How can I change the UIImage's color through programming, any help please? If I send a UIImage, its color needs to change any help please? If I change the RGB color through bitmaphandling, it does not work.
How can I change the UIImage's color through programming, any help please? If I send a UIImage, its color needs to change any help please? If I change the RGB color through bitmaphandling, it does not work.
One way to accomplish this is to desaturate your image, and add a tint on top of that image with the color you desire.
Desaturate
-(UIImage *) getImageWithUnsaturatedPixelsOfImage:(UIImage *)image {
const int RED = 1, GREEN = 2, BLUE = 3;
CGRect imageRect = CGRectMake(0, 0, image.size.width*2, image.size.height*2);
int width = imageRect.size.width, height = imageRect.size.height;
uint32_t * pixels = (uint32_t *) malloc(width*height*sizeof(uint32_t));
memset(pixels, 0, width * height * sizeof(uint32_t));
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(pixels, width, height, 8, width * sizeof(uint32_t), colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedLast);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), [image CGImage]);
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
uint8_t * rgbaPixel = (uint8_t *) &pixels[y*width+x];
uint32_t gray = (0.3*rgbaPixel[RED]+0.59*rgbaPixel[GREEN]+0.11*rgbaPixel[BLUE]);
rgbaPixel[RED] = gray;
rgbaPixel[GREEN] = gray;
rgbaPixel[BLUE] = gray;
}
}
CGImageRef newImage = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
free(pixels);
UIImage * resultUIImage = [UIImage imageWithCGImage:newImage scale:2 orientation:0];
CGImageRelease(newImage);
return resultUIImage;
}
Overlay With Color
-(UIImage *) getImageWithTintedColor:(UIImage *)image withTint:(UIColor *)color withIntensity:(float)alpha {
CGSize size = image.size;
UIGraphicsBeginImageContextWithOptions(size, FALSE, 2);
CGContextRef context = UIGraphicsGetCurrentContext();
[image drawAtPoint:CGPointZero blendMode:kCGBlendModeNormal alpha:1.0];
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextSetBlendMode(context, kCGBlendModeOverlay);
CGContextSetAlpha(context, alpha);
CGContextFillRect(UIGraphicsGetCurrentContext(), CGRectMake(CGPointZero.x, CGPointZero.y, image.size.width, image.size.height));
UIImage * tintedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return tintedImage;
}
How-To
//For a UIImageView
yourImageView.image = [self getImageWithUnsaturatedPixelsOfImage:yourImageView.image];
yourImageView.image = [atom getImageWithTintedColor:yourImageView.image withTint:[UIColor redColor] withIntensity:0.7];
//For a UIImage
yourImage = [self getImageWithUnsaturatedPixelsOfImage:yourImage];
yourImage = [atom getImageWithTintedColor:yourImageView.image withTint:[UIColor redColor] withIntensity:0.7];
You can change the color of the tint to whatever you desire.
Check out my post (mostly just remixing code).
Edit: This code basically creates a new CGContext, draws a layer on it with the new color, and returns a new UIImage from that. I haven't gone in depth on this code in a while, but it seems to just draw a UIImage with the same shape as the original, so that's a limit (loses any detail in the image).
Hmmm -- isn't the order of the bytes supposed to be RGBA? You are setting them as ARGB...