ios: change the colors of a UIImage
The easiest and shortest:
Way to do that in case when you dealing with UIImageView
:
Obj-C:
theImageView.image = [theImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];[theImageView setTintColor:[UIColor redColor]];
Swift:
let theImageView = UIImageView(image: UIImage(named:"foo")!.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate))theImageView.tintColor = UIColor.redColor()
hi you want to change remove/ one specific color means use the below category....
.h file:
#import <UIKit/UIKit.h>@interface UIImage (Color)+ (UIImage*)setBackgroundImageByColor:(UIColor *)backgroundColor withFrame:(CGRect )rect;+ (UIImage*) replaceColor:(UIColor*)color inImage:(UIImage*)image withTolerance:(float)tolerance;+(UIImage *)changeWhiteColorTransparent: (UIImage *)image;+(UIImage *)changeColorTo:(NSMutableArray*) array Transparent: (UIImage *)image;//resizing Stuff...+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize;@end
.m file
#import <QuartzCore/QuartzCore.h>#import "UIImage+Color.h"@implementation UIImage (Color)+ (UIImage* )setBackgroundImageByColor:(UIColor *)backgroundColor withFrame:(CGRect )rect{ // tcv - temporary colored view UIView *tcv = [[UIView alloc] initWithFrame:rect]; [tcv setBackgroundColor:backgroundColor]; // set up a graphics context of button's size CGSize gcSize = tcv.frame.size; UIGraphicsBeginImageContext(gcSize); // add tcv's layer to context [tcv.layer renderInContext:UIGraphicsGetCurrentContext()]; // create background image now UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return image;// [tcv release];}+ (UIImage*) replaceColor:(UIColor*)color inImage:(UIImage*)image withTolerance:(float)tolerance { CGImageRef imageRef = [image CGImage]; NSUInteger width = CGImageGetWidth(imageRef); NSUInteger height = CGImageGetHeight(imageRef); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSUInteger bytesPerPixel = 4; NSUInteger bytesPerRow = bytesPerPixel * width; NSUInteger bitsPerComponent = 8; NSUInteger bitmapByteCount = bytesPerRow * height; unsigned char *rawData = (unsigned char*) calloc(bitmapByteCount, sizeof(unsigned char)); CGContextRef context = CGBitmapContextCreate(rawData, width, height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef); CGColorRef cgColor = [color CGColor]; const CGFloat *components = CGColorGetComponents(cgColor); float r = components[0]; float g = components[1]; float b = components[2]; //float a = components[3]; // not needed r = r * 255.0; g = g * 255.0; b = b * 255.0; const float redRange[2] = { MAX(r - (tolerance / 2.0), 0.0), MIN(r + (tolerance / 2.0), 255.0) }; const float greenRange[2] = { MAX(g - (tolerance / 2.0), 0.0), MIN(g + (tolerance / 2.0), 255.0) }; const float blueRange[2] = { MAX(b - (tolerance / 2.0), 0.0), MIN(b + (tolerance / 2.0), 255.0) }; int byteIndex = 0; while (byteIndex < bitmapByteCount) { unsigned char red = rawData[byteIndex]; unsigned char green = rawData[byteIndex + 1]; unsigned char blue = rawData[byteIndex + 2]; if (((red >= redRange[0]) && (red <= redRange[1])) && ((green >= greenRange[0]) && (green <= greenRange[1])) && ((blue >= blueRange[0]) && (blue <= blueRange[1]))) { // make the pixel transparent // rawData[byteIndex] = 0; rawData[byteIndex + 1] = 0; rawData[byteIndex + 2] = 0; rawData[byteIndex + 3] = 0; } byteIndex += 4; } UIImage *result = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; CGContextRelease(context); free(rawData); return result;}+(UIImage *)changeWhiteColorTransparent: (UIImage *)image{ CGImageRef rawImageRef=image.CGImage; const float colorMasking[6] = {222, 255, 222, 255, 222, 255}; UIGraphicsBeginImageContext(image.size); CGImageRef maskedImageRef=CGImageCreateWithMaskingColors(rawImageRef, colorMasking); { //if in iphone CGContextTranslateCTM(UIGraphicsGetCurrentContext(), 0.0, image.size.height); CGContextScaleCTM(UIGraphicsGetCurrentContext(), 1.0, -1.0); } CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, image.size.width, image.size.height), maskedImageRef); UIImage *result = UIGraphicsGetImageFromCurrentImageContext(); CGImageRelease(maskedImageRef); UIGraphicsEndImageContext(); return result;}+(UIImage *)changeColorTo:(NSMutableArray*) array Transparent: (UIImage *)image{ CGImageRef rawImageRef=image.CGImage;// const float colorMasking[6] = {222, 255, 222, 255, 222, 255}; const float colorMasking[6] = {[[array objectAtIndex:0] floatValue], [[array objectAtIndex:1] floatValue], [[array objectAtIndex:2] floatValue], [[array objectAtIndex:3] floatValue], [[array objectAtIndex:4] floatValue], [[array objectAtIndex:5] floatValue]}; UIGraphicsBeginImageContext(image.size); CGImageRef maskedImageRef=CGImageCreateWithMaskingColors(rawImageRef, colorMasking); { //if in iphone CGContextTranslateCTM(UIGraphicsGetCurrentContext(), 0.0, image.size.height); CGContextScaleCTM(UIGraphicsGetCurrentContext(), 1.0, -1.0); } CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, image.size.width, image.size.height), maskedImageRef); UIImage *result = UIGraphicsGetImageFromCurrentImageContext(); CGImageRelease(maskedImageRef); UIGraphicsEndImageContext(); return result;}+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize { //UIGraphicsBeginImageContext(newSize); UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0); [image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)]; UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return newImage;}@end
i changed the removed white color to transparent by this code....
the call will be...
self.rawImage.image=[UIImage changeWhiteColorTransparent:originalStateImage];
i hope this idea will help you....
hi use this category file to change the image entire color....
.h file:
#import <UIKit/UIKit.h>@interface UIImage (AddtionalFunctionalities)//TintColor...- (UIImage *)imageWithTint:(UIColor *)tintColor;//scale and resize...-(UIImage*)scaleToSize:(CGSize)size;@end
.m file:
#import "UIImage+AddtionalFunctionalities.h"@implementation UIImage (AddtionalFunctionalities)- (UIImage *)imageWithTint:(UIColor *)tintColor { // Begin drawing CGRect aRect = CGRectMake(0.f, 0.f, self.size.width, self.size.height); CGImageRef alphaMask; // // Compute mask flipping image // { UIGraphicsBeginImageContext(aRect.size); CGContextRef c = UIGraphicsGetCurrentContext(); // draw image CGContextTranslateCTM(c, 0, aRect.size.height); CGContextScaleCTM(c, 1.0, -1.0); [self drawInRect: aRect]; alphaMask = CGBitmapContextCreateImage(c); UIGraphicsEndImageContext(); } // UIGraphicsBeginImageContext(aRect.size); // Get the graphic context CGContextRef c = UIGraphicsGetCurrentContext(); // Draw the image [self drawInRect:aRect]; // Mask CGContextClipToMask(c, aRect, alphaMask); // Set the fill color space CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextSetFillColorSpace(c, colorSpace); // Set the fill color CGContextSetFillColorWithColor(c, tintColor.CGColor); UIRectFillUsingBlendMode(aRect, kCGBlendModeNormal); UIImage *img = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); // Release memory CGColorSpaceRelease(colorSpace); CGImageRelease(alphaMask); return img;}-(UIImage*)scaleToSize:(CGSize)size{ // Create a bitmap graphics context // This will also set it as the current context UIGraphicsBeginImageContext(size); // Draw the scaled image in the current context [self drawInRect:CGRectMake(0, 0, size.width, size.height)]; // Create a new image from current context UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext(); // Pop the current context from the stack UIGraphicsEndImageContext(); // Return our new scaled image return scaledImage;}@end
the method call will be :
self.outputImage.image=[sourceImage imageWithTint:[UIColor redColor]];
if u want to use the image means use this:
self.outputImage.image=[sourceImage imageWithTint:[UIColor colorWithPatternImage:[UIImage imageNamed: @"red.jpg"]]];
i hope this will help you...