キャプチャした画像をこの関数に渡すと、キャプチャした方向の画像が返されます。
- (UIImage *)fixOrientation:(UIImage *)myImage
{
// No-op if the orientation is already correct
if (myImage.imageOrientation == UIImageOrientationUp) return myImage;
// 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 (myImage.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, myImage.size.width, myImage.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, myImage.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, myImage.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (myImage.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, myImage.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, myImage.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, myImage.size.width, myImage.size.height,
CGImageGetBitsPerComponent(myImage.CGImage), 0,
CGImageGetColorSpace(myImage.CGImage),
CGImageGetBitmapInfo(myImage.CGImage));
CGContextConcatCTM(ctx, transform);
switch (myImage.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,myImage.size.height,myImage.size.width), myImage.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,myImage.size.width,myImage.size.height), myImage.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;
}