UIImagePickerController显示正确的图像,直到我保存图像

时间:2014-09-26 21:45:44

标签: ios image uiimagepickercontroller uiimagejpegrepresentation uiimagepngrepresentation

我正在使用UIImagePickerController获取UIImage。获取图像后,我将其设置为UITableView的背景。图像看起来和我拍摄的完全一样。但是,如果我将图像保存到我的服务器然后加载图像。无论是使用UIImagePNGRepresentation还是UIImageJPEGRepresentation保存,图像都会在保存时旋转(在服务器调用之前发生旋转)。我在这里读到png会旋转,但jpeg不会。但对我来说,旋转90度。有什么想法为什么jpeg在我的情况下是坏的?

更多

我从图像选择器获取原始图像为UIImage。然后我保持指向UIImage的指针。一段时间后,我想保存UIImage。通常我做UIImagePNGRepresentation(myUIImage)。我正在使用AFNetworking

if ([self.imageDictionaries count]>0)
  for (NSDictionary *imgDic in self.imageDictionaries) {
    [formData appendPartWithFileData:UIImagePNGRepresentation([imgDic objectForKey:@"image"])
    name:[imgDic objectForKey:@"name"]//@"image"
    fileName:[imgDic objectForKey:@"fileName"]//@"image.png"
    mimeType:[imgDic objectForKey:@"mimeType"]//@"image/png"
    ];
  }
}
//[imgDic objectForKey:@"name"] is just a UIImage

imageDictionaries的其中一项看起来像这样

NSDictionary *background =@{
                                @"image":self.backgroundImage,
                                @"name":@"bkgimg",
                                @"fileName":@"bkgimg.png",
                                @"mimeType":@"image/png"
                                };

另请注意,我的代码运行正常。唯一的问题是图像在旋转。 self.backgroundImage是指向我从UIImagePickerController获取的UIImage的指针

UIImage *background = info[UIImagePickerControllerOriginalImage];

如果我使用UIImagePickerControllerEditedImage,图片不会旋转。但这又是另一个故事。

2 个答案:

答案 0 :(得分:0)

不要使用UIImagePNGRepresentation或UIImageJPEGRepresentation保存它。使用ImageIO框架。这允许您使用正确的旋转信息进行保存。

或者,根据您正在做的事情(您没有准确解释如何获取这些图像),通过CGImage可能就足够了。您可以将旋转信息作为UIImage包装起来。

答案 1 :(得分:0)

图像正在旋转,因为您要以JPEG格式保存图像,如果以PNG格式保存图像,则方向不会改变。这是解决方向问题的代码。

- (UIImage *)fixrotation:(UIImage *)image{


if (image.imageOrientation == UIImageOrientationUp) return image;
CGAffineTransform transform = CGAffineTransformIdentity;

switch (image.imageOrientation) {
    case UIImageOrientationDown:
    case UIImageOrientationDownMirrored:
        transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height);
        transform = CGAffineTransformRotate(transform, M_PI);
        break;

    case UIImageOrientationLeft:
    case UIImageOrientationLeftMirrored:
        transform = CGAffineTransformTranslate(transform, image.size.width, 0);
        transform = CGAffineTransformRotate(transform, M_PI_2);
        break;

    case UIImageOrientationRight:
    case UIImageOrientationRightMirrored:
        transform = CGAffineTransformTranslate(transform, 0, image.size.height);
        transform = CGAffineTransformRotate(transform, -M_PI_2);
        break;
    case UIImageOrientationUp:
    case UIImageOrientationUpMirrored:
        break;
}

switch (image.imageOrientation) {
    case UIImageOrientationUpMirrored:
    case UIImageOrientationDownMirrored:
        transform = CGAffineTransformTranslate(transform, image.size.width, 0);
        transform = CGAffineTransformScale(transform, -1, 1);
        break;

    case UIImageOrientationLeftMirrored:
    case UIImageOrientationRightMirrored:
        transform = CGAffineTransformTranslate(transform, image.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, image.size.width, image.size.height,
                                         CGImageGetBitsPerComponent(image.CGImage), 0,
                                         CGImageGetColorSpace(image.CGImage),
                                         CGImageGetBitmapInfo(image.CGImage));
CGContextConcatCTM(ctx, transform);
switch (image.imageOrientation) {
    case UIImageOrientationLeft:
    case UIImageOrientationLeftMirrored:
    case UIImageOrientationRight:
    case UIImageOrientationRightMirrored:
        // Grr...
        CGContextDrawImage(ctx, CGRectMake(0,0,image.size.height,image.size.width), image.CGImage);
        break;

    default:
        CGContextDrawImage(ctx, CGRectMake(0,0,image.size.width,image.size.height), image.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; 
}