How do I rotate a picture in WinForms
Here's a method you can use to rotate an image in C#:
/// <summary>
/// method to rotate an image either clockwise or counter-clockwise
/// </summary>
/// <param name="img">the image to be rotated</param>
/// <param name="rotationAngle">the angle (in degrees).
/// NOTE:
/// Positive values will rotate clockwise
/// negative values will rotate counter-clockwise
/// </param>
/// <returns></returns>
public static Image RotateImage(Image img, float rotationAngle)
{
//create an empty Bitmap image
Bitmap bmp = new Bitmap(img.Width, img.Height);
//turn the Bitmap into a Graphics object
Graphics gfx = Graphics.FromImage(bmp);
//now we set the rotation point to the center of our image
gfx.TranslateTransform((float)bmp.Width / 2, (float)bmp.Height / 2);
//now rotate the image
gfx.RotateTransform(rotationAngle);
gfx.TranslateTransform(-(float)bmp.Width / 2, -(float)bmp.Height / 2);
//set the InterpolationMode to HighQualityBicubic so to ensure a high
//quality image once it is transformed to the specified size
gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;
//now draw our new image onto the graphics object
gfx.DrawImage(img, new Point(0, 0));
//dispose of our Graphics object
gfx.Dispose();
//return the image
return bmp;
}
This is an old thread, and there are several other threads about C# WinForms image rotation, but now that I've come up with my solution I figure this is as good a place to post it as any.
/// <summary>
/// Method to rotate an Image object. The result can be one of three cases:
/// - upsizeOk = true: output image will be larger than the input, and no clipping occurs
/// - upsizeOk = false & clipOk = true: output same size as input, clipping occurs
/// - upsizeOk = false & clipOk = false: output same size as input, image reduced, no clipping
///
/// A background color must be specified, and this color will fill the edges that are not
/// occupied by the rotated image. If color = transparent the output image will be 32-bit,
/// otherwise the output image will be 24-bit.
///
/// Note that this method always returns a new Bitmap object, even if rotation is zero - in
/// which case the returned object is a clone of the input object.
/// </summary>
/// <param name="inputImage">input Image object, is not modified</param>
/// <param name="angleDegrees">angle of rotation, in degrees</param>
/// <param name="upsizeOk">see comments above</param>
/// <param name="clipOk">see comments above, not used if upsizeOk = true</param>
/// <param name="backgroundColor">color to fill exposed parts of the background</param>
/// <returns>new Bitmap object, may be larger than input image</returns>
public static Bitmap RotateImage(Image inputImage, float angleDegrees, bool upsizeOk,
bool clipOk, Color backgroundColor)
{
// Test for zero rotation and return a clone of the input image
if (angleDegrees == 0f)
return (Bitmap)inputImage.Clone();
// Set up old and new image dimensions, assuming upsizing not wanted and clipping OK
int oldWidth = inputImage.Width;
int oldHeight = inputImage.Height;
int newWidth = oldWidth;
int newHeight = oldHeight;
float scaleFactor = 1f;
// If upsizing wanted or clipping not OK calculate the size of the resulting bitmap
if (upsizeOk || !clipOk)
{
double angleRadians = angleDegrees * Math.PI / 180d;
double cos = Math.Abs(Math.Cos(angleRadians));
double sin = Math.Abs(Math.Sin(angleRadians));
newWidth = (int)Math.Round(oldWidth * cos + oldHeight * sin);
newHeight = (int)Math.Round(oldWidth * sin + oldHeight * cos);
}
// If upsizing not wanted and clipping not OK need a scaling factor
if (!upsizeOk && !clipOk)
{
scaleFactor = Math.Min((float)oldWidth / newWidth, (float)oldHeight / newHeight);
newWidth = oldWidth;
newHeight = oldHeight;
}
// Create the new bitmap object. If background color is transparent it must be 32-bit,
// otherwise 24-bit is good enough.
Bitmap newBitmap = new Bitmap(newWidth, newHeight, backgroundColor == Color.Transparent ?
PixelFormat.Format32bppArgb : PixelFormat.Format24bppRgb);
newBitmap.SetResolution(inputImage.HorizontalResolution, inputImage.VerticalResolution);
// Create the Graphics object that does the work
using (Graphics graphicsObject = Graphics.FromImage(newBitmap))
{
graphicsObject.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphicsObject.PixelOffsetMode = PixelOffsetMode.HighQuality;
graphicsObject.SmoothingMode = SmoothingMode.HighQuality;
// Fill in the specified background color if necessary
if (backgroundColor != Color.Transparent)
graphicsObject.Clear(backgroundColor);
// Set up the built-in transformation matrix to do the rotation and maybe scaling
graphicsObject.TranslateTransform(newWidth / 2f, newHeight / 2f);
if (scaleFactor != 1f)
graphicsObject.ScaleTransform(scaleFactor, scaleFactor);
graphicsObject.RotateTransform(angleDegrees);
graphicsObject.TranslateTransform(-oldWidth / 2f, -oldHeight / 2f);
// Draw the result
graphicsObject.DrawImage(inputImage, 0, 0);
}
return newBitmap;
}
This is the result of many sources of inspiration, here at StackOverflow and elsewhere. Naveen's answer on this thread was especially helpful.
Simple method:
public Image RotateImage(Image img)
{
var bmp = new Bitmap(img);
using (Graphics gfx = Graphics.FromImage(bmp))
{
gfx.Clear(Color.White);
gfx.DrawImage(img, 0, 0, img.Width, img.Height);
}
bmp.RotateFlip(RotateFlipType.Rotate270FlipNone);
return bmp;
}