I have a UIImageView with an image in it. I have rotated the image prior to display by setting the transform property of the UIImageView to CGAffineTransformMakeRotation(angle) where angle is the angle in radians.
I want to be able to create another UIImage that corresponds to the rotated version that I can see in my view.
I am almost there, by rotating the image context I get a rotated image:
- (UIImage *) rotatedImageFromImageView: (UIImageView *) imageView
{
UIImage *rotatedImage;
// Get image width, height of the bounding rectangle
CGRect boundingRect = [self getBoundingRectAfterRotation: imageView.bounds byAngle:angle];
// Create a graphics context the size of the bounding rectangle
UIGraphicsBeginImageContext(boundingRect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
// Rotate and translate the context
CGAffineTransform ourTransform = CGAffineTransformIdentity;
ourTransform = CGAffineTransformConcat(ourTransform, CGAffineTransformMakeRotation(angle));
CGContextConcatCTM(context, ourTransform);
// Draw the image into the context
CGContextDrawImage(context, CGRectMake(0, 0, imageView.image.size.width, imageView.image.size.height), imageView.image.CGImage);
// Get an image from the context
rotatedImage = [UIImage imageWithCGImage: CGBitmapContextCreateImage(context)];
// Clean up
UIGraphicsEndImageContext();
return rotatedImage;
}
However the image is not rotated about its centre. I have tried all kinds of transforms concatenated with my rotate to get it to rotate around the centre but to no avail. Am I missing a trick? Is this even possible since I am rotating the context not the image?
Getting desperate to make this work now, so any help would be appreciated.
Dave
EDIT: I've been asked several times for my boundingRect code, so here it is:
- (CGRect) getBoundingRectAfterRotation: (CGRect) rectangle byAngle: (CGFloat) angleOfRotation {
// Calculate the width and height of the bounding rectangle using basic trig
CGFloat newWidth = rectangle.size.width * fabs(cosf(angleOfRotation)) + rectangle.size.height * fabs(sinf(angleOfRotation));
CGFloat newHeight = rectangle.size.height * fabs(cosf(angleOfRotation)) + rectangle.size.width * fabs(sinf(angleOfRotation));
// Calculate the position of the origin
CGFloat newX = rectangle.origin.x + ((rectangle.size.width - newWidth) / 2);
CGFloat newY = rectangle.origin.y + ((rectangle.size.height - newHeight) / 2);
// Return the rectangle
return CGRectMake(newX, newY, newWidth, newHeight);
}
OK - at last I seem to have done it. Any comments on the correctness would be useful... needed a translate, a rotate, a scale and an offset from the drawing rect position to make it work. Code is here:
CGAffineTransform transform = CGAffineTransformIdentity;
transform = CGAffineTransformTranslate(transform, boundingRect.size.width/2, boundingRect.size.height/2);
transform = CGAffineTransformRotate(transform, angle);
transform = CGAffineTransformScale(transform, 1.0, -1.0);
CGContextConcatCTM(context, transform);
// Draw the image into the context
CGContextDrawImage(context, CGRectMake(-imageView.image.size.width/2, -imageView.image.size.height/2, imageView.image.size.width, imageView.image.size.height), imageView.image.CGImage);
// Get an image from the context
rotatedImage = [UIImage imageWithCGImage: CGBitmapContextCreateImage(context)];