So for that at the time of image take store the orientation of the device and pass it to the method below as parameter
Here just give any name to method and pass the parameter orientation
switch (orientation) {
case UIDeviceOrientationPortrait:
[featureLayer setAffineTransform:CGAffineTransformMakeRotation(DegreesToRadians(0.))];
break;
case UIDeviceOrientationPortraitUpsideDown:
[featureLayer setAffineTransform:CGAffineTransformMakeRotation(DegreesToRadians(180.))];
break;
case UIDeviceOrientationLandscapeLeft:
[featureLayer setAffineTransform:CGAffineTransformMakeRotation(DegreesToRadians(90.))];
break;
case UIDeviceOrientationLandscapeRight:
[featureLayer setAffineTransform:CGAffineTransformMakeRotation(DegreesToRadians(-90.))];
break;
case UIDeviceOrientationFaceUp:
case UIDeviceOrientationFaceDown:
default:
break; // leave the layer in its last known orientation
}
and the macro I have used here DegreesToRadians()
is as follow
static CGFloat DegreesToRadians(CGFloat degrees) {return degrees * M_PI / 180;};
This will definitely works.
Happy Coding :)
EDIT
If the above code doesn't work well then use this one
@interface UIImage (RotationMethods)
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees;
@end
@implementation UIImage (RotationMethods)
- (UIImage *)imageRotatedByDegrees:(CGFloat)degrees
{
// calculate the size of the rotated view's containing box for our drawing space
UIView *rotatedViewBox = [[UIView alloc] initWithFrame:CGRectMake(0,0,self.size.width, self.size.height)];
CGAffineTransform t = CGAffineTransformMakeRotation(DegreesToRadians(degrees));
rotatedViewBox.transform = t;
CGSize rotatedSize = rotatedViewBox.frame.size;
// Create the bitmap context
UIGraphicsBeginImageContext(rotatedSize);
CGContextRef bitmap = 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, DegreesToRadians(degrees));
// Now, draw the rotated/scaled image into the context
CGContextScaleCTM(bitmap, 1.0, -1.0);
CGContextDrawImage(bitmap, CGRectMake(-self.size.width / 2, -self.size.height / 2, self.size.width, self.size.height), [self CGImage]);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
@end
and then call the above function as below
switch (orientation) {
case UIDeviceOrientationPortrait:
image = [image imageRotatedByDegrees:0];
break;
case UIDeviceOrientationPortraitUpsideDown:
image = [image imageRotatedByDegrees:180];
break;
case UIDeviceOrientationLandscapeLeft:
image = [image imageRotatedByDegrees:-90];
break;
case UIDeviceOrientationLandscapeRight:
image = [image imageRotatedByDegrees:90];
break;
case UIDeviceOrientationFaceUp:
case UIDeviceOrientationFaceDown:
default:
break; // leave the layer in its last known orientation
}
If the image is not in required orientation then add 90 to all of the above imageRotatedByDegrees
's argument (i.e. if it is 0 then it will be 0+90) or as you required.
EDIT 1
UIDeviceOrientation curDeviceOrientation = [[UIDevice currentDevice] orientation];