Create UIImage with solid color in Swift
Another nice solution,
Swift 3.0
public extension UIImage {
convenience init?(color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
color.setFill()
UIRectFill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
guard let cgImage = image?.cgImage else { return nil }
self.init(cgImage: cgImage)
}
}
Swift 2.2 compatible, is to create another constructor in UIImage, in this way:
public extension UIImage {
public convenience init?(color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
color.setFill()
UIRectFill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
guard let cgImage = image?.CGImage else { return nil }
self.init(CGImage: cgImage)
}
}
In this way you can create the custom colored-image in this way:
let redImage = UIImage(color: .redColor())
Or, optionally, create the image with a custom size:
let redImage200x200 = UIImage(color: .redColor(), size: CGSize(width: 200, height: 200))
Create UIImage of a specific size
Here is an answer for you stitch picture in iphone
And base on my experience, I can give you some note:
Propotional scale
- (UIImage *)scaleImage:(UIImage *)image toScale:(float)scaleSize
{
UIGraphicsBeginImageContext(CGSizeMake(image.size.width*scaleSize,image.size.height*scaleSize);
[image drawInRect:CGRectMake(0, 0, image.size.width * scaleSize, image.size.height *scaleSize)];
UIImage *scaledImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return scaledImage;
}
Resize
- (UIImage *)reSizeImage:(UIImage *)image toSize:(CGSize)reSize
{
UIGraphicsBeginImageContext(CGSizeMake(reSize.width, reSize.height));
[image drawInRect:CGRectMake(0, 0, reSize.width, reSize.height)];
UIImage *reSizeImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return reSizeImage;
}
Handle specific view
You hava to import QuzrtzCore.framework first
-(UIImage*)captureView:(UIView *)theView
{
CGRect rect = theView.frame;
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[theView.layer renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
Handle a range form image
CGRect captureRect = yourRect
CGRect viewRect = self.view.frame;
UIImage *viewImg;
UIImage *captureImg;
UIGraphicsBeginImageContext(viewRect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.view.layer renderInContext:context];
viewImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
captureImg = [UIImage imageWithCGImage:CGImageCreateWithImageInRect(viewImg.CGImage, captureRect)];
Save the image
Save in app
NSString *path = [[NSHomeDirectory() stringByAppendingPathComponent:@"Documents"] stringByAppendingPathComponent:@"image.png"];
[UIImagePNGRepresentation(image) writeToFile:path atomically:YES];
Save in album
CGImageRef screen = UIGetScreenImage();
UIImage* image = [UIImage imageWithCGImage:screen];
CGImageRelease(screen);
UIImageWriteToSavedPhotosAlbum(image, self, nil, nil);
How to create a black UIImage?
Depending on your situation, you could probably just use a UIView
with its backgroundColor
set to [UIColor blackColor]
. Also, if the image is solidly-colored, you don't need an image that's actually the dimensions you want to display it at; you can just scale a 1x1 pixel image to fill the necessary space (e.g., by setting the contentMode
of a UIImageView
to UIViewContentModeScaleToFill
).
Having said that, it may be instructive to see how to actually generate such an image:
Objective-C
CGSize imageSize = CGSizeMake(64, 64);
UIColor *fillColor = [UIColor blackColor];
UIGraphicsBeginImageContextWithOptions(imageSize, YES, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
[fillColor setFill];
CGContextFillRect(context, CGRectMake(0, 0, imageSize.width, imageSize.height));
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Swift
let imageSize = CGSize(width: 420, height: 120)
let color: UIColor = .black
UIGraphicsBeginImageContextWithOptions(imageSize, true, 0)
let context = UIGraphicsGetCurrentContext()!
color.setFill()
context.fill(CGRect(x: 0, y: 0, width: imageSize.width, height: imageSize.height))
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
Set UIImage color
withTintColor(_:) say: The new image uses the same rendering mode as the original image.
So if original image's rendering mode is .alwaysTemplate
, means image will ignoring its color information. you need set mode to .alwaysOriginal
:
defaultImage?.withTintColor(.gray, renderingMode: .alwaysOriginal)
How to create a colored 1x1 UIImage on the iPhone dynamically?
You can use CGContextSetFillColorWithColor
and CGContextFillRect
for this:
Swift
extension UIImage {
class func image(with color: UIColor) -> UIImage {
let rect = CGRectMake(0.0, 0.0, 1.0, 1.0)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
CGContextSetFillColorWithColor(context, color.CGColor)
CGContextFillRect(context, rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
Swift3
extension UIImage {
class func image(with color: UIColor) -> UIImage {
let rect = CGRect(origin: CGPoint(x: 0, y:0), size: CGSize(width: 1, height: 1))
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()!
context.setFillColor(color.cgColor)
context.fill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
Objective-C
+ (UIImage *)imageWithColor:(UIColor *)color {
CGRect rect = CGRectMake(0.0f, 0.0f, 1.0f, 1.0f);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [color CGColor]);
CGContextFillRect(context, rect);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
Related Topics
Stringbyappendingpathcomponent Is Unavailable
Uiwebview: Html5 Audio Pauses in iOS 6 When App Enters Background
Can Afnetworking Return Data Synchronously (Inside a Block)
Iphone App in Landscape Mode, 2008 Systems
Why Is Wkwebview Not Opening Links With Target="_Blank"
Changing Root View Controller of a iOS Window
iPhone Reboot Programmatically
Interface Builder: What Are the Uiview's Layout iOS 6/7 Deltas For
How to Use an .A Static Library in Swift
How to Pass Data Between View Controllers in Swift
Sending Data With Segue With Swift
How to Change the Device Orientation Programmatically in iOS 6
Allow Only Numbers For Uitextfield Input
Xcode 9 Error: "Iphone Has Denied the Launch Request"
How to Build For Armv6 and Armv7 Architectures With iOS 5