是的,当您以设备的纵向方向捕获图像并在应用程序中使用该图像时会发生这种情况,因为图像的默认方向在任何 IOS 设备中都是横向的,因此您需要在从图库中选择后更改图像的方向以使用在您的应用程序中。
我已经放了代码来实现这一点
Objective-C 代码
- (UIImage *)fixOrientationOfImage:(UIImage *)image {
// No-op if the orientation is already correct
if (image.imageOrientation == UIImageOrientationUp) return image;
// 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 (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;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
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;
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, 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;
}
// 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;
}
SWIFT代码
func fixOrientationOfImage(image: UIImage) -> UIImage? {
if image.imageOrientation == .Up {
return image
}
// 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 image.imageOrientation {
case .Down, .DownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
case .Left, .LeftMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
case .Right, .RightMirrored:
transform = CGAffineTransformTranslate(transform, 0, image.size.height)
transform = CGAffineTransformRotate(transform, -CGFloat(M_PI_2))
default:
break
}
switch image.imageOrientation {
case .UpMirrored, .DownMirrored:
transform = CGAffineTransformTranslate(transform, image.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
case .LeftMirrored, .RightMirrored:
transform = CGAffineTransformTranslate(transform, image.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.
guard let context = CGBitmapContextCreate(nil, Int(image.size.width), Int(image.size.height), CGImageGetBitsPerComponent(image.CGImage), 0, CGImageGetColorSpace(image.CGImage), CGImageGetBitmapInfo(image.CGImage).rawValue) else {
return nil
}
CGContextConcatCTM(context, transform)
switch image.imageOrientation {
case .Left, .LeftMirrored, .Right, .RightMirrored:
CGContextDrawImage(context, CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width), image.CGImage)
default:
CGContextDrawImage(context, CGRect(origin: .zero, size: image.size), image.CGImage)
}
// And now we just create a new UIImage from the drawing context
guard let CGImage = CGBitmapContextCreateImage(context) else {
return nil
}
return UIImage(CGImage: CGImage)
}
斯威夫特 3.0
func fixOrientationOfImage(image: UIImage) -> UIImage? {
if image.imageOrientation == .up {
return image
}
// 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.identity
switch image.imageOrientation {
case .down, .downMirrored:
transform = transform.translatedBy(x: image.size.width, y: image.size.height)
transform = transform.rotated(by: CGFloat(Double.pi))
case .left, .leftMirrored:
transform = transform.translatedBy(x: image.size.width, y: 0)
transform = transform.rotated(by: CGFloat(Double.pi / 2))
case .right, .rightMirrored:
transform = transform.translatedBy(x: 0, y: image.size.height)
transform = transform.rotated(by: -CGFloat(Double.pi / 2))
default:
break
}
switch image.imageOrientation {
case .upMirrored, .downMirrored:
transform = transform.translatedBy(x: image.size.width, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
case .leftMirrored, .rightMirrored:
transform = transform.translatedBy(x: image.size.height, y: 0)
transform = transform.scaledBy(x: -1, y: 1)
default:
break
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
guard let context = CGContext(data: nil, width: Int(image.size.width), height: Int(image.size.height), bitsPerComponent: image.cgImage!.bitsPerComponent, bytesPerRow: 0, space: image.cgImage!.colorSpace!, bitmapInfo: image.cgImage!.bitmapInfo.rawValue) else {
return nil
}
context.concatenate(transform)
switch image.imageOrientation {
case .left, .leftMirrored, .right, .rightMirrored:
context.draw(image.cgImage!, in: CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width))
default:
context.draw(image.cgImage!, in: CGRect(origin: .zero, size: image.size))
}
// And now we just create a new UIImage from the drawing context
guard let CGImage = context.makeImage() else {
return nil
}
return UIImage(cgImage: CGImage)
}