How to make a small uiimage and manually set pixels on it?
For a drop shadow, i want to make a 1px x 2px UIImage and manually set the pixels to certain RGBA values.
How can i do this? I'd开发者_运维技巧 rather not pollute my bundle with tiny png's.
Thanks!
Here is a way to do it. First you allocate memory that you fill up with your RGB values, then you call the 'imageWithBytes' function.
The memory you allocate should be 4*width*height bytes. Every pixel is described by four bytes, in the order A,R,G,B.
Don't forget to free the memory when you're done!
+ (UIImage*)imageWithBytes:(unsigned char*)data size:(CGSize)size { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); if (colorSpace == NULL) { NSLog(@"Could not create color space"); return nil; } CGContextRef context = CGBitmapContextCreate( data, size.width, size.height, 8, size.width * 4, colorSpace, kCGImageAlphaPremultipliedFirst); CGColorSpaceRelease(colorSpace); if (context == NULL) { NSLog(@"Could not create context"); return nil; } CGImageRef ref = CGBitmapContextCreateImage(context); if (ref == NULL) { NSLog(@"Could not create image"); return nil; } CGContextRelease(context); UIImage* image = [UIImage imageWithCGImage:ref]; CFRelease(ref); return image; }
UIImage
extension:
extension UIImage {
class func imageWithColor(color: UIColor, size: CGSize) -> UIImage {
let rect = CGRect(origin: CGPoint.zeroPoint, size: size)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
CGContextSetFillColorWithColor(context, color.CGColor)
CGContextFillRect(context, rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
UIImageView *imageView = [[UIImageView alloc] initWithFrame:yourFrame];
imageView.backgroundColor = [UIColor colorWithRed:redValue green:greenValue blue:blueValue alpha:alphaValue];
[self.view addSubview:imageView];
[imageView release];
Hope this helps
精彩评论