UIImage의 색상을 변경하려고합니다. 내 코드 :
-(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;
}
이 코드는 작동하지만 얻은 이미지는 그렇게 좋지 않습니다. 반환 된 이미지의 경계 픽셀이 간헐적이며 첫 번째 이미지처럼 매끄럽지 않습니다. 이 문제를 어떻게 해결할 수 있습니까?
답변
iOS 7부터 이것은 가장 간단한 방법입니다.
목표 -C :
theImageView.image = [theImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[theImageView setTintColor:[UIColor redColor]];
스위프트 2.0 :
theImageView.image = theImageView.image?.imageWithRenderingMode(.AlwaysTemplate)
theImageView.tintColor = UIColor.magentaColor()
스위프트 4.0 :
theImageView.image = theImageView.image?.withRenderingMode(.alwaysTemplate)
theImageView.tintColor = .magenta
스토리 보드 :
먼저 자산에서 이미지를 템플릿으로 구성합니다 (오른쪽 표시 줄-다음으로 렌더링). 그러면 이미지의 색상이 적용된 색조 색상이됩니다.
답변
이것은 위의 대답과 거의 같지만 약간 짧아졌습니다. 이것은 이미지를 마스크로만 취하고 실제로 이미지를 “곱하거나”색칠하지 않습니다.
목표 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();
빠른:
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()
답변
이미지에 색을 입히는 또 다른 방법은 단순히 일정한 색상을 곱하는 것입니다. 때때로 이것은 검은 색 영역의 색상 값을 “리프트”하지 않기 때문에 바람직합니다. 이미지의 상대적 강도를 동일하게 유지합니다. 오버레이를 색조로 사용하면 대비가 평평 해지는 경향이 있습니다.
이것은 내가 사용하는 코드입니다.
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;
}
Swift 버전
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
}
}
답변
Swift 3.0에서
imageView.image? = (imageView.image?.withRenderingMode(.alwaysTemplate))!
imageView.tintColor = UIColor.magenta
Swift 2.0에서
yourImage.image? = (yourImage.image?.imageWithRenderingMode(.AlwaysTemplate))!
yourImage.tintColor = UIColor.magentaColor()
Swift 개척자를 즐기십시오
답변
Swift 4.2 솔루션
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)
답변
iOS 10 부터 다음을 사용할 수 있습니다 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)
}
}
}