Confused about NSImageView scaling - cocoa

I'm trying to display a simple NSImageView with it's image centered without scaling it like this:
Just like iOS does when you set an UIView's contentMode = UIViewContentModeCenter
So I tried all NSImageScaling values, this is what I get when I chose NSScaleNone
I really don't understand what's going on :-/

You can manually generate the image of the correct size and content, and set it to be the image of the NSImageView so that NSImageView doesn't need to do anything.
NSImage *newImg = [self resizeImage:sourceImage size:newSize];
[aNSImageView setImage:newImg];
The following function resizes an image to fit the new size, keeping the aspect ratio intact. If the image is smaller than the new size, it is scaled up and filled with the new frame. If the image is larger than the new size, it is downsized, and filled with the new frame
- (NSImage*) resizeImage:(NSImage*)sourceImage size:(NSSize)size{
NSRect targetFrame = NSMakeRect(0, 0, size.width, size.height);
NSImage* targetImage = [[NSImage alloc] initWithSize:size];
NSSize sourceSize = [sourceImage size];
float ratioH = size.height/ sourceSize.height;
float ratioW = size.width / sourceSize.width;
NSRect cropRect = NSZeroRect;
if (ratioH >= ratioW) {
cropRect.size.width = floor (size.width / ratioH);
cropRect.size.height = sourceSize.height;
} else {
cropRect.size.width = sourceSize.width;
cropRect.size.height = floor(size.height / ratioW);
}
cropRect.origin.x = floor( (sourceSize.width - cropRect.size.width)/2 );
cropRect.origin.y = floor( (sourceSize.height - cropRect.size.height)/2 );
[targetImage lockFocus];
[sourceImage drawInRect:targetFrame
fromRect:cropRect //portion of source image to draw
operation:NSCompositeCopy //compositing operation
fraction:1.0 //alpha (transparency) value
respectFlipped:YES //coordinate system
hints:#{NSImageHintInterpolation:
[NSNumber numberWithInt:NSImageInterpolationLow]}];
[targetImage unlockFocus];
return targetImage;}

Here's an awesome category for NSImage: NSImage+ContentMode
It allows content modes like in iOS, works great.

Set image scaling property to NSImageScaleAxesIndependently which will scale image to fill rectangle.This will not preserve aspect ratio.

Swift version of #Shagru's answer (without the hints)
func resizeImage(_ sourceImage:NSImage, size:CGSize) -> NSImage
{
let targetFrame = CGRect(origin: CGPoint.zero, size: size);
let targetImage = NSImage.init(size: size)
let sourceSize = sourceImage.size
let ratioH = size.height / sourceSize.height;
let ratioW = size.width / sourceSize.width;
var cropRect = CGRect.zero;
if (ratioH >= ratioW) {
cropRect.size.width = floor (size.width / ratioH);
cropRect.size.height = sourceSize.height;
} else {
cropRect.size.width = sourceSize.width;
cropRect.size.height = floor(size.height / ratioW);
}
cropRect.origin.x = floor( (sourceSize.width - cropRect.size.width)/2 );
cropRect.origin.y = floor( (sourceSize.height - cropRect.size.height)/2 );
targetImage.lockFocus()
sourceImage.draw(in: targetFrame, from: cropRect, operation: .copy, fraction: 1.0, respectFlipped: true, hints: nil )
targetImage.unlockFocus()
return targetImage;
}

Related

Resize image in NSTextView to fit

I have NSAttributedString objects with embedded images. These are being presented in NSTextViews. In iOS, I was able to resize the bounds of NSTextAttachment, and this makes the image fit.
extension NSTextAttachment {
func setImageWidth(width: CGFloat, range: NSRange) {
var thisImage = image
if thisImage == nil {
thisImage = imageForBounds(bounds, textContainer: nil, characterIndex: range.location)
}
if thisImage != nil {
let ratio = thisImage!.size.height / thisImage!.size.width
bounds = CGRectMake(bounds.origin.x, bounds.origin.y, width, ratio * width)
print("New Bounds: \(bounds)")
}
}
}
This code also runs on OSX, but it does not actually resize the image. Below you can see, there is a box of the correct size around the image, but the actual image overflows the box.
I have also followed the following guide: Implementing Rich Text with Images on OS X and iOS. This moves the code to subclasses, but has the same effect.
Any suggestions? Is there something besides NSTextAttachment.bounds that I should be adjusting?
UPDATE
I found that modifying the size component of NSImage works! However, it is now showing all my images upside, but at the correct size. :(
Solved!
extension NSImage {
func resizeToFit(containerWidth: CGFloat) {
var scaleFactor : CGFloat = 1.0
let currentWidth = self.size.width
let currentHeight = self.size.height
if currentWidth > containerWidth {
scaleFactor = (containerWidth * 0.9) / currentWidth
}
let newWidth = currentWidth * scaleFactor
let newHeight = currentHeight * scaleFactor
self.size = NSSize(width: newWidth, height: newHeight)
print("Size: \(size)")
}
}
As I mentioned in the update, you need to change the NSImage.size. The flip was coming from one of the subclasses I had left in there from the link in the question. Once I went back to the main classes, it works!

Views and subviews

I'm trying to put a view with subviews. The view has an image and a text, which are subviews, but when i run the app, it doesn't show the complete text. Here is the codeā€¦
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let ballonview = UIImageView()
let label = UILabel()
let turn = 1
ballonview.frame = CGRectZero
label.frame = CGRectZero
label.backgroundColor = UIColor.clearColor()
label.numberOfLines = 0
label.lineBreakMode = NSLineBreakMode.ByWordWrapping
label.font = label.font.fontWithSize(20)
let message = UIView()
message.frame = CGRectMake(-160, 48, view.frame.size.width, view.frame.size.height)
message.addSubview(ballonview)
message.addSubview(label)
let text: NSString = "hola como estas"
let size:CGSize = text.boundingRectWithSize(CGSizeMake(240.0, 480.0), options: NSStringDrawingOptions.UsesDeviceMetrics, attributes: [NSFontAttributeName: UIFont.systemFontOfSize(14.0)], context: nil).size
var ballon:UIImage = UIImage()
ballonview.frame = CGRectMake(320.0 - (size.width + 28.0), 2.0, size.width + 28.0, size.height + 15.0)
ballon = UIImage(named:"green.png")!.stretchableImageWithLeftCapWidth(24, topCapHeight: 15)
label.frame = CGRectMake(307.0 - (size.width + 5.0), 8.0, size.width + 5.0, size.height)
ballonview.image = ballon;
label.text = text as String
view.addSubview(message)
}
What can I do?
The problem here is that you are using different font sizes when measuring the size and rendering.
The font of label is 20pt system font, and the font you use for measuring size is 14pt system font. So the size will be smaller than you expected.
Also, the drawing options should be changed to NSStringDrawingUsesLineFragmentOrigin in order to get the correct size if you have characters with long legs (like g, j, y).
Reference: official NSString document.
I'd suggest you change the way you measure the size:
let size: CGSize = text.boundingRectWithSize(
CGSizeMake(240.0, 480.0),
options: .UsesLineFragmentOrigin,
attributes: [
NSFontAttributeName: label.font
],
context: nil
).size
So it will match the font you use for rendering the label.
I hope this answer helps you.

Add To Cart Animation in Swift

I am using the code below to perform "add to cart animation",
I recently build a new app using swift and I'm having a hard time to convert this code from Objective C to Swift.
this code is animating a UITableView button To Jump into Cart(UItabBar Item)
// AddToCart button (cell Button)
-(void)AddToCart:(UIButton*)sender {
// get the selected index
CGPoint center= sender.center;
CGPoint rootViewPoint = [sender.superview convertPoint:center toView:self.Tableview];
NSIndexPath *indexPath = [self.Tableview indexPathForRowAtPoint:rootViewPoint];
// add to cart
[checkoutCart AddItem:SandwichArray[indexPath.row]];
MyCell* cell =(MyCell*)[self.Tableview dequeueReusableCellWithIdentifier:#"Cell"];
// grab the imageview
UIImageView *imgV = (UIImageView*)[cell viewWithTag:400];
// get the exact location of image
CGRect rect = [imgV.superview convertRect:imgV.frame fromView:nil];
rect = CGRectMake(5, (rect.origin.y*-1)-10, imgV.frame.size.width, imgV.frame.size.height);
// create new duplicate image
UIImageView *starView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"AddItem.png"]];
[starView setFrame:rect];
starView.layer.cornerRadius=5;
starView.layer.borderColor=[[UIColor blackColor]CGColor];
starView.layer.borderWidth=1;
[self.view addSubview:starView];
// apply position animation
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.calculationMode = kCAAnimationPaced;
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
pathAnimation.duration=0.75;
pathAnimation.delegate=self;
// tabbar Position
CGPoint endPoint = CGPointMake(210+rect.size.width/2, 390+rect.size.height/2);
CGMutablePathRef curvedPath = CGPathCreateMutable();
CGPathMoveToPoint(curvedPath, NULL, starView.frame.origin.x, starView.frame.origin.y);
CGPathAddCurveToPoint(curvedPath, NULL, endPoint.x, starView.frame.origin.y, endPoint.x, starView.frame.origin.y, endPoint.x, endPoint.y);
pathAnimation.path = curvedPath;
CGPathRelease(curvedPath);
// apply transform animation
CABasicAnimation *basic=[CABasicAnimation animationWithKeyPath:#"transform"];
[basic setToValue:[NSValue valueWithCATransform3D:CATransform3DMakeScale(0.25, 0.25, 0.25)]];
[basic setAutoreverses:NO];
[basic setDuration:0.75];
[starView.layer addAnimation:pathAnimation forKey:#"curveAnimation"];
[starView.layer addAnimation:basic forKey:#"transform"];
[starView performSelector:#selector(removeFromSuperview) withObject:nil afterDelay:0.75];
[self performSelector:#selector(reloadBadgeNumber) withObject:nil afterDelay:0.75];
}
This is my swift code
//AddToCart button (of cell)
func AddToCart(sender:UIButton){
// get the selected index
var center:CGPoint = sender.center;
var rootViewPoint:CGPoint = sender.superview!.convertPoint(center, toView:self.TableView)
var indexPath:NSIndexPath = self.TableView!.indexPathForRowAtPoint(rootViewPoint)!
// add to cart
//ShopingCart.AddItem(item)
var cell:Menu_Cell = self.TableView!.dequeueReusableCellWithIdentifier("cell") as Menu_Cell
//grab the imageview using cell
var imgV:UIImageView = cell.imageView!
// get the exact location of image
var rect:CGRect = imgV.superview!.convertRect(imgV.frame ,fromView:nil)
rect = CGRectMake(5, (rect.origin.y*(-1))-10, imgV.frame.size.width, imgV.frame.size.height);
// create new duplicate image
var starView:UIImageView = cell.imageView!
starView.frame = rect
starView.layer.cornerRadius=5;
starView.layer.borderWidth=1;
self.view.addSubview(starView)
// position animation
// var pathAnimation:CAKeyframeAnimation = CAKeyframeAnimation.animationWithKeyPath("position")
var pathAnimation:CAPropertyAnimation = CAPropertyAnimation(keyPath: "position")
// pathAnimation.calculationMode = kCAAnimationPaced
pathAnimation.fillMode = kCAFillModeForwards
pathAnimation.removedOnCompletion = false
pathAnimation.duration=0.75
pathAnimation.delegate=self
// tab-bar right side item frame-point = end point
var endPoint:CGPoint = CGPointMake(210+rect.size.width/2, 390+rect.size.height/2);
// animation position animation
var curvedPath:CGMutablePathRef = CGPathCreateMutable();
CGPathMoveToPoint(curvedPath, nil, starView.frame.origin.x, starView.frame.origin.y);
CGPathAddCurveToPoint(curvedPath, nil, endPoint.x, starView.frame.origin.y, endPoint.x, starView.frame.origin.y, endPoint.x, endPoint.y);
// pathAnimation.path = curvedPath;
// apply transform animation
// var basic:CABasicAnimation = CABasicAnimation.animationWithKeyPath("transform")
var basic:CAPropertyAnimation = CAPropertyAnimation(keyPath: "transform")
// basic.valueForKeyPath(NSValue.valueWithCATransform3D(CATransform3DMakeScale(0.25, 0.25, 0.25)))
// basic.setAutoreverses(false)
basic.duration = 0.75
starView.layer.addAnimation(pathAnimation,forKey: "curveAnimation")
starView.layer.addAnimation(basic,forKey:"transform")
starView.removeFromSuperview()
// [self performSelector:#selector(reloadBadgeNumber) withObject:nil afterDelay:0.75];
i am getting Error here:
starView.layer.addAnimation(pathAnimation,forKey: "curveAnimation")
tarView.layer.addAnimation(basic,forKey:"transform")
**'-[CAPropertyAnimation _copyRenderAnimationForLayer:]: unrecognized selector sent to instance 0x7fd612c11780'**
any suggestions ?
import QuartzCore is not proper answer. Make sure your key value for animation in layer is given proper. I also facing same and changed to CAKeyframeAnimation. My task is differ from you.
That error appears, if there is the import of the QuartzCore-header missing in your code. So you need to import the QuartzCore-framework:
import QuartzCore
var center:CGPoint = sender.center;
var rootViewPoint:CGPoint = sender.superview!.convertPoint(center, toView:self.tableView)
var indexPath:NSIndexPath = self.tableView!.indexPathForRowAtPoint(rootViewPoint)!
var cell:Cell_3 = self.tableView.dequeueReusableCellWithIdentifier("Cell", forIndexPath: indexPath) as! Cell_3
var imgV:UITextField = cell.tf_adet!
// get the exact location of image
var rect:CGRect = imgV.superview!.convertRect(imgV.frame ,fromView:nil)
rect = CGRectMake(rect.origin.x, (rect.origin.y*(-1))-10, imgV.frame.size.width, imgV.frame.size.height);
// create new duplicate image
var starView:UITextField = cell.tf_adet
starView.frame = rect
starView.layer.cornerRadius=5;
starView.layer.borderWidth=1;
self.view.addSubview(starView)
// now create a bezier path that defines our curve
// the animation function needs the curve defined as a CGPath
// but these are more difficult to work with, so instead
// we'll create a UIBezierPath, and then create a
// CGPath from the bezier when we need it
let path = UIBezierPath()
// tab-bar right side item frame-point = end point
var endPoint:CGPoint = CGPointMake(140+rect.size.width/2, 790+rect.size.height/2);
path.moveToPoint(CGPointMake(starView.frame.origin.x, starView.frame.origin.y))
path.addCurveToPoint(CGPoint(x: endPoint.x, y: endPoint.y),
controlPoint1: CGPoint(x: endPoint.x, y: starView.frame.origin.y),
controlPoint2: CGPoint(x: endPoint.x, y: starView.frame.origin.y ))
// create a new CAKeyframeAnimation that animates the objects position
let anim = CAKeyframeAnimation(keyPath: "position")
// set the animations path to our bezier curve
anim.path = path.CGPath
// set some more parameters for the animation
// this rotation mode means that our object will rotate so that it's parallel to whatever point it is currently on the curve
// anim.rotationMode = kCAFillModeForwards
anim.fillMode = kCAFillModeForwards
//anim.repeatCount = Float.infinity
anim.duration = 0.65
anim.removedOnCompletion = false
anim.delegate=self
// apply transform animation
var animation : CABasicAnimation = CABasicAnimation(keyPath: "transform");
var transform : CATransform3D = CATransform3DMakeScale(2,2,1 ) //0.25, 0.25, 0.25);
//animation.setValue(NSValue(CATransform3D: transform), forKey: "scaleText");
animation.duration = 0.75;
starView.layer.addAnimation(anim, forKey: "curveAnimation")
starView.layer.addAnimation(animation, forKey: "transform");

Resize UIImageView based on image with respect to UIImageViewWidth

I have a UIImageView that is the width of the entire screen and the height is 400 pixels.
The end result I am looking for is that every single image has the exact same width (the screen width) and the height is adjusted to accommodate this while keeping its aspect ratio.
So if an image is 400 pixels wide, it needs to reduce to 320 pixels wide, and the height of the image view should adjust and become SHORTER to keep the ratio.
If an image is 240 pixels wide, it needs to increase its width to 320 and adjust the hight to be TALLER to keep the ratio.
I have been looking through many posts that all seem to just point to setting the content mode to aspect fit, but this does nothing like what I am looking for.
Any help would be great, thanks!
So it looks like shortly after I posted it, I checked storyboard, and for some reason the code was not overwriting the storyboard.
If I change it to Aspect Fit in storyboard, it actually functions the way it is supposed to.
::face palm::
You just need to set the content mode property to Aspect Fit in your imageview.
UIImage *originalImage = [UIImage imageNamed:#"xxx.png"];
double width = originalImage.size.width;
double height = originalImage.size.height;
double apectRatio = width/height;
//You can mention your own width like 320.0
double newHeight = [[UIScreen mainScreen] bounds].size.width/ apectRatio;
self.img.frame = CGRectMake(0, 0, [[UIScreen mainScreen] bounds].size.width, newHeight);
self.img.center = self.view.center;
self.img.image = originalImage;
func resizeImage(image: UIImage, targetSize: CGSize) -> UIImage {
let size = image.size
let widthRatio = targetSize.width / image.size.width
let heightRatio = targetSize.height / image.size.height
// Figure out what our orientation is, and use that to form the rectangle
var newSize: CGSize
if(widthRatio > heightRatio) {
newSize = CGSize(width: size.width * heightRatio, height: size.height * heightRatio)
} else {
newSize = CGSize(width: size.width * widthRatio, height: size.height * widthRatio)
}
// This is the rect that we've calculated out and this is what is actually used below
let rect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height)
// Actually do the resizing to the rect using the ImageContext stuff
UIGraphicsBeginImageContextWithOptions(newSize, false, 1.0)
image.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
Now get the resized image from the original image, as I done it like:
let image = UIImage(named: "YOUR IMAGE NAME")
let newHeight = (image?.size.height/image?.size.width) * YOUR_UIIMAGE_VIEW_WIDTH
let newSize = CGSize(width: YOUR_UIIMAGE_VIEW_WIDTH, height: newHeight)
let newResizedImage = resizeImage(image: image, targetSize: newSize)
Hope, this will help.

UIImagePickerController returning incorrect image orientation

I'm using UIImagePickerController to capture an image and then store it. However, when i try to rescale it, the orientation value i get out of this image is incorrect. When i take a snap by holding the phone Up, it gives me orientation of Left. Has anyone experienced this issue?
The UIImagePickerController dictionary shows following information:
{
UIImagePickerControllerMediaMetadata = {
DPIHeight = 72;
DPIWidth = 72;
Orientation = 3;
"{Exif}" = {
ApertureValue = "2.970853654340484";
ColorSpace = 1;
DateTimeDigitized = "2011:02:14 10:26:17";
DateTimeOriginal = "2011:02:14 10:26:17";
ExposureMode = 0;
ExposureProgram = 2;
ExposureTime = "0.06666666666666667";
FNumber = "2.8";
Flash = 32;
FocalLength = "3.85";
ISOSpeedRatings = (
125
);
MeteringMode = 1;
PixelXDimension = 2048;
PixelYDimension = 1536;
SceneType = 1;
SensingMethod = 2;
Sharpness = 1;
ShutterSpeedValue = "3.910431673351467";
SubjectArea = (
1023,
767,
614,
614
);
WhiteBalance = 0;
};
"{TIFF}" = {
DateTime = "2011:02:14 10:26:17";
Make = Apple;
Model = "iPhone 3GS";
Software = "4.2.1";
XResolution = 72;
YResolution = 72;
};
};
UIImagePickerControllerMediaType = "public.image";
UIImagePickerControllerOriginalImage = "<UIImage: 0x40efb50>";
}
However picture returns imageOrientation == 1;
UIImage *picture = [info objectForKey:UIImagePickerControllerOriginalImage];
I just started working on this issue in my own app.
I used the UIImage category that Trevor Harmon crafted for resizing an image and fixing its orientation, UIImage+Resize.
Then you can do something like this in -imagePickerController:didFinishPickingMediaWithInfo:
UIImage *pickedImage = [info objectForKey:UIImagePickerControllerEditedImage];
UIImage *resized = [pickedImage resizedImageWithContentMode:UIViewContentModeScaleAspectFit bounds:pickedImage.size interpolationQuality:kCGInterpolationHigh];
This fixed the problem for me. The resized image is oriented correctly visually and the imageOrientation property reports UIImageOrientationUp.
There are several versions of this scale/resize/crop code out there; I used Trevor's because it seems pretty clean and includes some other UIImage manipulators that I want to use later.
This what I have found for fixing orientation issue; Works for me
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;
Here's a Swift snippet that fixes the problem efficiently:
let orientedImage = UIImage(CGImage: initialImage.CGImage, scale: 1, orientation: initialImage.imageOrientation)!
I use the following code that I have put in a separate image utility object file that has a bunch of other editing methods for UIImages:
+ (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize
{
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor) {
scaleFactor = widthFactor; // scale to fit height
}
else {
scaleFactor = heightFactor; // scale to fit width
}
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
}
else if (widthFactor < heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
CGImageRef imageRef = [sourceImage CGImage];
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);
if (bitmapInfo == kCGImageAlphaNone) {
bitmapInfo = kCGImageAlphaNoneSkipLast;
}
CGContextRef bitmap;
if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) {
bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
} else {
bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
}
// In the right or left cases, we need to switch scaledWidth and scaledHeight,
// and also the thumbnail point
if (sourceImage.imageOrientation == UIImageOrientationLeft) {
thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x);
CGFloat oldScaledWidth = scaledWidth;
scaledWidth = scaledHeight;
scaledHeight = oldScaledWidth;
CGContextRotateCTM (bitmap, M_PI_2); // + 90 degrees
CGContextTranslateCTM (bitmap, 0, -targetHeight);
} else if (sourceImage.imageOrientation == UIImageOrientationRight) {
thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x);
CGFloat oldScaledWidth = scaledWidth;
scaledWidth = scaledHeight;
scaledHeight = oldScaledWidth;
CGContextRotateCTM (bitmap, -M_PI_2); // - 90 degrees
CGContextTranslateCTM (bitmap, -targetWidth, 0);
} else if (sourceImage.imageOrientation == UIImageOrientationUp) {
// NOTHING
} else if (sourceImage.imageOrientation == UIImageOrientationDown) {
CGContextTranslateCTM (bitmap, targetWidth, targetHeight);
CGContextRotateCTM (bitmap, -M_PI); // - 180 degrees
}
CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* newImage = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap);
CGImageRelease(ref);
return newImage;
}
And then I call
UIImage *pickedImage = [info objectForKey:UIImagePickerControllerOriginalImage];
UIImage *fixedOriginal = [ImageUtil imageWithImage:[mediaInfoDict objectForKey:UIImagePickerControllerOriginalImage] scaledToSizeWithSameAspectRatio:pickedImage.size];
In iOS 7, I needed code dependent on UIImage.imageOrientation to correct for the different orientations. Now, in iOS 8.2, when I pick my old test images from the album via UIImagePickerController, the orientation will be UIImageOrientationUp for ALL images. When I take a photo (UIImagePickerControllerSourceTypeCamera), those images will also always be upwards, regardless of the device orientation.
So between those iOS versions, there obviously has been a fix where UIImagePickerController already rotates the images if neccessary.
You can even notice that when the album images are displayed: for a split second, they will be displayed in the original orientation, before they appear in the new upward orientation.
The only thing that worked for me was to re-render the image again which forces the correct orientation.
if (photo.imageOrientation != .up) {
UIGraphicsBeginImageContextWithOptions(photo.size, false, 1.0);
let rect = CGRect(x: 0, y: 0, width: photo.size.width, height: photo.size.height);
photo.draw(in: rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
photo = newImage;
}

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