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Home/ Questions/Q 7573809
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T16:16:34+00:00 2026-05-30T16:16:34+00:00

I have the following problem: when I use the UIImagePickerController, AFTER I capture the

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I have the following problem: when I use the UIImagePickerController, AFTER I capture the picture and the shutter appears and disappears, there is a screen, with the captured picture, and two buttons: “Retake” and “Use”. Even if I take the picture in landscapeLeft, or landscapeRight, on the above mentioned screen the taken picture appears in portrait, no matter what.

Now, my question is the following: how can I make the picked image appear in it’s original orientation?

Thanks

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  1. Editorial Team
    Editorial Team
    2026-05-30T16:16:36+00:00Added an answer on May 30, 2026 at 4:16 pm

    When you pick a photo and UIImagePickerController called imagePickerController: didFinishPickingImage: editingInfo: method on it’s delegate than you could inspect uiimage which it returns. And it should have orientation property. If it’s not zero than normalize it. I added imageWithFixedOrientation method to UIImage over a category. See it’s code below:

    - (UIImage *)imageWithFixedOrientation {
        // No-op if the orientation is already correct
        if (self.imageOrientation == UIImageOrientationUp) return self;
        // 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;
        switch (self.imageOrientation) {
            case UIImageOrientationDown:
            case UIImageOrientationDownMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height);
                transform = CGAffineTransformRotate(transform, M_PI);
                break;
    
            case UIImageOrientationLeft:
            case UIImageOrientationLeftMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, 0);
                transform = CGAffineTransformRotate(transform, M_PI_2);
                break;
    
            case UIImageOrientationRight:
            case UIImageOrientationRightMirrored:
                transform = CGAffineTransformTranslate(transform, 0, self.size.height);
                transform = CGAffineTransformRotate(transform, -M_PI_2);
                break;
            default:
                break;
        }
    
        switch (self.imageOrientation) {
            case UIImageOrientationUpMirrored:
            case UIImageOrientationDownMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.width, 0);
                transform = CGAffineTransformScale(transform, -1, 1);
                break;
    
            case UIImageOrientationLeftMirrored:
            case UIImageOrientationRightMirrored:
                transform = CGAffineTransformTranslate(transform, self.size.height, 0);
                transform = CGAffineTransformScale(transform, -1, 1);
                break;
            default:
                break;
        }
    
        // Now we draw the underlying CGImage into a new context, applying the transform
        // calculated above.
        CGContextRef ctx = CGBitmapContextCreate(NULL, self.size.width, self.size.height,
                                                 CGImageGetBitsPerComponent(self.CGImage), 0,
                                                 CGImageGetColorSpace(self.CGImage),
                                                 CGImageGetBitmapInfo(self.CGImage));
        CGContextConcatCTM(ctx, transform);
        switch (self.imageOrientation) {
            case UIImageOrientationLeft:
            case UIImageOrientationLeftMirrored:
            case UIImageOrientationRight:
            case UIImageOrientationRightMirrored:
                // Grr...
                CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage);
                break;
    
            default:
                CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.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;
    }
    
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