Zmiana koloru interfejsu
Próbuję zmienić kolor interfejsu. Mój kod:
-(UIImage *)coloredImage:(UIImage *)firstImage withColor:(UIColor *)color {
UIGraphicsBeginImageContext(firstImage.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[color setFill];
CGContextTranslateCTM(context, 0, firstImage.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, kCGBlendModeCopy);
CGRect rect = CGRectMake(0, 0, firstImage.size.width, firstImage.size.height);
CGContextDrawImage(context, rect, firstImage.CGImage);
CGContextClipToMask(context, rect, firstImage.CGImage);
CGContextAddRect(context, rect);
CGContextDrawPath(context,kCGPathElementMoveToPoint);
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return coloredImg;
}
Ten kod działa, ale uzyskany obraz nie jest tak dobry, jak powinien być: piksele granic zwracanego obrazu są przerywane i nie tak gładkie, jak w moim pierwszym obrazie. Jak mogę rozwiązać ten problem?
13 answers
Od iOS 7 jest to najprostszy sposób na zrobienie tego.
Objective-C:
theImageView.image = [theImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[theImageView setTintColor:[UIColor redColor]];
Swift 2.0:
theImageView.image = theImageView.image?.imageWithRenderingMode(.AlwaysTemplate)
theImageView.tintColor = UIColor.magentaColor()
Swift 4.0:
theImageView.image = theImageView.image?.withRenderingMode(.alwaysTemplate)
theImageView.tintColor = .magenta
Storyboard:
Najpierw skonfiguruj obraz jako szablon (na prawym pasku-Render as) w swoich Zasobach. Wtedy kolor obrazu będzie zastosowany kolor tinty.
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2018-12-23 22:48:26
To jest odpowiedź powyżej, ale nieco skrócona. To tylko przyjmuje obraz jako maskę i w rzeczywistości nie "mnoży" lub kolor obrazu.
Objective C:
UIColor *color = <# UIColor #>;
UIImage *image = <# UIImage #>;// Image to mask with
UIGraphicsBeginImageContextWithOptions(image.size, NO, image.scale);
CGContextRef context = UIGraphicsGetCurrentContext();
[color setFill];
CGContextTranslateCTM(context, 0, image.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextClipToMask(context, CGRectMake(0, 0, image.size.width, image.size.height), [image CGImage]);
CGContextFillRect(context, CGRectMake(0, 0, image.size.width, image.size.height));
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Swift:
let color: UIColor = <# UIColor #>
let image: UIImage = <# UIImage #> // Image to mask with
UIGraphicsBeginImageContextWithOptions(image.size, false, image.scale)
let context = UIGraphicsGetCurrentContext()
color.setFill()
context?.translateBy(x: 0, y: image.size.height)
context?.scaleBy(x: 1.0, y: -1.0)
context?.clip(to: CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height), mask: image.cgImage!)
context?.fill(CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height))
let coloredImg = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
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2018-07-17 15:56:31
Innym sposobem na odcień obrazu jest po prostu pomnożyć go przez Stały Kolor. Czasami jest to korzystne, ponieważ nie "podnosi" wartości kolorów w czarnych obszarach; utrzymuje względną intensywność obrazu na tym samym poziomie. Zastosowanie nakładki jako odcienia ma tendencję do spłaszczania kontrastu.
To jest kod, którego używam:
UIImage *MultiplyImageByConstantColor( UIImage *image, UIColor *color ) {
CGSize backgroundSize = image.size;
UIGraphicsBeginImageContext(backgroundSize);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGRect backgroundRect;
backgroundRect.size = backgroundSize;
backgroundRect.origin.x = 0;
backgroundRect.origin.y = 0;
CGFloat r,g,b,a;
[color getRed:&r green:&g blue:&b alpha:&a];
CGContextSetRGBFillColor(ctx, r, g, b, a);
CGContextFillRect(ctx, backgroundRect);
CGRect imageRect;
imageRect.size = image.size;
imageRect.origin.x = (backgroundSize.width - image.size.width)/2;
imageRect.origin.y = (backgroundSize.height - image.size.height)/2;
// Unflip the image
CGContextTranslateCTM(ctx, 0, backgroundSize.height);
CGContextScaleCTM(ctx, 1.0, -1.0);
CGContextSetBlendMode(ctx, kCGBlendModeMultiply);
CGContextDrawImage(ctx, imageRect, image.CGImage);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Wersja Swift
extension UIImage{
static func multiplyImageByConstantColor(image:UIImage,color:UIColor)->UIImage{
let backgroundSize = image.size
UIGraphicsBeginImageContext(backgroundSize)
let ctx = UIGraphicsGetCurrentContext()
var backgroundRect=CGRect()
backgroundRect.size = backgroundSize
backgroundRect.origin.x = 0
backgroundRect.origin.y = 0
var r:CGFloat
var g:CGFloat
var b:CGFloat
var a:CGFloat
color.getRed(&r, green: &g, blue: &b, alpha: &a)
CGContextSetRGBFillColor(ctx, r, g, b, a)
CGContextFillRect(ctx, backgroundRect)
var imageRect=CGRect()
imageRect.size = image.size
imageRect.origin.x = (backgroundSize.width - image.size.width)/2
imageRect.origin.y = (backgroundSize.height - image.size.height)/2
// Unflip the image
CGContextTranslateCTM(ctx, 0, backgroundSize.height)
CGContextScaleCTM(ctx, 1.0, -1.0)
CGContextSetBlendMode(ctx, .Multiply)
CGContextDrawImage(ctx, imageRect, image.CGImage)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
}
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2017-03-18 10:18:14
Począwszy od iOS 10 możesz użyć UIGraphicsImageRenderer
:
extension UIImage {
func colored(_ color: UIColor) -> UIImage {
let renderer = UIGraphicsImageRenderer(size: size)
return renderer.image { context in
color.setFill()
self.draw(at: .zero)
context.fill(CGRect(x: 0, y: 0, width: size.width, height: size.height), blendMode: .sourceAtop)
}
}
}
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2019-05-24 13:22:29
W Swift 3.0
imageView.image? = (imageView.image?.withRenderingMode(.alwaysTemplate))!
imageView.tintColor = UIColor.magenta
W Swift 2.0
yourImage.image? = (yourImage.image?.imageWithRenderingMode(.AlwaysTemplate))!
yourImage.tintColor = UIColor.magentaColor()
Enjoy you Swift pioneers
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2016-10-17 17:39:01
Swift 4.2 Solution
extension UIImage {
func withColor(_ color: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, scale)
guard let ctx = UIGraphicsGetCurrentContext(), let cgImage = cgImage else { return self }
color.setFill()
ctx.translateBy(x: 0, y: size.height)
ctx.scaleBy(x: 1.0, y: -1.0)
ctx.clip(to: CGRect(x: 0, y: 0, width: size.width, height: size.height), mask: cgImage)
ctx.fill(CGRect(x: 0, y: 0, width: size.width, height: size.height))
guard let colored = UIGraphicsGetImageFromCurrentImageContext() else { return self }
UIGraphicsEndImageContext()
return colored
}
}
// Usage:
// let redImage = UIImage().withColor(.red)
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2018-10-22 02:08:27
Jeśli nie musisz tego robić programowo, możesz to zrobić za pomocą interfejsu Xcode.
Jeśli przejdziesz do obrazu w folderze zasoby obrazu, otwórz Inspektora po prawej stronie i pojawi się rozwijane menu "Renderuj jako"z następującymi opcjami:
- Default
- Original
- szablon
Po dokonaniu wyboru szablonu możesz zmienić kolor tintColor obrazu, niezależnie od tego, czy używasz interfejsu storyboard Xcode, czy programowo.
Zobacz to zdjęcie:
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2016-11-02 06:05:41
Oto moja adaptacja odpowiedzi @ Anna. Dwa kluczowe punkty tutaj:
- Użyj trybu mieszania
destinationIn
- wywołanie
UIGraphicsBeginImageContextWithOptions(backgroundSize, false, UIScreen.main.scale)
, aby uzyskać gładki obraz
Code in IN Swift 3:
extension UIImage {
static func coloredImage(image: UIImage?, color: UIColor) -> UIImage? {
guard let image = image else {
return nil
}
let backgroundSize = image.size
UIGraphicsBeginImageContextWithOptions(backgroundSize, false, UIScreen.main.scale)
let ctx = UIGraphicsGetCurrentContext()!
var backgroundRect=CGRect()
backgroundRect.size = backgroundSize
backgroundRect.origin.x = 0
backgroundRect.origin.y = 0
var r:CGFloat = 0
var g:CGFloat = 0
var b:CGFloat = 0
var a:CGFloat = 0
color.getRed(&r, green: &g, blue: &b, alpha: &a)
ctx.setFillColor(red: r, green: g, blue: b, alpha: a)
ctx.fill(backgroundRect)
var imageRect = CGRect()
imageRect.size = image.size
imageRect.origin.x = (backgroundSize.width - image.size.width) / 2
imageRect.origin.y = (backgroundSize.height - image.size.height) / 2
// Unflip the image
ctx.translateBy(x: 0, y: backgroundSize.height)
ctx.scaleBy(x: 1.0, y: -1.0)
ctx.setBlendMode(.destinationIn)
ctx.draw(image.cgImage!, in: imageRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
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2018-04-20 10:57:09
Bazuj na odpowiedzi @ Anna i przepisuję na swift 2.2 i obsługuje obraz z kanałem alfa:
static func multiplyImageByConstantColor(image:UIImage,color:UIColor)->UIImage{
let backgroundSize = image.size
UIGraphicsBeginImageContext(backgroundSize)
let ctx = UIGraphicsGetCurrentContext()
var backgroundRect=CGRect()
backgroundRect.size = backgroundSize
backgroundRect.origin.x = 0
backgroundRect.origin.y = 0
var r:CGFloat = 0
var g:CGFloat = 0
var b:CGFloat = 0
var a:CGFloat = 0
color.getRed(&r, green: &g, blue: &b, alpha: &a)
CGContextSetRGBFillColor(ctx, r, g, b, a)
// Unflip the image
CGContextTranslateCTM(ctx, 0, backgroundSize.height)
CGContextScaleCTM(ctx, 1.0, -1.0)
CGContextClipToMask(ctx, CGRectMake(0, 0, image.size.width, image.size.height), image.CGImage);
CGContextFillRect(ctx, backgroundRect)
var imageRect=CGRect()
imageRect.size = image.size
imageRect.origin.x = (backgroundSize.width - image.size.width)/2
imageRect.origin.y = (backgroundSize.height - image.size.height)/2
CGContextSetBlendMode(ctx, .Multiply)
CGContextDrawImage(ctx, imageRect, image.CGImage)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage
}
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2016-04-14 10:59:36
Kod Anny działa dobrze do kopiowania interfejsu użytkownika.obraz nad kolorowym .tło obrazu za pomocą kcgblendmodenormal zamiast kCGBlendModeMultiply. Na przykład, self.mainImage.image = [self NormalImageByConstantColor: self.mainImage.image withColor: yourColor];
umieści zawartość mainImage.obraz nad odcieniem yourColor z zachowaniem krycia yourColor. To rozwiązało mój problem umieszczenia koloru tła z nieprzezroczystością za obrazem, który ma być zapisany w rolce aparatu.
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2016-05-06 15:12:38
Swift 3:
extension UIImage{
static func multiplyImageByConstantColor(image:UIImage,color:UIColor) -> UIImage{
let backgroundSize = image.size
UIGraphicsBeginImageContext(backgroundSize)
guard let ctx = UIGraphicsGetCurrentContext() else {return image}
var backgroundRect=CGRect()
backgroundRect.size = backgroundSize
backgroundRect.origin.x = 0
backgroundRect.origin.y = 0
var r:CGFloat = 0
var g:CGFloat = 0
var b:CGFloat = 0
var a:CGFloat = 0
color.getRed(&r, green: &g, blue: &b, alpha: &a)
ctx.setFillColor(red: r, green: g, blue: b, alpha: a)
// Unflip the image
ctx.translateBy(x: 0, y: backgroundSize.height)
ctx.scaleBy(x: 1.0, y: -1.0)
ctx.clip(to: CGRect(0, 0, image.size.width, image.size.height), mask: image.cgImage!)
ctx.fill(backgroundRect)
var imageRect=CGRect()
imageRect.size = image.size
imageRect.origin.x = (backgroundSize.width - image.size.width)/2
imageRect.origin.y = (backgroundSize.height - image.size.height)/2
ctx.setBlendMode(.multiply)
ctx.draw(image.cgImage!, in: imageRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
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2017-03-30 05:23:36
Swift 3.0 Wersja cudownego kodu Anny:
extension UIImage{
static func multiplyImageByConstantColor(image:UIImage,color:UIColor)-> UIImage {
let backgroundSize = image.size
UIGraphicsBeginImageContext(backgroundSize)
let ctx = UIGraphicsGetCurrentContext()!
var backgroundRect=CGRect()
backgroundRect.size = backgroundSize
backgroundRect.origin.x = 0
backgroundRect.origin.y = 0
let myFloatForR = 0
var r = CGFloat(myFloatForR)
let myFloatForG = 0
var g = CGFloat(myFloatForG)
let myFloatForB = 0
var b = CGFloat(myFloatForB)
let myFloatForA = 0
var a = CGFloat(myFloatForA)
color.getRed(&r, green: &g, blue: &b, alpha: &a)
ctx.setFillColor(red: r, green: g, blue: b, alpha: a)
ctx.fill(backgroundRect)
var imageRect=CGRect()
imageRect.size = image.size
imageRect.origin.x = (backgroundSize.width - image.size.width)/2
imageRect.origin.y = (backgroundSize.height - image.size.height)/2
// Unflip the image
ctx.translateBy(x: 0, y: backgroundSize.height)
ctx.scaleBy(x: 1.0, y: -1.0)
ctx.setBlendMode(.multiply)
ctx.draw(image.cgImage!, in: imageRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
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2017-03-30 05:24:30
Dla iOS 13 i nowszych:
let redImage = image.withTintColor(.red, renderingMode: .alwaysTemplate)
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2020-07-14 08:41:41