最近看这个比较多人用到,以前有使用过,现在,粘过来给大伙看看.
注意:UIImageView的大小只能跟图片一样大.要不然取色不对.
复制代码
注意:UIImageView的大小只能跟图片一样大.要不然取色不对.
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- (UIColor *) getPixelColorAtLocation:(CGPoint)point {
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UIColor* color = nil;
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CGImageRef inImage = self.image.CGImage;
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// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
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CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
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if (cgctx == NULL) {
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return nil; /* error */
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}
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size_t w = CGImageGetWidth(inImage);
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size_t h = CGImageGetHeight(inImage);
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CGRect rect = {{0,0},{w,h}};
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// Draw the image to the bitmap context. Once we draw, the memory
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// allocated for the context for rendering will then contain the
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// raw image data in the specified color space.
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CGContextDrawImage(cgctx, rect, inImage);
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// Now we can get a pointer to the image data associated with the bitmap
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// context.
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unsigned char* data = CGBitmapContextGetData (cgctx);
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if (data != NULL) {
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//offset locates the pixel in the data from x,y.
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//4 for 4 bytes of data per pixel, w is width of one row of data.
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int offset = 4*((w*round(point.y))+round(point.x));
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int alpha = data[offset];
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int red = data[offset+1];
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int green = data[offset+2];
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int blue = data[offset+3];
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//NSLog(@"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha);
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color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
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}
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// When finished, release the context
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CGContextRelease(cgctx);
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// Free image data memory for the context
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if (data) { free(data); }
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return color;
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}
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- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage {
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CGContextRef context = NULL;
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CGColorSpaceRef colorSpace;
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void * bitmapData;
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int bitmapByteCount;
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int bitmapBytesPerRow;
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// Get image width, height. We'll use the entire image.
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size_t pixelsWide = CGImageGetWidth(inImage);
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size_t pixelsHigh = CGImageGetHeight(inImage);
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// Declare the number of bytes per row. Each pixel in the bitmap in this
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// example is represented by 4 bytes; 8 bits each of red, green, blue, and
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// alpha.
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bitmapBytesPerRow = (pixelsWide * 4);
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bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
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// Use the generic RGB color space.
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colorSpace = CGColorSpaceCreateDeviceRGB();
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if (colorSpace == NULL)
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{
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fprintf(stderr, "Error allocating color space\n");
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return NULL;
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}
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// Allocate memory for image data. This is the destination in memory
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// where any drawing to the bitmap context will be rendered.
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bitmapData = malloc( bitmapByteCount );
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if (bitmapData == NULL)
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{
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fprintf (stderr, "Memory not allocated!");
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CGColorSpaceRelease( colorSpace );
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return NULL;
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}
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// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
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// per component. Regardless of what the source image format is
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// (CMYK, Grayscale, and so on) it will be converted over to the format
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// specified here by CGBitmapContextCreate.
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context = CGBitmapContextCreate (bitmapData,
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pixelsWide,
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pixelsHigh,
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8, // bits per component
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bitmapBytesPerRow,
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colorSpace,
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kCGImageAlphaPremultipliedFirst);
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if (context == NULL)
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{
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free (bitmapData);
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fprintf (stderr, "Context not created!");
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}
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// Make sure and release colorspace before returning
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CGColorSpaceRelease( colorSpace );
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return context;
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