Bitmap Rotation

how do I rotate the bitmap in a standard TBitmap say 90 degrees left or right
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erajojConnect With a Mentor Commented:
I had no clue whatsoever howto rotate a bitmap fast... I had to find out.
This code is fast(!/?). And it can rotate a TImage at ANY
Set the arbangle real to what you want and the rest will be done
for you:

procedure TMainForm.Image1DblClick(Sender: TObject);
  points      : array[0..3] of TPoint;
  bmp         : TBitmap; { temporary storage }
  index       : Integer;
  minx, miny  : Integer;
  maxx, maxy  : Integer;
  arbangle, r : Real;

  function min(a, b: Integer): Integer;
    if a<b then result := a else result := b;

  function max(a, b: Integer): Integer;
    if a>b then result := a else result := b;

  arbangle := 5; { arbitrary angle, can be any angle }
  if sender is TImage then with (sender as TImage) do { Is it a TImage? }
  if not picture.bitmap.empty then begin              { Is it a bitmap? }
    bmp := TBitmap.Create;
    r := Math.Degtorad(arbangle);
    { Some lame maths }
    points[0].x := round(width-(cos(r)*width-sin(r)*height));
    points[0].y := round(height-(sin(r)*width+cos(r)*height));
    points[1].x := round(width+sin(r)*height);
    points[1].y := round(height-cos(r)*height);
    points[2].x := round(width-cos(r)*width);
    points[2].y := round(height-sin(r)*width);
    points[3].x := Width;
    points[3].y := Height;
    { Remove negative coordinates }
    minx := min(points[0].x, min(points[1].x, min(points[2].x, points[3].x)));
    miny := min(points[0].y, min(points[1].y, min(points[2].y, points[3].y)));
    for index := 0 to 3 do begin
      dec(points[index].x, minx);
      dec(points[index].y, miny);
    maxx := max(points[0].x, max(points[1].x, max(points[2].x, points[3].x)));
    maxy := max(points[0].y, max(points[1].y, max(points[2].y, points[3].y)));
    { Set size }
    bmp.width  := maxx;
    bmp.Height := maxy;
    { Here's the magic }
    if not PlgBlt(
      bmp.canvas.handle, // handle of destination device context
      points,               // vertices of destination parallelogram
      canvas.handle,       // handle of source device context
      0,                // x-coord. of upper-left corner of source rect.
      0,                // y-coord. of upper-left corner of source rect.
      Width,             // width of source rectangle
      Height,             // height of source rectangle
      0,                 // handle of bitmask
      0,                 // x-coord. of upper-left corner of bitmask rect.
      0                   // y-coord. of upper-left corner of bitmask rect.
     ) then { errorhandling stuff };
     { Could possibly have been done in a better way }
     picture.bitmap.Width  := bmp.Width;
     picture.bitmap.Height := bmp.Height;
     canvas.draw(0, 0, bmp);


Hope you can use it!

/// John

elessarAuthor Commented:
exactly what I was looking for ta! - since I have also posted this question on newsgroups and some people have requested that if I get any replies could I forward them... any objections if I pass this code around?
No objections whatsoever!
Just make sure to mention that you got it via
the Experts Exchange.

/// John
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