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UIImageを時計回りに回転させたい。しかし、私の現在のコードは、ローテーションしたり、スキップローテーションしたりしても、正確な機能を実行しません。アクションボタンでUIImageを時計回りに継続的に回転させたい。これが私の現在のコードです:

imageView.image = imageView.image!.imageRotatedByDegrees(angle, flip: false)
angle = angle + 90
if angle > 360{
    angle = 0
}
12
Mughees

これは私にとってはうまくいきます:

正常に動作します :)

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
}

スウィフト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
}
21
Mughees
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)
    }
}

@ジェイソン、回転する前に画像の向きを修正する必要があります。

let image = oldimage.fixedOrientation().imageRotatedByDegrees(90.0)
18
gleb

次のような関数を作成して、画像を時計回りに永久に回転させることができます。

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)
}

結果は次のとおりです。

enter image description here

8
Khuong

@Jason Chitla、まだコメントできないので、新しい回答として投稿します。上記の@Albertのソリューションは機能しますが、正方形の画像に対してのみです。問題はそれです

bitmap.draw(oldImage.cgImage!, in: CGRect(x: -oldImage.size.width / 2, y: -oldImage.size.height / 2, width: oldImage.size.width, height: oldImage.size.height))

はまだ元のサイズを使用しているため、90度回転すると、アスペクトが正しくありません。

私にとってうまくいくのは、次のように新しいrotatedSizeを使用することです:

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
}
8
tequilaS3

Swift 3の@Mugheesからのコードが必要な場合:

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
}
3
Albert

CoreImageを使用してソリューションを投稿する価値があると思います。それはほんの数行であり、私にとってはうまくいきます。

注:最終的なUIImageを取得する場合、CGImageの範囲を尊重するために、最初にCIImageに変換する必要があります。

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)
    }
}
0
Martin Pilch

@glebの回答の最初の機能を少し修正しました。そこではサイズ計算は必要ありません。私たちは単に逆でそれを行うべきです。 @glebの関数で1149 x 56のサイズにすると、画像サイズ57 x 1149になります。

    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
        }
    }
0
Almas Dusal