#pragma mark 转换图片的方向 + (UIImage *)fixOrientation:(UIImage *)aImage { if (aImage==nil || !aImage) { return nil; } // No-op if the orientation is already correct if (aImage.imageOrientation == UIImageOrientationUp) return aImage; // 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; UIImageOrientation orientation=aImage.imageOrientation; int orientation_=orientation; switch (orientation_) { case UIImageOrientationDown: case UIImageOrientationDownMirrored: transform = CGAffineTransformTranslate(transform, aImage.size.width, aImage.size.height); transform = CGAffineTransformRotate(transform, M_PI); break; case UIImageOrientationLeft: case UIImageOrientationLeftMirrored: transform = CGAffineTransformTranslate(transform, aImage.size.width, 0); transform = CGAffineTransformRotate(transform, M_PI_2); break; case UIImageOrientationRight: case UIImageOrientationRightMirrored: transform = CGAffineTransformTranslate(transform, 0, aImage.size.height); transform = CGAffineTransformRotate(transform, -M_PI_2); break; } switch (orientation_) { case UIImageOrientationUpMirrored:{ } case UIImageOrientationDownMirrored: transform = CGAffineTransformTranslate(transform, aImage.size.width, 0); transform = CGAffineTransformScale(transform, -1, 1); break; case UIImageOrientationLeftMirrored: case UIImageOrientationRightMirrored: transform = CGAffineTransformTranslate(transform, aImage.size.height, 0); transform = CGAffineTransformScale(transform, -1, 1); break; } // Now we draw the underlying CGImage into a new context, applying the transform // calculated above. CGContextRef ctx = CGBitmapContextCreate(NULL, aImage.size.width, aImage.size.height, CGImageGetBitsPerComponent(aImage.CGImage), 0, CGImageGetColorSpace(aImage.CGImage), CGImageGetBitmapInfo(aImage.CGImage)); CGContextConcatCTM(ctx, transform); switch (aImage.imageOrientation) { case UIImageOrientationLeft: case UIImageOrientationLeftMirrored: case UIImageOrientationRight: case UIImageOrientationRightMirrored: // Grr... CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.height,aImage.size.width), aImage.CGImage); break; default: CGContextDrawImage(ctx, CGRectMake(0,0,aImage.size.width,aImage.size.height), aImage.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; }