I want to rotate UIImage in clockwise direction. But my current code do not perform function accurate some time it rotate and some time its skip rotation. I want my UIImage will continuously rotate clockwise on my action button.
Here is my current code:
imageView.image = imageView.image!.imageRotatedByDegrees(angle, flip: false)
angle = angle + 90
if angle > 360{
angle = 0
}
This works for me:
works Fine :)
func imageRotatedByDegrees(oldImage: UIImage, deg degrees: CGFloat) -> UIImage {
//Calculate the size of the rotated view's containing box for our drawing space
let rotatedViewBox: UIView = UIView(frame: CGRectMake(0, 0, oldImage.size.width, oldImage.size.height))
let t: CGAffineTransform = CGAffineTransformMakeRotation(degrees * CGFloat(M_PI / 180))
rotatedViewBox.transform = t
let rotatedSize: CGSize = rotatedViewBox.frame.size
//Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap: CGContextRef = UIGraphicsGetCurrentContext()!
//Move the origin to the middle of the image so we will rotate and scale around the center.
CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2)
//Rotate the image context
CGContextRotateCTM(bitmap, (degrees * CGFloat(M_PI / 180)))
//Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0)
CGContextDrawImage(bitmap, CGRectMake(-oldImage.size.width / 2, -oldImage.size.height / 2, oldImage.size.width, oldImage.size.height), oldImage.CGImage)
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
Swift 3:
func imageRotatedByDegrees(oldImage: UIImage, deg degrees: CGFloat) -> UIImage {
//Calculate the size of the rotated view's containing box for our drawing space
let rotatedViewBox: UIView = UIView(frame: CGRect(x: 0, y: 0, width: oldImage.size.width, height: oldImage.size.height))
let t: CGAffineTransform = CGAffineTransform(rotationAngle: degrees * CGFloat.pi / 180)
rotatedViewBox.transform = t
let rotatedSize: CGSize = rotatedViewBox.frame.size
//Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap: CGContext = UIGraphicsGetCurrentContext()!
//Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
//Rotate the image context
bitmap.rotate(by: (degrees * CGFloat.pi / 180))
//Now, draw the rotated/scaled image into the context
bitmap.scaleBy(x: 1.0, y: -1.0)
bitmap.draw(oldImage.cgImage!, in: CGRect(x: -oldImage.size.width / 2, y: -oldImage.size.height / 2, width: oldImage.size.width, height: oldImage.size.height))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
extension UIImage {
public func imageRotatedByDegrees(degrees: CGFloat) -> UIImage {
//Calculate the size of the rotated view's containing box for our drawing space
let rotatedViewBox: UIView = UIView(frame: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
let t: CGAffineTransform = CGAffineTransform(rotationAngle: degrees * CGFloat.pi / 180)
rotatedViewBox.transform = t
let rotatedSize: CGSize = rotatedViewBox.frame.size
//Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap: CGContext = UIGraphicsGetCurrentContext()!
//Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
//Rotate the image context
bitmap.rotate(by: (degrees * CGFloat.pi / 180))
//Now, draw the rotated/scaled image into the context
bitmap.scaleBy(x: 1.0, y: -1.0)
bitmap.draw(self.cgImage!, in: CGRect(x: -self.size.width / 2, y: -self.size.height / 2, width: self.size.width, height: self.size.height))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
public func fixedOrientation() -> UIImage {
if imageOrientation == UIImageOrientation.up {
return self
}
var transform: CGAffineTransform = CGAffineTransform.identity
switch imageOrientation {
case UIImageOrientation.down, UIImageOrientation.downMirrored:
transform = transform.translatedBy(x: size.width, y: size.height)
transform = transform.rotated(by: CGFloat.pi)
break
case UIImageOrientation.left, UIImageOrientation.leftMirrored:
transform = transform.translatedBy(x: size.width, y: 0)
transform = transform.rotated(by: CGFloat.pi/2)
break
case UIImageOrientation.right, UIImageOrientation.rightMirrored:
transform = transform.translatedBy(x: 0, y: size.height)
transform = transform.rotated(by: -CGFloat.pi/2)
break
case UIImageOrientation.up, UIImageOrientation.upMirrored:
break
}
switch imageOrientation {
case UIImageOrientation.upMirrored, UIImageOrientation.downMirrored:
transform.translatedBy(x: size.width, y: 0)
transform.scaledBy(x: -1, y: 1)
break
case UIImageOrientation.leftMirrored, UIImageOrientation.rightMirrored:
transform.translatedBy(x: size.height, y: 0)
transform.scaledBy(x: -1, y: 1)
case UIImageOrientation.up, UIImageOrientation.down, UIImageOrientation.left, UIImageOrientation.right:
break
}
let ctx: CGContext = CGContext(data: nil,
width: Int(size.width),
height: Int(size.height),
bitsPerComponent: self.cgImage!.bitsPerComponent,
bytesPerRow: 0,
space: self.cgImage!.colorSpace!,
bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue)!
ctx.concatenate(transform)
switch imageOrientation {
case UIImageOrientation.left, UIImageOrientation.leftMirrored, UIImageOrientation.right, UIImageOrientation.rightMirrored:
ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: size.height, height: size.width))
default:
ctx.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
break
}
let cgImage: CGImage = ctx.makeImage()!
return UIImage(cgImage: cgImage)
}
}
#Jason, You should fix orientation of image before rotation.
let image = oldimage.fixedOrientation().imageRotatedByDegrees(90.0)
#Jason Chitla, I cant comment yet, so Im posting it as a new answer. The above solution from #Albert works, but only for square images. The problem is, that
bitmap.draw(oldImage.cgImage!, in: CGRect(x: -oldImage.size.width / 2, y: -oldImage.size.height / 2, width: oldImage.size.width, height: oldImage.size.height))
is still using the original size, so if you rotate it 90 degrees, aspect is wrong.
What works for me is to use the new rotatedSize, like this:
func imageRotatedByDegrees(oldImage: UIImage, deg degrees: CGFloat) -> UIImage {
//Calculate the size of the rotated view's containing box for our drawing space
let rotatedViewBox: UIView = UIView(frame: CGRect(x: 0, y: 0, width: oldImage.size.width, height: oldImage.size.height))
let t: CGAffineTransform = CGAffineTransform(rotationAngle: degrees * CGFloat(M_PI / 180))
rotatedViewBox.transform = t
let rotatedSize: CGSize = rotatedViewBox.frame.size
//Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap: CGContext = UIGraphicsGetCurrentContext()!
//Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
//Rotate the image context
bitmap.rotate(by: (degrees * CGFloat(M_PI / 180)))
//Now, draw the rotated/scaled image into the context
bitmap.scaleBy(x: 1.0, y: -1.0)
bitmap.draw(self.cgImage!, in: CGRect(x: -rotatedSize.width / 2, y: -rotatedSize.height / 2, width: rotatedSize.width, height: rotatedSize.height))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
You can create a function like this to make your image rotate in clockwise forever:
override func viewDidLoad() {
super.viewDidLoad()
let kRotationAnimationKey = "com.myapplication.rotationanimationkey"
func rotateView(view: UIView, duration: Double = 1) {
if view.layer.animationForKey(kRotationAnimationKey) == nil {
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Float(M_PI * 2.0)
rotationAnimation.duration = duration
rotationAnimation.repeatCount = Float.infinity
view.layer.addAnimation(rotationAnimation, forKey: kRotationAnimationKey)
}
}
rotateView(self.imageView)
}
Result is:
For those who need the code from #Mughees in Swift 3:
func imageRotatedByDegrees(oldImage: UIImage, deg degrees: CGFloat) -> UIImage {
//Calculate the size of the rotated view's containing box for our drawing space
let rotatedViewBox: UIView = UIView(frame: CGRect(x: 0, y: 0, width: oldImage.size.width, height: oldImage.size.height))
let t: CGAffineTransform = CGAffineTransform(rotationAngle: degrees * CGFloat(M_PI / 180))
rotatedViewBox.transform = t
let rotatedSize: CGSize = rotatedViewBox.frame.size
//Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap: CGContext = UIGraphicsGetCurrentContext()!
//Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
//Rotate the image context
bitmap.rotate(by: (degrees * CGFloat(M_PI / 180)))
//Now, draw the rotated/scaled image into the context
bitmap.scaleBy(x: 1.0, y: -1.0)
bitmap.draw(oldImage.cgImage!, in: CGRect(x: -oldImage.size.width / 2, y: -oldImage.size.height / 2, width: oldImage.size.width, height: oldImage.size.height))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
I fixed first function of #gleb's answer little bit. Size calculation is not necessary there. We simply should do it with reverse.
Because if you do it size of 1149 x 356 with #gleb's function then you will get image sized 357 x 1149.
extension UIImage {
public func imageRotatedByDegrees(degrees: CGFloat) -> UIImage {
let rotatedSize: CGSize = CGRect(x: 0, y: 0, width: self.size.height, height: self.size.width).size
//Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap: CGContext = UIGraphicsGetCurrentContext()!
//Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
//Rotate the image context
bitmap.rotate(by: (degrees * CGFloat.pi / 180))
//Now, draw the rotated/scaled image into the context
bitmap.scaleBy(x: 1.0, y: -1.0)
bitmap.draw(self.cgImage!, in: CGRect(x: -self.size.width / 2, y: -self.size.height / 2, width: self.size.width, height: self.size.height))
let newImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
}
This s probably easier and it is Swift 5 syntax:
// MARK: Rotate
extension UIImage {
func rotate(radians: Float) -> UIImage? {
var newSize = CGRect(origin: CGPoint.zero, size: self.size).applying(CGAffineTransform(rotationAngle: CGFloat(radians))).size
// Trim off the extremely small float value to prevent core graphics from rounding it up
newSize.width = floor(newSize.width)
newSize.height = floor(newSize.height)
UIGraphicsBeginImageContextWithOptions(newSize, false, self.scale)
let context = UIGraphicsGetCurrentContext()!
// Move origin to middle
context.translateBy(x: newSize.width/2, y: newSize.height/2)
// Rotate around middle
context.rotate(by: CGFloat(radians))
// Draw the image at its center
self.draw(in: CGRect(x: -self.size.width/2, y: -self.size.height/2, width: self.size.width, height: self.size.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
I believe it's worth to post solution using CoreImage. It's just couple of lines and it works great for me.
Please note: when getting final UIImage, it's necessary to convert to CGImage first to respect extent of CIImage
extension UIImage {
func imageRotated(by degrees: CGFloat) -> UIImage {
let orientation = CGImagePropertyOrientation(imageOrientation)
// Create CIImage respecting image's orientation
guard let inputImage = CIImage(image: self)?.oriented(orientation)
else { return self }
// Rotate the image itself
let rotation = CGAffineTransform(rotationAngle: (degrees * CGFloat.pi / 180))
let outputImage = inputImage.transformed(by: rotation)
// Create CGImage first
guard let cgImage = CIContext().createCGImage(outputImage, from: outputImage.extent)
else { return self }
// Create output UIImage from CGImage
return UIImage(cgImage: cgImage)
}
}
Related
I have a code that adds an outline of the required width and color to an image and it works well
But I still need to adjust the rounding for the contour, please tell me in which direction should I start?
There are two functions here that do the job of laying the outline.
func colorized(with color: UIColor = .white) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, scale)
defer {
UIGraphicsEndImageContext()
}
guard let context = UIGraphicsGetCurrentContext(), let cgImage = cgImage else { return self }
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
color.setFill()
context.translateBy(x: 0, y: size.height)
context.scaleBy(x: 1.0, y: -1.0)
context.clip(to: rect, mask: cgImage)
context.fill(rect)
guard let colored = UIGraphicsGetImageFromCurrentImageContext() else { return self }
return colored
}
/**
Returns the stroked version of the fransparent image with the given stroke color and the thickness.
- Parameters:
- color: The colors to user. By defaut, uses the ``UIColor.white`
- thickness: the thickness of the border. Default to `2`
- quality: The number of degrees (out of 360): the smaller the best, but the slower. Defaults to `10`.
- Returns: the stroked version of the image, or self if something was wrong
*/
func stroked(with color: UIColor = .red, thickness: CGFloat = 2, quality: CGFloat = 10) -> UIImage {
guard let cgImage = cgImage else { return self }
// Colorize the stroke image to reflect border color
let strokeImage = colorized(with: color)
guard let strokeCGImage = strokeImage.cgImage else { return self }
/// Rendering quality of the stroke
let step = quality == 0 ? 10 : abs(quality)
let oldRect = CGRect(x: thickness, y: thickness, width: size.width, height: size.height).integral
let newSize = CGSize(width: size.width + 2 * thickness, height: size.height + 2 * thickness)
let translationVector = CGPoint(x: thickness, y: 0)
UIGraphicsBeginImageContextWithOptions(newSize, false, scale)
guard let context = UIGraphicsGetCurrentContext() else { return self }
defer {
UIGraphicsEndImageContext()
}
context.translateBy(x: 0, y: newSize.height)
context.scaleBy(x: 1.0, y: -1.0)
context.interpolationQuality = .high
for angle: CGFloat in stride(from: 0, to: 360, by: step) {
let vector = translationVector.rotated(around: .zero, byDegrees: angle)
let transform = CGAffineTransform(translationX: vector.x, y: vector.y)
context.concatenate(transform)
context.draw(strokeCGImage, in: oldRect)
let resetTransform = CGAffineTransform(translationX: -vector.x, y: -vector.y)
context.concatenate(resetTransform)
}
context.draw(cgImage, in: oldRect)
guard let stroked = UIGraphicsGetImageFromCurrentImageContext() else { return self }
return stroked
}
I tried many options but most of the answers are just adding a conerRadius to the UIImageView (this doesn't work)
How to flip an UIImage vertically (up/down)? This is a question that is asked before...
Flip UIImage Along Either Axis
How to flip UIImage horizontally?
How to flip UIImage horizontally with Swift?
I am showing an image in a image view and it is possible to draw in the image. For the erase function I use an UIBezierpath in a CAShapeLayer. The strokeColor of the CAShapeLayer is UIColor(patternImage: background).cgColor, where background is the same image as the image in the image view.
The background turned out to be upside down. From other Stackoverflow posts I understand that this is caused because UIKit and Core Graphics use another origin for their coordinates system.
I tried some of the solutions in the Stackoverflow posts to flip my background image. None of these where working:
UIImage* sourceImage = [UIImage imageNamed:#"whatever.png"];
UIImage* flippedImage = [UIImage imageWithCGImage:sourceImage.CGImage
scale:sourceImage.scale
orientation:UIImageOrientationUpMirrored];
let ciimage: CIImage = CIImage(CGImage: imagenInicial.CGImage!)
let rotada3 = ciimage.imageByApplyingTransform(CGAffineTransformMakeScale(1, -1))
func flipImageVertically() -> UIImage? {
UIGraphicsBeginImageContextWithOptions(size, false, scale)
let bitmap = UIGraphicsGetCurrentContext()!
bitmap.translateBy(x: size.width / 2, y: size.height / 2)
bitmap.scaleBy(x: 1.0, y: -1.0)
bitmap.translateBy(x: -size.width / 2, y: -size.height / 2)
bitmap.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
I started experimenting with the last solution by changing the scale and just watching the result. It turned out that my solution was that I needed to use
bitmap.scaleBy(x: 1.0, y: 1.0)
in the function flipImageVertically() to create a new upside down image.
I don't understand this. By scaling with 1 I thought I was not changing anything.
I don't know if the imageOrientation of my original image is important. But the imageOrientation is .up.
I hope someone can explain why I can flip an image vertically with the function
func flipImageVertically() -> UIImage? {
UIGraphicsBeginImageContextWithOptions(size, false, scale)
let bitmap = UIGraphicsGetCurrentContext()!
bitmap.translateBy(x: size.width / 2, y: size.height / 2)
bitmap.scaleBy(x: 1.0, y: 1.0)
bitmap.translateBy(x: -size.width / 2, y: -size.height / 2)
bitmap.draw(self.cgImage!, in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
I think that the point is that you are getting the context with UIGraphicsGetCurrentContext() and then drawing using the draw(_:CGImage, in: CGRect) function.
In fact you can safely delete these lines in your code because they do exactly nothing:
bitmap.translateBy(x: size.width / 2, y: size.height / 2)
bitmap.scaleBy(x: 1.0, y: 1.0)
bitmap.translateBy(x: -size.width / 2, y: -size.height / 2)
I mean... you are scaling by 1.0 (which is doing nothing), and you are translating the context by the same amount in opposite directions which means you are not translating at all.
If you instead draw to the context using the UIImage instance method draw(in: CGRect), the image is not flipped.
Changing the following line worked for me: context.scaleBy(x: 1.0, y: -1.0)
extension UIImage {
public func flipVertically() -> UIImage? {
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
let context = UIGraphicsGetCurrentContext()!
context.translateBy(x: self.size.width/2, y: self.size.height/2)
context.scaleBy(x: 1.0, y: -1.0)
context.translateBy(x: -self.size.width/2, y: -self.size.height/2)
self.draw(in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
This question already has answers here:
Swift 3 and CGContextDrawImage
(2 answers)
Closed 6 years ago.
I have an UIImage extension that uses CGContextDrawImage.
It simply rotate a UIImage.
I updated to Xcode8 and Swift3 and cant figure out how to use CGContextDrawImage.
I got error on CGContextDrawImage.
"Cannot convert value of type "CGImage.Type to expected argument type 'CGImage?'"
My code is :
CGContextDrawImage(bitmap, CGRectMake(-size.width / 2, -size.height / 2, size.width, size.height), CGImage)
And whole extension :
extension UIImage {
public func imageRotatedByDegrees(degrees: CGFloat, flip: Bool) -> UIImage {
let radiansToDegrees: (CGFloat) -> CGFloat = {
return $0 * (180.0 / CGFloat(M_PI))
}
let degreesToRadians: (CGFloat) -> CGFloat = {
return $0 / 180.0 * CGFloat(M_PI)
}
// calculate the size of the rotated view's containing box for our drawing space
let rectZero = CGPoint(dictionaryRepresentation: CGRect.zero as! CFDictionary)
let rotatedViewBox = UIView(frame: CGRect(origin: rectZero!, size: size))
let t = CGAffineTransform(rotationAngle: degreesToRadians(degrees));
rotatedViewBox.transform = t
let rotatedSize = rotatedViewBox.frame.size
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize)
let bitmap = UIGraphicsGetCurrentContext()
// Move the origin to the middle of the image so we will rotate and scale around the center.
bitmap!.translateBy(x: rotatedSize.width / 2.0, y: rotatedSize.height / 2.0);
// // Rotate the image context
bitmap!.rotate(by: degreesToRadians(degrees));
// Now, draw the rotated/scaled image into the context
var yFlip: CGFloat
if(flip){
yFlip = CGFloat(-1.0)
} else {
yFlip = CGFloat(1.0)
}
bitmap!.scaleBy(x: yFlip, y: -1.0)
CGContextDrawImage(bitmap, CGRectMake(-size.width / 2, -size.height / 2, size.width, size.height), CGImage)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
In Swift 3, many functions for CGContext are imported as an instance method of CGContext, the property name CGImage has renamed to cgImage. And CGRectMake is removed.
Try this:
bitmap!.draw(cgImage!, in: CGRect(x: -size.width / 2, y: -size.height / 2, width: size.width, height: size.height))
(Hope ! would be safe for your usage.)
func draw(CGImage, in: CGRect, byTiling: Bool)
I've a UIImageView with a image with is a car with a transparent background:
And I want to draw a border around the car:
How can I reach this effect?
At the moment, I've tested CoreGraphics in this way, but without good results:
// load the image
UIImage *img = carImage;
UIGraphicsBeginImageContext(img.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[[UIColor redColor] setFill];
CGContextTranslateCTM(context, 0, img.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGRect rect = CGRectMake(0, 0, img.size.width * 1.1, img.size.height*1.1);
CGContextDrawImage(context, rect, img.CGImage);
CGContextClipToMask(context, rect, img.CGImage);
CGContextAddRect(context, rect);
CGContextDrawPath(context,kCGPathFill);
// generate a new UIImage from the graphics context we drew onto
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Any help? Thanks.
Here's what I did:
I did it in Swift just to check it in playgrounds, think you can translate it to Objective-C easily:
import UIKit
func drawOutlie(#image:UIImage, color:UIColor) -> UIImage
{
var newImageKoef:CGFloat = 1.08
var outlinedImageRect = CGRect(x: 0.0, y: 0.0, width: image.size.width * newImageKoef, height: image.size.height * newImageKoef)
var imageRect = CGRect(x: image.size.width * (newImageKoef - 1) * 0.5, y: image.size.height * (newImageKoef - 1) * 0.5, width: image.size.width, height: image.size.height)
UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, newImageKoef)
image.drawInRect(outlinedImageRect)
var context = UIGraphicsGetCurrentContext()
CGContextSetBlendMode(context, kCGBlendModeSourceIn)
CGContextSetFillColorWithColor(context, color.CGColor)
CGContextFillRect(context, outlinedImageRect)
image.drawInRect(imageRect)
var newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
var imageIn = UIImage(named: "158jM")
var imageOut = drawOutlie(image: imageIn, UIColor.redColor())
So how does it work?
We create clean context (aka canvas) with a bit bigger size then original image (for outline)
We draw our image on whole canvas
We fill that image with color
We draw smaller image on top
You can change outline size changing this property : var newImageKoef:CGFloat = 1.08
Here's a result that I had in playgrounds
Swift 5:
extension UIImage {
func drawOutline(imageKeof: CGFloat = 0.2, color: UIColor = .white)-> UIImage? {
let outlinedImageRect = CGRect(x: 0.0, y: 0.0, width: size.width * imageKeof, height: size.height * imageKeof)
let imageRect = CGRect(x: self.size.width * (imageKeof - 1) * 0.5, y: self.size.height * (imageKeof - 1) * 0.5, width: size.width, height: size.height)
UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, imageKeof)
draw(in: outlinedImageRect)
let context = UIGraphicsGetCurrentContext()
context!.setBlendMode(.sourceIn)
context!.setFillColor(color.cgColor)
context!.fill(outlinedImageRect)
draw(in: imageRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
haawa answer for Swift 5
extension UIImage {
func drawOutlie(imageKeof: CGFloat = 1.01, color: UIColor) -> UIImage? {
let outlinedImageRect = CGRect(x: 0.0, y: 0.0,
width: size.width * imageKeof,
height: size.height * imageKeof)
let imageRect = CGRect(x: size.width * (imageKeof - 1) * 0.5,
y: size.height * (imageKeof - 1) * 0.5,
width: size.width,
height: size.height)
UIGraphicsBeginImageContextWithOptions(outlinedImageRect.size, false, imageKeof)
draw(in: outlinedImageRect)
guard let context = UIGraphicsGetCurrentContext() else {return nil}
context.setBlendMode(.sourceIn)
context.setFillColor(color.cgColor)
context.fill(outlinedImageRect)
draw(in: imageRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
This approach is a little bit different but more simple.
imageView.layer.shadowColor = UIColor.red.cgColor
imageView.layer.shadowOffset = CGSize(width: 0, height: 0)
imageView.layer.shadowOpacity = 1
imageView.layer.shadowRadius = 10.0
imageView.clipsToBounds = false
I have a UIImageView that contains an image. At the minute the user can click to save the image within the UIImageView to disk.
I would like to make it so that the the user can click to rotate the UIImageView and also rotate the UImage within the view so that when the image is saved it keeps the new rotation.
At the minute I have
- (IBAction)rotateImage:(id)sender {
float degrees = 90; //the value in degrees
self.imagePreview.transform = CGAffineTransformMakeRotation(degrees * M_PI/180);
}
Can someone point me in the right direction regarding keeping the current rotation.
Thanks
I have such code in my old app. But this code can be simplified because you have no need to rotate it on non-90 degrees angle.
Objective-C
#implementation UIImage (Rotation)
- (UIImage *)imageRotatedOnDegrees:(CGFloat)degrees
{
// Follow ing code can only rotate images on 90, 180, 270.. degrees.
CGFloat roundedDegrees = (CGFloat)(round(degrees / 90.0) * 90.0);
BOOL sameOrientationType = ((NSInteger)roundedDegrees) % 180 == 0;
CGFloat radians = M_PI * roundedDegrees / 180.0;
CGSize newSize = sameOrientationType ? self.size : CGSizeMake(self.size.height, self.size.width);
UIGraphicsBeginImageContext(newSize);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGImageRef cgImage = self.CGImage;
if (ctx == NULL || cgImage == NULL) {
UIGraphicsEndImageContext();
return self;
}
CGContextTranslateCTM(ctx, newSize.width / 2.0, newSize.height / 2.0);
CGContextRotateCTM(ctx, radians);
CGContextScaleCTM(ctx, 1, -1);
CGPoint origin = CGPointMake(-(self.size.width / 2.0), -(self.size.height / 2.0));
CGRect rect = CGRectZero;
rect.origin = origin;
rect.size = self.size;
CGContextDrawImage(ctx, rect, cgImage);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image ?: self;
}
#end
Swift
extension UIImage {
func imageRotated(on degrees: CGFloat) -> UIImage {
// Following code can only rotate images on 90, 180, 270.. degrees.
let degrees = round(degrees / 90) * 90
let sameOrientationType = Int(degrees) % 180 == 0
let radians = CGFloat.pi * degrees / CGFloat(180)
let newSize = sameOrientationType ? size : CGSize(width: size.height, height: size.width)
UIGraphicsBeginImageContext(newSize)
defer {
UIGraphicsEndImageContext()
}
guard let ctx = UIGraphicsGetCurrentContext(), let cgImage = cgImage else {
return self
}
ctx.translateBy(x: newSize.width / 2, y: newSize.height / 2)
ctx.rotate(by: radians)
ctx.scaleBy(x: 1, y: -1)
let origin = CGPoint(x: -(size.width / 2), y: -(size.height / 2))
let rect = CGRect(origin: origin, size: size)
ctx.draw(cgImage, in: rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
return image ?? self
}
}
This will rotate an image by any given radians.
Note this works 2x and 3x retina as well
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees {
CGFloat radians = DegreesToRadians(degrees);
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0, self.size.width, self.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(radians);
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
UIGraphicsBeginImageContextWithOptions(rotatedSize, NO, [[UIScreen mainScreen] scale]);
CGContextRef bitmap = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2);
CGContextRotateCTM(bitmap, radians);
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2 , self.size.width, self.size.height), self.CGImage );
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
In Swift 4
imageView.transform = CGAffineTransform(rotationAngle: CGFloat(Double.pi/2))
The highlighted state of a UIButton did not take the correct orientation of the normal inserted turned image. So I had to redraw the image like #RyanG showed. Here is the Swift 2.2 code for that:
extension UIImage
{
/// Rotate an image by any given radians.
/// Works for 2x and 3x retina as well.
func imageRotatedByDegrees(degrees: Double) -> UIImage
{
let radians = CGFloat(degrees * (M_PI / 180.0))
let rotatedViewBox = UIView(frame: CGRect(origin: CGPointZero, size: self.size))
let t: CGAffineTransform = CGAffineTransformMakeRotation(radians)
rotatedViewBox.transform = t
let rotatedSize = rotatedViewBox.frame.size
UIGraphicsBeginImageContextWithOptions(rotatedSize, false, self.scale)
let bitmap = UIGraphicsGetCurrentContext()
CGContextTranslateCTM(bitmap, rotatedSize.width / 2, rotatedSize.height / 2)
CGContextRotateCTM(bitmap, radians)
CGContextScaleCTM(bitmap, 1.0, -1.0)
CGContextDrawImage(bitmap, CGRect(origin: CGPoint(x: -self.size.width / 2, y: -self.size.height / 2), size: self.size), self.CGImage)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
Swift version made from answer of #RyanG with some fixes:
func rotated(by degrees: CGFloat) -> UIImage {
let radians : CGFloat = degrees * CGFloat(.pi / 180.0)
let rotatedViewBox = UIView(frame: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
let t = CGAffineTransform(rotationAngle: radians)
rotatedViewBox.transform = t
let rotatedSize = rotatedViewBox.frame.size
UIGraphicsBeginImageContextWithOptions(rotatedSize, false, self.scale)
defer { UIGraphicsEndImageContext() }
guard let bitmap = UIGraphicsGetCurrentContext(), let cgImage = self.cgImage else {
return self
}
bitmap.translateBy(x: rotatedSize.width / 2, y: rotatedSize.height / 2)
bitmap.rotate(by: radians)
bitmap.scaleBy(x: 1.0, y: -1.0)
bitmap.draw(cgImage, in: CGRect(x: -self.size.width / 2, y: -self.size.height / 2, width: self.size.width, height: self.size.height))
guard let newImage = UIGraphicsGetImageFromCurrentImageContext() else {
return self
}
return newImage
}
self.imageview.transform = CGAffineTransformMakeRotation(M_PI/2);