UIImageJPEGRepresentation(image, 1.0)

We can now use the data for uploading and the image will not get rotated after upload.

Hope this will work.

另类 2024-11-01 17:35:55

如果我理解的话,你想要做的是忽略 UIImage 的方向?如果是这样,那么你可以这样做:-

//image is your original image
image = [UIImage imageWithCGImage:[image CGImage]
                             scale:[image scale]
                       orientation: UIImageOrientationUp];

或在 Swift 中:-

image = UIImage(CGImage: image.CGImage!, scale: image.scale, orientation:.Up)

它解决了我的裁剪问题..希望,这就是你正在寻找的..

If I understand, what you want to do is disregard the orientation of the UIImage? If so then you could do this:-

//image is your original image
image = [UIImage imageWithCGImage:[image CGImage]
                             scale:[image scale]
                       orientation: UIImageOrientationUp];

or in Swift :-

image = UIImage(CGImage: image.CGImage!, scale: image.scale, orientation:.Up)

It solved my cropping issue.. Hope, this is what you're looking for..

小忆控 2024-11-01 17:35:55

这是 Swift-5 或更高版本的代码,用于自动修复您的图像方向返回 UIImage。

 extension UIImage {
        func rotateImageByOrientation() -> UIImage {
            // No-op if the orientation is already correct
            guard self.imageOrientation != .up else {
                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.
            var transform = CGAffineTransformIdentity;
    
            switch (self.imageOrientation) {
            case .down, .downMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
                transform = CGAffineTransformRotate(transform, CGFloat.pi)
    
            case .left, .leftMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, 0)
                transform = CGAffineTransformRotate(transform, CGFloat.pi / 2)
    
            case .right, .rightMirrored:
                transform = CGAffineTransformTranslate(transform, 0, self.size.height)
                transform = CGAffineTransformRotate(transform, -CGFloat.pi / 2)
    
            default:
                break
            }
    
            switch (self.imageOrientation) {
            case .upMirrored, .downMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, 0)
                transform = CGAffineTransformScale(transform, -1, 1)
    
            case .leftMirrored, .rightMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.height, 0)
                transform = CGAffineTransformScale(transform, -1, 1)
    
            default:
                break
            }
    
            // Now we draw the underlying CGImage into a new context, applying the transform
            // calculated above.
            let ctx = CGContext(data: nil, width: Int(self.size.width), height: Int(self.size.height),
                                bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                space: self.cgImage!.colorSpace!,
                                bitmapInfo: self.cgImage!.bitmapInfo.rawValue)
            ctx!.concatenate(transform)
            switch (self.imageOrientation) {
            case .left, .leftMirrored, .right, .rightMirrored:
                ctx?.draw(self.cgImage!, in: .init(x: 0, y: 0, width: self.size.height, height: self.size.width))
            default:
                ctx?.draw(self.cgImage!, in: .init(x: 0, y: 0, width: self.size.width, height: self.size.height))
            }
    
            // And now we just create a new UIImage from the drawing context
            if let cgImage = ctx!.makeImage() {
                return UIImage(cgImage: cgImage)
            } else {
                return self
            }
        }
    }

Here is the Swift-5 or later version code for automatic fix your image orientation Returns UIImage.

 extension UIImage {
        func rotateImageByOrientation() -> UIImage {
            // No-op if the orientation is already correct
            guard self.imageOrientation != .up else {
                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.
            var transform = CGAffineTransformIdentity;
    
            switch (self.imageOrientation) {
            case .down, .downMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
                transform = CGAffineTransformRotate(transform, CGFloat.pi)
    
            case .left, .leftMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, 0)
                transform = CGAffineTransformRotate(transform, CGFloat.pi / 2)
    
            case .right, .rightMirrored:
                transform = CGAffineTransformTranslate(transform, 0, self.size.height)
                transform = CGAffineTransformRotate(transform, -CGFloat.pi / 2)
    
            default:
                break
            }
    
            switch (self.imageOrientation) {
            case .upMirrored, .downMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, 0)
                transform = CGAffineTransformScale(transform, -1, 1)
    
            case .leftMirrored, .rightMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.height, 0)
                transform = CGAffineTransformScale(transform, -1, 1)
    
            default:
                break
            }
    
            // Now we draw the underlying CGImage into a new context, applying the transform
            // calculated above.
            let ctx = CGContext(data: nil, width: Int(self.size.width), height: Int(self.size.height),
                                bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                space: self.cgImage!.colorSpace!,
                                bitmapInfo: self.cgImage!.bitmapInfo.rawValue)
            ctx!.concatenate(transform)
            switch (self.imageOrientation) {
            case .left, .leftMirrored, .right, .rightMirrored:
                ctx?.draw(self.cgImage!, in: .init(x: 0, y: 0, width: self.size.height, height: self.size.width))
            default:
                ctx?.draw(self.cgImage!, in: .init(x: 0, y: 0, width: self.size.width, height: self.size.height))
            }
    
            // And now we just create a new UIImage from the drawing context
            if let cgImage = ctx!.makeImage() {
                return UIImage(cgImage: cgImage)
            } else {
                return self
            }
        }
    }
老街孤人 2024-11-01 17:35:55

Swift 3 版本基于 @jake1981,他从 @MetalHeart2003 获取它

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.up ) {
            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.

        var transform: CGAffineTransform = CGAffineTransform.identity

        if ( self.imageOrientation == UIImageOrientation.down || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: self.size.height)
            transform = transform.rotated(by: CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.left || self.imageOrientation == UIImageOrientation.leftMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.rotated(by: CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.right || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: 0, y: self.size.height);
            transform = transform.rotated(by: CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.upMirrored || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.scaledBy(x: -1, y: 1)
        }

        if ( self.imageOrientation == UIImageOrientation.leftMirrored || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: self.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(self.size.width), height: Int(self.size.height),
                                       bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                       space: self.cgImage!.colorSpace!,
                                       bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!
        ctx.concatenate(transform)

        if ( self.imageOrientation == UIImageOrientation.left ||
            self.imageOrientation == UIImageOrientation.leftMirrored ||
            self.imageOrientation == UIImageOrientation.right ||
            self.imageOrientation == UIImageOrientation.rightMirrored ) {

            ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: self.size.height, height: self.size.width))
        } else {
            ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(cgImage: ctx.makeImage()!)

    }
}

Swift 3 version based on @jake1981 who've taken it from @MetalHeart2003

extension UIImage {

    func fixOrientation() -> UIImage {

        // No-op if the orientation is already correct
        if ( self.imageOrientation == UIImageOrientation.up ) {
            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.

        var transform: CGAffineTransform = CGAffineTransform.identity

        if ( self.imageOrientation == UIImageOrientation.down || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: self.size.height)
            transform = transform.rotated(by: CGFloat(M_PI))
        }

        if ( self.imageOrientation == UIImageOrientation.left || self.imageOrientation == UIImageOrientation.leftMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.rotated(by: CGFloat(M_PI_2))
        }

        if ( self.imageOrientation == UIImageOrientation.right || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: 0, y: self.size.height);
            transform = transform.rotated(by: CGFloat(-M_PI_2));
        }

        if ( self.imageOrientation == UIImageOrientation.upMirrored || self.imageOrientation == UIImageOrientation.downMirrored ) {
            transform = transform.translatedBy(x: self.size.width, y: 0)
            transform = transform.scaledBy(x: -1, y: 1)
        }

        if ( self.imageOrientation == UIImageOrientation.leftMirrored || self.imageOrientation == UIImageOrientation.rightMirrored ) {
            transform = transform.translatedBy(x: self.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(self.size.width), height: Int(self.size.height),
                                       bitsPerComponent: self.cgImage!.bitsPerComponent, bytesPerRow: 0,
                                       space: self.cgImage!.colorSpace!,
                                       bitmapInfo: self.cgImage!.bitmapInfo.rawValue)!
        ctx.concatenate(transform)

        if ( self.imageOrientation == UIImageOrientation.left ||
            self.imageOrientation == UIImageOrientation.leftMirrored ||
            self.imageOrientation == UIImageOrientation.right ||
            self.imageOrientation == UIImageOrientation.rightMirrored ) {

            ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: self.size.height, height: self.size.width))
        } else {
            ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
        }

        // And now we just create a new UIImage from the drawing context and return it
        return UIImage(cgImage: ctx.makeImage()!)

    }
}
若无相欠,怎会相见 2024-11-01 17:35:55
@an0, thanks for the answer!
The only thing is autoreleasepool: 

func fixOrientation(img: UIImage) -> UIImage? {

    let result: UIImage?
    if img.imageOrientation == .up {
        result = img
    } else {

        result = autoreleasepool { () -> UIImage? in
            UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale)
            let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
            img.draw(in: rect)

            let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()

            return normalizedImage
        }
    }

    return result
}
@an0, thanks for the answer!
The only thing is autoreleasepool: 

func fixOrientation(img: UIImage) -> UIImage? {

    let result: UIImage?
    if img.imageOrientation == .up {
        result = img
    } else {

        result = autoreleasepool { () -> UIImage? in
            UIGraphicsBeginImageContextWithOptions(img.size, false, img.scale)
            let rect = CGRect(x: 0, y: 0, width: img.size.width, height: img.size.height)
            img.draw(in: rect)

            let normalizedImage = UIGraphicsGetImageFromCurrentImageContext()
            UIGraphicsEndImageContext()

            return normalizedImage
        }
    }

    return result
}
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