I rotate image upside down but how to flip it horizontally - objective-c

i load image from camera roll, but this image is upside down. so i wrote method to rotate it.
CGImageRef imageRef = [image CGImage];
float width = CGImageGetWidth(imageRef);
float height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
Byte *rawData = malloc(height * width * 4);
Byte bytesPerPixel = 4;
int bytesPerRow = bytesPerPixel * width;
Byte bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
int byteIndex = 0;
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
Byte *rawData2 = malloc(height * width * 4);
for (int i = 0 ; i < width * height ; i++) {
int index = (width * height) * 4;
rawData2[byteIndex + 0] = rawData[index - byteIndex + 0];
rawData2[byteIndex + 1] = rawData[index - byteIndex + 1];
rawData2[byteIndex + 2] = rawData[index - byteIndex + 2];
rawData2[byteIndex + 3] = rawData[index - byteIndex + 3];
byteIndex += 4;
}
CGContextRef ctx = CGBitmapContextCreate(rawData2, CGImageGetWidth( imageRef ), CGImageGetHeight( imageRef ), 8, CGImageGetBytesPerRow( imageRef ), CGImageGetColorSpace( imageRef ),kCGImageAlphaPremultipliedLast );
imageRef = CGBitmapContextCreateImage (ctx);
image = [UIImage imageWithCGImage:imageRef];
CGContextRelease(context);
return image;
it's ok, but now i must flip it horizontally, and i don't know how can i do this. i try to do this second day.
thank you for help

Have you tried this:
imageView.transform = CGAffineTransformMakeScale(-1, 1);
?
You can also do the rotation by using a transformation:
imageView.transform = CGAffineTransformMakeRotation(M_PI);
You can concat the two transformation in one like this:
imageView.transform = CGAffineTransformRotation(CGAffineTransformMakeScale(-1, 1), M_PI);
If you want to make your own UIImage object, rather than manipulating views and transformations, I would still suggest you to use the approach described above to make the view draw the image as you like, then convert your UIView content into an UIImage object:
UIGraphicsBeginImageContext(rect.size);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage* viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

Related

Get UIImageView CGPoints

i want to get all the points in my UIImageVeiw , so i can change "some" points colors without the need of UITouch .. is it possible?
What i am thinking about is:
get all points in uiimageview
get color of each point.
if the previous color= some specific color, then change the color.
i googled this a lot but i found that all the tutorials depends on UITouch like this http://www.markj.net/iphone-uiimage-pixel-color/
my main goal now is how to get all points ?!
any help is appreciated
i found a solution .. hope it will help anyone one day.
this method returns array of pixels in some image.
-(NSArray*)getRGBAsFromImage:(UIImage*)image atX:(int)x andY:(int)y count:(int)count
{
NSMutableArray *result = [NSMutableArray arrayWithCapacity:count];
// First get the image into your data buffer
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = (unsigned char*) calloc(height * width * 4, sizeof(unsigned char));
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
// Now your rawData contains the image data in the RGBA8888 pixel format.
NSUInteger byteIndex = (bytesPerRow * y) + x * bytesPerPixel;
for (int i = 0 ; i < count ; ++i)
{
CGFloat red = (rawData[byteIndex] * 1.0) / 255.0;
CGFloat green = (rawData[byteIndex + 1] * 1.0) / 255.0;
CGFloat blue = (rawData[byteIndex + 2] * 1.0) / 255.0;
CGFloat alpha = (rawData[byteIndex + 3] * 1.0) / 255.0;
byteIndex += bytesPerPixel;
UIColor *acolor = [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
[result addObject:acolor];
}
free(rawData);
return result;}
you can call it like this:
NSArray*arrayOfPixels= [self getRGBAsFromImage:_patternFirstImage.image atX:_patternFirstImage.frame.origin.x andY:_patternFirstImage.frame.origin.y count:_patternFirstImage.frame.size.width*_patternFirstImage.frame.size.height];
NSLog(#"arrayOfPixels = %zd",[arrayOfPixels count]);
you can loop through all pixels to get its color like the following :
for(int i=0;i<[arrayOfPixels count];i++){
NSLog(#"objects = ---%#----",[arrayOfPixels objectAtIndex:i]);
if([self color:[arrayOfPixels objectAtIndex:i] isEqualToColor:UIColorFromRGB(0xE0E0E0) withTolerance:0.2]){
NSLog(#"index = %zd",i);
}
}
thanx a lot for the answer here:
https://stackoverflow.com/a/1262893/2168496

CGBitmapContextCreateImage or CGContextDrawImage doesn't work

I can't solve this problem. Load image, convert to CGImageRef. Try to get bitmap context and render on the screen.
NSURL *imageFileURL = [NSURL fileURLWithPath:stringIMG];
CGImageSourceRef imageSource = CGImageSourceCreateWithURL((CFURLRef)imageFileURL, NULL);
CGImageRef imageRef = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL);
NSInteger bitsPerComponent = CGImageGetBitsPerComponent(imageRef);
NSInteger bitsPerPixel = CGImageGetBitsPerPixel(imageRef);
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
NSInteger bytesPerRow = CGImageGetBytesPerRow(imageRef);
NSInteger width = CGImageGetWidth(imageRef);
NSInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorspace = CGImageGetColorSpace(imageRef);
size_t rawData = bytesPerRow*height;
unsigned char *data = malloc(rawData);
memset(data2, 0, rawData);
CGContextRef context = CGBitmapContextCreate(data, width, height, bitsPerComponent, bytesPerRow, colorspace, bitmapInfo);
CGImageRef imageRef2 = CGBitmapContextCreateImage(context);
// CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef2);
UIImage *result = [UIImage imageWithCGImage:imageRef2];//if i do like this i got white empty screen
UIImageView *image = [[UIImageView alloc] initWithImage:result];
[self.view addSubview:image];// if i do like this i got black rectangle on the white screen
I have no idea. I check by breakpoint that context is not null. I don't know what should i do. Please maybe anyone can help me?
Category added it to UIImage for resizing using CoreGraphics
UIImage+Resize.h
#import <UIKit/UIKit.h>
#interface UIImage (Resizing)
-(UIImage*)resizedImageWithSize:(CGSize)size;
#end
UIImage+Resizing.m
#import "UIImage+Resizing.h"
#implementation UIImage (Resizing)
-(UIImage*)resizedImageWithSize:(CGSize)size {
CGImageRef cgImage = [self CGImage];
size_t bitsPerComponent = CGImageGetBitsPerComponent(cgImage);
size_t bytesPerRow = CGImageGetBytesPerRow(cgImage);
CGColorSpaceRef colorSpace = CGImageGetColorSpace(cgImage);
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(cgImage);
CGContextRef context = CGBitmapContextCreate(nil, size.width, size.height, bitsPerComponent, bytesPerRow, colorSpace, bitmapInfo);
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
CGContextDrawImage(context, CGRectMake(0, 0, size.width, size.height), cgImage);
CGImageRef resizedImageRef = CGBitmapContextCreateImage(context);
UIImage *resizedImage = [UIImage imageWithCGImage:resizedImageRef];
CFRelease(resizedImageRef);
CFRelease(context);
return resizedImage;
}
#end

Change color of UIImage by pixel array

I want to change color of my image but dont want to change alpha of image.
I am using following code for change color in blue.
But i want to change image of all pixels array into perticuler RGB value.
Like I have to apply RGB value (R= 116 G=170 B= 243).
CGImageRef sourceImage = ImageView_Test.image.CGImage;
CFDataRef theData;
theData = CGDataProviderCopyData(CGImageGetDataProvider(sourceImage));
UInt8 *pixelData = (UInt8 *) CFDataGetBytePtr(theData);
int red = 0;
int green = 1;
int blue = 2;
int dataLength = CFDataGetLength(theData);
for (int index = 0; index < dataLength; index += 4)
{
if (pixelData[index + blue] - 80 > 0)
{
pixelData[index + red] = pixelData[index + blue] - 139;
pixelData[index + green] = pixelData[index + blue] - 85;
}
else
{
pixelData[index + green] = 0;
pixelData[index + red] = 0;
}
}
CGContextRef context;
context = CGBitmapContextCreate(pixelData,
CGImageGetWidth(sourceImage),
CGImageGetHeight(sourceImage),
8,
CGImageGetBytesPerRow(sourceImage),
CGImageGetColorSpace(sourceImage),
kCGImageAlphaPremultipliedLast);
CGImageRef newCGImage = CGBitmapContextCreateImage(context);
UIImage *newImage = [UIImage imageWithCGImage:newCGImage];
ImageView_Test.image = newImage;
CGContextRelease(context);
CFRelease(theData);
CGImageRelease(newCGImage);
I am using following method for change color of UIImage without affecting alpha of it.
-(UIImage *)didImageColorchanged:(NSString *)name withColor:(UIColor *)color
{
UIImage *img = [UIImage imageNamed:name];
UIGraphicsBeginImageContext(img.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[color setFill];
CGContextTranslateCTM(context, 0, img.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, kCGBlendModeColorBurn);
CGRect rect = CGRectMake(0, 0, img.size.width, img.size.height);
CGContextDrawImage(context, rect, img.CGImage);
CGContextClipToMask(context, rect, img.CGImage);
CGContextAddRect(context, rect);
CGContextDrawPath(context,kCGPathFill);
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return coloredImg;
}
Ex:
resultView.image = [self didImageColorchanged:[UIImage imageNamed:#"xyz.png"] withColor:[UIColor redColor]];
you can just use
// load image
UIImage *image = [UIImage imageNamed:#"test.png"];
CGImageRef imageRef = image.CGImage;
NSData *data = (NSData *)CGDataProviderCopyData(CGImageGetDataProvider(imageRef));
char *pixels = (char *)[data bytes];
// this is where you manipulate the individual pixels
// assumes a 4 byte pixel consisting of rgb and alpha
// for PNGs without transparency use i+=3 and remove int a
for(int i = 0; i < [data length]; i += 4)
{
int r = i;
int g = i+1;
int b = i+2;
int a = i+3;
pixels[r] = 0; // eg. remove red
pixels[g] = pixels[g];
pixels[b] = pixels[b];
pixels[a] = pixels[a];
}
// create a new image from the modified pixel data
size_t width = CGImageGetWidth(imageRef);
size_t height = CGImageGetHeight(imageRef);
size_t bitsPerComponent = CGImageGetBitsPerComponent(imageRef);
size_t bitsPerPixel = CGImageGetBitsPerPixel(imageRef);
size_t bytesPerRow = CGImageGetBytesPerRow(imageRef);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, pixels, [data length], NULL);
CGImageRef newImageRef = CGImageCreate (
width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorspace,
bitmapInfo,
provider,
NULL,
false,
kCGRenderingIntentDefault
);
// the modified image
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
// cleanup
free(pixels);
CGImageRelease(imageRef);
CGColorSpaceRelease(colorspace);
CGDataProviderRelease(provider);
CGImageRelease(newImageRef);

Rotated image should also follow the same pattern without white space

I am Rotating the image by using this code
- (CGImageRef)CGImageRotatedByAngle:(CGImageRef)imgRef angle:(CGFloat)angle
{
CGFloat angleInRadians = angle * (M_PI / 360);
CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);
CGRect imgRect = CGRectMake(0, 0, width, height);
CGAffineTransform transform = CGAffineTransformMakeRotation(angleInRadians);
CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, transform);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef bmContext = CGBitmapContextCreate(NULL,
rotatedRect.size.width,
rotatedRect.size.height,
8,
0,
colorSpace,
kCGImageAlphaPremultipliedFirst);
CGContextSetAllowsAntialiasing(bmContext, YES);
CGContextSetShouldAntialias(bmContext, YES);
CGContextSetInterpolationQuality(bmContext, kCGInterpolationHigh);
CGColorSpaceRelease(colorSpace);
CGContextTranslateCTM(bmContext,
+(rotatedRect.size.width/2),
+(rotatedRect.size.height/2));
CGContextRotateCTM(bmContext, angleInRadians);
CGContextTranslateCTM(bmContext,
-(rotatedRect.size.width/2),
-(rotatedRect.size.height/2));
CGContextDrawImage(bmContext, CGRectMake(0, 0,
rotatedRect.size.width,
rotatedRect.size.height),
imgRef);
CGImageRef rotatedImage = CGBitmapContextCreateImage(bmContext);
CFRelease(bmContext);
// [(id)rotatedImage autorelease];
return rotatedImage;
}
By this i am having the resultant image like this..
those white spaces should not be there and it should follow the same pattern of that size with out that white spaces around..the rotated image....
Please help..Thanks in advance

Image is rotated after process. How can i do this correctly?

My problem is: UIImage is rotated after processing.
I use a helper class for the image processing called ProcessHelper. This class has two methods:
+ (unsigned char *) convertUIImageToBitmapRGBA8:(UIImage *) image;
+ (UIImage *) convertBitmapRGBA8ToUIImage:(unsigned char *)rawData
withWidth:(int) width
withHeight:(int) height;
implementation
+ (unsigned char *) convertUIImageToBitmapRGBA8:(UIImage *) image {
NSLog(#"Convert image [%d x %d] to RGBA8 char data", (int)image.size.width,
(int)image.size.height);
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = malloc(height * width * 4);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData,
width,
height,
bitsPerComponent,
bytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
return rawData;
}
+ (UIImage *) convertBitmapRGBA8ToUIImage:(unsigned char *) rawData
withWidth:(int) width
withHeight:(int) height {
CGContextRef ctx = CGBitmapContextCreate(rawData,
width,
height,
8,
width * 4,
CGColorSpaceCreateDeviceRGB(),
kCGImageAlphaPremultipliedLast );
CGImageRef imageRef = CGBitmapContextCreateImage (ctx);
UIImage* rawImage = [UIImage imageWithCGImage:imageRef];
CGContextRelease(ctx);
free(rawData);
return rawImage;
}
I
On start I get pixel data:
rawData = [ProcessHelper convertUIImageToBitmapRGBA8:image];
Next I do some processing:
-(void)process_grayscale {
int byteIndex = 0;
for (int i = 0 ; i < workingImage.size.width * workingImage.size.height ; ++i)
{
int outputColor = (rawData[byteIndex] + rawData[byteIndex+1] + rawData[byteIndex+2]) / 3;
rawData[byteIndex] = rawData[byteIndex + 1] = rawData[byteIndex + 2] = (char) (outputColor);
byteIndex += 4;
}
workingImage = [ProcessHelper convertBitmapRGBA8ToUIImage:rawData
withWidth:CGImageGetWidth(workingImage.CGImage)
withHeight:CGImageGetHeight(workingImage.CGImage)];
}
After this I returned the workingImage to parent class and UIImageView shows it returned but in old size, I mean: image before is WxH and after is WxH but rotated (should be HxW, after rotate). I would like to make the image does not rotate.
This happens when I edit photos from ipad. Screenshots are ok and images from internet like backgrounds are ok.
How can I do this correctly?
use UIGraphicsPushContext(ctx); [image drawInRect:CGRectMake(0, 0, width, height)]; UIGraphicsPopContext(); instead of CGContextDrawImage. CGContextDrawImage will flip the image verticaly.
Or Scale and Transform the Context before calling CGContextDrawImage