ios取色代码

//下面代码放在UIImageVIew类的.m下,实现第一个方法即可。

//传入一个坐标点,返回相应的颜色

- (UIColor*) getPixelColorAtLocation:(CGPoint)point {

UIColor* color =nil;

CGImageRefinImage =self.image.CGImage;

// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue

CGContextRefcgctx = [selfcreateARGBBitmapContextFromImage:inImage];

if(cgctx ==NULL) {

returnnil;/* error */

}

size_tw =CGImageGetWidth(inImage);

size_th =CGImageGetHeight(inImage);

CGRectrect = {{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.

unsignedchar* 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.

intoffset =4*((w*round(point.y))+round(point.x));

intalpha =data[offset];

intred = data[offset+1];

intgreen = data[offset+2];

intblue = data[offset+3];

//NSLog(@"offset: %i colors: RGB A %i %i %i%i",offset,red,green,blue,alpha);

color = [UIColorcolorWithRed:(red/255.0f)green:(green/255.0f)blue:(blue/255.0f)alpha:(alpha/255.0f)];

}

// When finished, release the context

CGContextRelease(cgctx);

// Free image data memory for the context

if(data) {free(data); }

returncolor;

}

- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage {

CGContextRefcontext =NULL;

CGColorSpaceRefcolorSpace;

void*bitmapData;

intbitmapByteCount;

intbitmapBytesPerRow;

// Get image width, height. We'll use the entire image.

size_tpixelsWide =CGImageGetWidth(inImage);

size_tpixelsHigh =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= (pixelsWide *4);

bitmapByteCount= (bitmapBytesPerRow * pixelsHigh);

// Use the generic RGB color space.

colorSpace =CGColorSpaceCreateDeviceRGB();

if(colorSpace ==NULL)

{

fprintf(stderr,"Error allocating color space\n");

returnNULL;

}

// 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 );

returnNULL;

}

// 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 );

returncontext;

}

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