From other member and my problem:
Camera Rotation issue depend on different Devices and certain Version.
Version 1.6: to fix the Rotation Issue, and it is good for most of devices
if (getResources().getConfiguration().orientation == Configuration.ORIENTATION_PORTRAIT)
{
p.set("orientation", "portrait");
p.set("rotation",90);
}
if (getResources().getConfiguration().orientation == Configuration.ORIENTATION_LANDSCAPE)
{
p.set("orientation", "landscape");
p.set("rotation", 90);
}
Version 2.1: depend on kind of devices, for example, Cannt fix the issue with XPeria X10, but it is good for X8, and Mini
Camera.Parameters parameters = camera.getParameters();
parameters.set("orientation", "portrait");
camera.setParameters(parameters);
Version 2.2: not for all devices
camera.setDisplayOrientation(90);
http://code.google.com/p/android/issues/detail?id=1193#c42
A UIImage
has a property imageOrientation
, which instructs the UIImageView
and other UIImage
consumers to rotate the raw image data. There's a good chance that this flag is being saved to the exif data in the uploaded jpeg image, but the program you use to view it is not honoring that flag.
To rotate the UIImage
to display properly when uploaded, you can use a category like this:
UIImage+fixOrientation.h
@interface UIImage (fixOrientation)
- (UIImage *)fixOrientation;
@end
UIImage+fixOrientation.m
@implementation UIImage (fixOrientation)
- (UIImage *)fixOrientation {
// No-op if the orientation is already correct
if (self.imageOrientation == UIImageOrientationUp) return self;
// 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 (self.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, self.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (self.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, self.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, self.size.width, self.size.height,
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage));
CGContextConcatCTM(ctx, transform);
switch (self.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.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;
}
@end
Best Answer
If I understand, what you want to do is disregard the orientation of the UIImage? If so then you could do this:
So you're creating a new UIImage with the same pixel data as the original (referenced via its CGImage property) but you're specifying an orientation that doesn't rotate the data.