iOS 图片取色器
2015-12-11 13:40
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iOS图片取色计,直接上代码
#import "ViewController.h" @interface ViewController () @property(nonatomic,strong)UIImageView *imageView; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.view.backgroundColor=[UIColor whiteColor]; UIImageView *imageView=[[UIImageView alloc]init]; if (fabs(([[UIScreen mainScreen] bounds].size.height - 568)) < 1) { // 5 & 5s & 5c imageView.image=[UIImage imageNamed:@"RGBCircle_5"]; imageView.frame=CGRectMake(54, 44, imageView.image.size.width, imageView.image.size.height); } else if (fabs(([[UIScreen mainScreen] bounds].size.height - 667)) < 1) { // 6 & 6s imageView.image=[UIImage imageNamed:@"RGBCircle_6"]; imageView.frame=CGRectMake(57, 44, imageView.image.size.width, imageView.image.size.height); } else if (fabs(([[UIScreen mainScreen] bounds].size.height - 736)) < 1) { // 6p & 6sp imageView.image=[UIImage imageNamed:@"RGBCircle_6p"]; imageView.frame=CGRectMake(62, 44, imageView.image.size.width, imageView.image.size.height); } NSLog(@"ooooo %f %f",imageView.image.size.width,imageView.image.size.height); imageView.userInteractionEnabled=YES; self.imageView=imageView; [self.view addSubview:imageView]; } -(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { //触点对象 UITouch *touch=touches.anyObject; //触点位置 CGPoint touchLocation=[touch locationInView:self.imageView]; //触点颜色 UIColor *positionColor=[self getPixelColorAtLocation:touchLocation]; const CGFloat *components=CGColorGetComponents(positionColor.CGColor); NSString *rValue=[NSString stringWithFormat:@"%d",(int)(components[0]*255)]; NSString *gValue=[NSString stringWithFormat:@"%d",(int)(components[1]*255)]; NSString *bValue=[NSString stringWithFormat:@"%d",(int)(components[2]*255)]; NSLog(@"我看看结果:%@ %@ %@",rValue,gValue,bValue); } - (UIColor*) getPixelColorAtLocation:(CGPoint)point { UIColor* color = nil; UIImageView *colorImageView=self.imageView; CGImageRef inImage = colorImageView.image.CGImage; // Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage]; if (cgctx == NULL) { return nil; } size_t w = CGImageGetWidth(inImage); size_t h = CGImageGetHeight(inImage); CGRect rect = {{0,0},{w,h}}; // Draw the image to the bitmap context. Once we draw, the memory // allocated for the context for rendering will then contain the // raw image data in the specified color space. CGContextDrawImage(cgctx, rect, inImage); // Now we can get a pointer to the image data associated with the bitmap // context. unsigned char* data = CGBitmapContextGetData (cgctx); if (data != NULL) { //offset locates the pixel in the data from x,y. //4 for 4 bytes of data per pixel, w is width of one row of data. @try { int offset = 4*((w*round(point.y))+round(point.x)); //NSLog(@"offset: %d", offset); int alpha = data[offset]; int red = data[offset+1]; int green = data[offset+2]; int blue = data[offset+3]; // NSLog(@"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha); color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)]; } @catch (NSException * e) { NSLog(@"%@",[e reason]); } @finally { } } // When finished, release the context CGContextRelease(cgctx); // Free image data memory for the context if (data) { free(data); } return color; } - (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage { CGContextRef context = NULL; CGColorSpaceRef colorSpace; void * bitmapData; int bitmapByteCount; int bitmapBytesPerRow; // Get image width, height. We'll use the entire image. size_t pixelsWide = CGImageGetWidth(inImage); size_t pixelsHigh = CGImageGetHeight(inImage); // Declare the number of bytes per row. Each pixel in the bitmap in this // example is represented by 4 bytes; 8 bits each of red, green, blue, and // alpha. bitmapBytesPerRow = (int)(pixelsWide * 4); bitmapByteCount =(int)(bitmapBytesPerRow * pixelsHigh); // Use the generic RGB color space. colorSpace = CGColorSpaceCreateDeviceRGB(); if (colorSpace == NULL) { fprintf(stderr, "Error allocating color space\n"); return NULL; } // Allocate memory for image data. This is the destination in memory // where any drawing to the bitmap context will be rendered. bitmapData = malloc( bitmapByteCount ); if (bitmapData == NULL) { fprintf (stderr, "Memory not allocated!"); CGColorSpaceRelease( colorSpace ); return NULL; } // Create the bitmap context. We want pre-multiplied ARGB, 8-bits // per component. Regardless of what the source image format is // (CMYK, Grayscale, and so on) it will be converted over to the format // specified here by CGBitmapContextCreate. context = CGBitmapContextCreate (bitmapData, pixelsWide, pixelsHigh, 8, // bits per component bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedFirst); if (context == NULL) { free (bitmapData); fprintf (stderr, "Context not created!"); } // Make sure and release colorspace before returning CGColorSpaceRelease( colorSpace ); return context; }@end取色的区域要做判断的,非图片区域取色不准。取色会有误差,但人眼感觉不出来,可以使用rgb在线生成器生成颜色。
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