I'm using the SKBitmap.Resize() method in SkiaSharp on a Xamarin.Forms project to resize images for display. The problem I'm encountering is when taking a photo on iOS, when a photo is taken in portrait, the image is displayed with the right side up. Taking a photo on Android, importing from the photo gallery on both an Android and iOS device maintains orientation, but taking a photo in iOS does not. If I don't resize the image using SkiaSharp (just display the image without any resizing), then the image displays with the proper orientation. However that is not a solution as the images need to be resized. Below is my code -
private byte[] GetResizedImageData(string imageName)
{
float resizeFactor = 0.5f;
var filePath = PathUtil.GetImagePath(imageName);
var ogBitmap = SKBitmap.Decode(filePath);
float fWidth = ogBitmap.Width * resizeFactor;
int width = (int) Math.Round(fWidth);
float fHeight = ogBitmap.Height * resizeFactor;
int height = (int) Math.Round(fHeight);
if (height >= 4096 || width >= 4096)
{
width = width * (int)resizeFactor;
height = height * (int)resizeFactor;
}
var scaledBitmap = ogBitmap.Resize(new SKImageInfo( width, height), SKBitmapResizeMethod.Box);
var image = SKImage.FromBitmap(scaledBitmap);
var data = image.Encode(SKEncodedImageFormat.Jpeg, 100);
return data.ToArray();
}
PathUtil.GetImagePath() is just a helper to get platform-specific paths for where the photos are being stored.
For those with the same issue I did the following and would gladly accept input on improvements.
public static SKBitmap HandleOrientation(SKBitmap bitmap, SKCodecOrigin orientation)
{
SKBitmap rotated;
switch (orientation)
{
case SKCodecOrigin.BottomRight:
using (var surface = new SKCanvas(bitmap))
{
surface.RotateDegrees(180, bitmap.Width / 2, bitmap.Height / 2);
surface.DrawBitmap(bitmap.Copy(), 0, 0);
}
return bitmap;
case SKCodecOrigin.RightTop:
rotated = new SKBitmap(bitmap.Height, bitmap.Width);
using (var surface = new SKCanvas(rotated))
{
surface.Translate(rotated.Width, 0);
surface.RotateDegrees(90);
surface.DrawBitmap(bitmap, 0, 0);
}
return rotated;
case SKCodecOrigin.LeftBottom:
rotated = new SKBitmap(bitmap.Height, bitmap.Width);
using (var surface = new SKCanvas(rotated))
{
surface.Translate(0, rotated.Height);
surface.RotateDegrees(270);
surface.DrawBitmap(bitmap, 0, 0);
}
return rotated;
default:
return bitmap;
}
And then use the following to get the original orientation.
// TODO: Improve this.. I do not know how to "reset"
// the inputStream, so new it up twice. :/
using (var inputStream = new SKManagedStream(imageIn))
{
using (var codec = SKCodec.Create(inputStream))
{
orientation = codec.Origin;
}
}
....... Then
SKBitmap orientedWExif = HandleOrientation(resized, orientation);
SkiaSharp didn't actually provide a method for me to manipulate and change the orientation of the image. In the end I ended up altering the orientation as I captured and saved the image using platform specific code.
Workable solution for resize and handle orientation
public class ImageResizer : IImageResizer
{
private const int Quality = 75;
public byte[] Resize(byte[] data, int newWidth, int newHeight)
{
using (var inputStream = new SKMemoryStream(data))
{
using (var codec = SKCodec.Create(inputStream))
{
using (var original_old = SKBitmap.Decode(codec))
{
int sourceWidth = original_old.Width;
int sourceHeight = original_old.Height;
float nPercentW = ((float) newWidth / (float) sourceWidth);
float nPercentH = ((float) newHeight / (float) sourceHeight);
float nPercent = nPercentH < nPercentW ? nPercentH : nPercentW;
int destWidth = (int) (sourceWidth * nPercent);
int destHeight = (int) (sourceHeight * nPercent);
using (SKBitmap original = original_old.Resize(new SKImageInfo(destWidth, destHeight), SKFilterQuality.Medium))
{
var useWidth = original.Width;
var useHeight = original.Height;
Action<SKCanvas> transform = canvas => { };
switch (codec.EncodedOrigin)
{
case SKEncodedOrigin.TopLeft:
break;
case SKEncodedOrigin.TopRight:
// flip along the x-axis
transform = canvas => canvas.Scale(-1, 1, useWidth / 2, useHeight / 2);
break;
case SKEncodedOrigin.BottomRight:
transform = canvas => canvas.RotateDegrees(180, useWidth / 2, useHeight / 2);
break;
case SKEncodedOrigin.BottomLeft:
// flip along the y-axis
transform = canvas => canvas.Scale(1, -1, useWidth / 2, useHeight / 2);
break;
case SKEncodedOrigin.LeftTop:
useWidth = original.Height;
useHeight = original.Width;
transform = canvas =>
{
// Rotate 90
canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
canvas.Scale(useHeight * 1.0f / useWidth, -useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
};
break;
case SKEncodedOrigin.RightTop:
useWidth = original.Height;
useHeight = original.Width;
transform = canvas =>
{
// Rotate 90
canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
canvas.Scale(useHeight * 1.0f / useWidth, useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
};
break;
case SKEncodedOrigin.RightBottom:
useWidth = original.Height;
useHeight = original.Width;
transform = canvas =>
{
// Rotate 90
canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
canvas.Scale(-useHeight * 1.0f / useWidth, useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
};
break;
case SKEncodedOrigin.LeftBottom:
useWidth = original.Height;
useHeight = original.Width;
transform = canvas =>
{
// Rotate 90
canvas.RotateDegrees(90, useWidth / 2, useHeight / 2);
canvas.Scale(-useHeight * 1.0f / useWidth, -useWidth * 1.0f / useHeight, useWidth / 2, useHeight / 2);
};
break;
}
var info = new SKImageInfo(useWidth, useHeight);
using (var surface = SKSurface.Create(info))
{
using (var paint = new SKPaint())
{
// high quality with antialiasing
paint.IsAntialias = true;
paint.FilterQuality = SKFilterQuality.High;
// rotate according to origin
transform.Invoke(surface.Canvas);
// draw the bitmap to fill the surface
surface.Canvas.DrawBitmap(original, info.Rect, paint);
surface.Canvas.Flush();
using (SKImage image = surface.Snapshot())
{
return image.Encode(SKEncodedImageFormat.Jpeg, Quality).ToArray();
}
}
}
}
}
}
}
}
}
Thank you @ttugates Your answer helped me to fix issue with the orientation rotation. Just want to update your answer as there is some deprecated code.
using (var inputStream = new SKManagedStream(await file.ReadAllStreamAsync()))
{
using (var codec = SKCodec.Create(inputStream))
{
orientation = codec.EncodedOrigin;
}
}
public static SKBitmap HandleOrientation(SKBitmap bitmap, SKEncodedOrigin orientation)
{
SKBitmap rotated;
switch (orientation)
{
case SKEncodedOrigin.BottomRight:
using (var surface = new SKCanvas(bitmap))
{
surface.RotateDegrees(180, bitmap.Width / 2, bitmap.Height / 2);
surface.DrawBitmap(bitmap.Copy(), 0, 0);
}
return bitmap;
case SKEncodedOrigin.RightTop:
rotated = new SKBitmap(bitmap.Height, bitmap.Width);
using (var surface = new SKCanvas(rotated))
{
surface.Translate(rotated.Width, 0);
surface.RotateDegrees(90);
surface.DrawBitmap(bitmap, 0, 0);
}
return rotated;
case SKEncodedOrigin.LeftBottom:
rotated = new SKBitmap(bitmap.Height, bitmap.Width);
using (var surface = new SKCanvas(rotated))
{
surface.Translate(0, rotated.Height);
surface.RotateDegrees(270);
surface.DrawBitmap(bitmap, 0, 0);
}
return rotated;
default:
return bitmap;
}
}
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