Simple swift color picker popover (iOS)
Here's one I made which is as simple as it gets. It's just a lightweight UIView that allows you to specify the element size in case you want blocked regions (elementSize > 1). It draws itself in interface builder so you can set element size and see the consequences. Just set one of your views in interface builder to this class and then set yourself as a delegate. It will tell you when someone either taps or drags on it and the uicolor at that location. It will draw itself to its own bounds and there's no need for anything other than this class, no image required.
internal protocol HSBColorPickerDelegate : NSObjectProtocol { func HSBColorColorPickerTouched(sender:HSBColorPicker, color:UIColor, point:CGPoint, state:UIGestureRecognizerState)}@IBDesignableclass HSBColorPicker : UIView { weak internal var delegate: HSBColorPickerDelegate? let saturationExponentTop:Float = 2.0 let saturationExponentBottom:Float = 1.3 @IBInspectable var elementSize: CGFloat = 1.0 { didSet { setNeedsDisplay() } } private func initialize() { self.clipsToBounds = true let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:))) touchGesture.minimumPressDuration = 0 touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude self.addGestureRecognizer(touchGesture) } override init(frame: CGRect) { super.init(frame: frame) initialize() } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) initialize() } override func draw(_ rect: CGRect) { let context = UIGraphicsGetCurrentContext() for y : CGFloat in stride(from: 0.0 ,to: rect.height, by: elementSize) { var saturation = y < rect.height / 2.0 ? CGFloat(2 * y) / rect.height : 2.0 * CGFloat(rect.height - y) / rect.height saturation = CGFloat(powf(Float(saturation), y < rect.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = y < rect.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect.height - y) / rect.height for x : CGFloat in stride(from: 0.0 ,to: rect.width, by: elementSize) { let hue = x / rect.width let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) context!.setFillColor(color.cgColor) context!.fill(CGRect(x:x, y:y, width:elementSize,height:elementSize)) } } } func getColorAtPoint(point:CGPoint) -> UIColor { let roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)), y:elementSize * CGFloat(Int(point.y / elementSize))) var saturation = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(2 * roundedPoint.y) / self.bounds.height : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height saturation = CGFloat(powf(Float(saturation), roundedPoint.y < self.bounds.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height let hue = roundedPoint.x / self.bounds.width return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) } func getPointForColor(color:UIColor) -> CGPoint { var hue: CGFloat = 0.0 var saturation: CGFloat = 0.0 var brightness: CGFloat = 0.0 color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: nil); var yPos:CGFloat = 0 let halfHeight = (self.bounds.height / 2) if (brightness >= 0.99) { let percentageY = powf(Float(saturation), 1.0 / saturationExponentTop) yPos = CGFloat(percentageY) * halfHeight } else { //use brightness to get Y yPos = halfHeight + halfHeight * (1.0 - brightness) } let xPos = hue * self.bounds.width return CGPoint(x: xPos, y: yPos) } @objc func touchedColor(gestureRecognizer: UILongPressGestureRecognizer) { if (gestureRecognizer.state == UIGestureRecognizerState.began) { let point = gestureRecognizer.location(in: self) let color = getColorAtPoint(point: point) self.delegate?.HSBColorColorPickerTouched(sender: self, color: color, point: point, state:gestureRecognizer.state) } }}
I went ahead and wrote a simple color picker popover in Swift. Hopefully it will help someone else out.
Swift 3.0 version of @joel-teply's answer:
internal protocol HSBColorPickerDelegate : NSObjectProtocol { func HSBColorColorPickerTouched(sender:HSBColorPicker, color:UIColor, point:CGPoint, state:UIGestureRecognizerState)}@IBDesignableclass HSBColorPicker : UIView { weak internal var delegate: HSBColorPickerDelegate? let saturationExponentTop:Float = 2.0 let saturationExponentBottom:Float = 1.3 @IBInspectable var elementSize: CGFloat = 1.0 { didSet { setNeedsDisplay() } } private func initialize() { self.clipsToBounds = true let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:))) touchGesture.minimumPressDuration = 0 touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude self.addGestureRecognizer(touchGesture) } override init(frame: CGRect) { super.init(frame: frame) initialize() } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) initialize() } override func draw(_ rect: CGRect) { let context = UIGraphicsGetCurrentContext() for y in stride(from: (0 as CGFloat), to: rect.height, by: elementSize) { var saturation = y < rect.height / 2.0 ? CGFloat(2 * y) / rect.height : 2.0 * CGFloat(rect.height - y) / rect.height saturation = CGFloat(powf(Float(saturation), y < rect.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = y < rect.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect.height - y) / rect.height for x in stride(from: (0 as CGFloat), to: rect.width, by: elementSize) { let hue = x / rect.width let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) context!.setFillColor(color.cgColor) context!.fill(CGRect(x:x, y:y, width:elementSize,height:elementSize)) } } } func getColorAtPoint(point:CGPoint) -> UIColor { let roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)), y:elementSize * CGFloat(Int(point.y / elementSize))) var saturation = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(2 * roundedPoint.y) / self.bounds.height : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height saturation = CGFloat(powf(Float(saturation), roundedPoint.y < self.bounds.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height let hue = roundedPoint.x / self.bounds.width return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) } func getPointForColor(color:UIColor) -> CGPoint { var hue:CGFloat=0; var saturation:CGFloat=0; var brightness:CGFloat=0; color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: nil); var yPos:CGFloat = 0 let halfHeight = (self.bounds.height / 2) if (brightness >= 0.99) { let percentageY = powf(Float(saturation), 1.0 / saturationExponentTop) yPos = CGFloat(percentageY) * halfHeight } else { //use brightness to get Y yPos = halfHeight + halfHeight * (1.0 - brightness) } let xPos = hue * self.bounds.width return CGPoint(x: xPos, y: yPos) } func touchedColor(gestureRecognizer: UILongPressGestureRecognizer){ let point = gestureRecognizer.location(in: self) let color = getColorAtPoint(point: point) self.delegate?.HSBColorColorPickerTouched(sender: self, color: color, point: point, state:gestureRecognizer.state) }}