【原创作品, 欢迎转载,转载请在明显处注明! 谢谢。
原文地址:http://blog.youkuaiyun.com/toss156/article/details/7542274】
花了两个晚上的时间,给大家带来一个颜色选择器。画图的部分用数组记录点,来绘制,感觉不是很流畅,希望有涂鸦类,或者小画板开发经验的童鞋透露点心得。
效果图: 类似左边的这样的
//
// ColorPicker.h
// Draw
//
// Created by on 12-5-6.
// Copyright (c) 2012年 __MyCompanyName__. All rights reserved.
//
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#import "Canvas.h"
@interface ColorPicker : UIView
{
CGContextRef contextref;
UIImage * colorbar;
UIImage * glass;
UIColor * drawColor;
CGPoint offsetPoint;
unsigned char* data;
size_t w;
size_t h;
Canvas *canvas;
}
@property (nonatomic,retain) UIImage *colorbar;
@property (nonatomic,retain) UIImage *glass;
@property (nonatomic,assign) CGContextRef contextref;
@property (nonatomic,assign) CGPoint offsetPoint;
@property (nonatomic,assign) UIColor * drawColor;
@property (nonatomic,assign) Canvas *canvas;
- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage;
- (UIColor*) getPixelColorAtLocation:(CGPoint)point;
- (UIColor*) setGlassPoint:(CGPoint) point;
- (void) getData;
@end
//
// ColorPicker.m
// Draw
//
// Created by on 12-5-6.
// Copyright (c) 2012年 __MyCompanyName__. All rights reserved.
//
#import "ColorPicker.h"
@implementation ColorPicker
@synthesize colorbar,glass,contextref,offsetPoint,drawColor,canvas;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
self.colorbar = [UIImage imageNamed:@"colorbar.png"];
self.layer.cornerRadius = frame.size.width/2;
self.layer.masksToBounds = YES;
drawColor = [UIColor brownColor];
contextref = NULL;
data = NULL;
offsetPoint = CGPointMake(0, 0);
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
CGContextRef context = UIGraphicsGetCurrentContext();
drawColor = [self getPixelColorAtLocation:CGPointMake(5, offsetPoint.y)];
[canvas setCurrentColor:drawColor];
CGContextSetFillColorWithColor(context,drawColor.CGColor);
CGContextFillRect(context, rect);
CGContextSaveGState(context);
}
-(UIColor *) setGlassPoint:(CGPoint) point
{
offsetPoint = CGPointMake(5, point.y-130);
[self setNeedsDisplay];
return drawColor;
}
// Please refer to iOS Developer Library for more details regarding the following two methods
- (UIColor*) getPixelColorAtLocation:(CGPoint)point {
if (data == NULL) {
[self getData];
}
UIColor *tmpColor;
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.
int offset = 4*((w*round(point.y)));
int alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
tmpColor = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
}
return tmpColor;
}
- (void) getData
{
CGImageRef inImage = self.colorbar.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
if (contextref == NULL) {
contextref = [self createARGBBitmapContextFromImage:inImage];
}
if (contextref == NULL) { return; /* error */ }
w = CGImageGetWidth(inImage); // problem!
h = CGImageGetHeight(inImage);
CGRect rect = {{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(contextref, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
data = CGBitmapContextGetData (contextref);
}
- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = CGImageGetWidth(inImage);
size_t pixelsHigh = 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 = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); //deprecated
colorSpace = CGColorSpaceCreateDeviceRGB();
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// 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 );
return NULL;
}
// 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 );
return context;
}
-(void) dealloc
{
if(data) {free((data));}
[colorbar release];
[glass release];
[super dealloc];
}
@end