I'm creating a colored image like this:
CGRect rect = CGRectMake(0, 0, 1, 1);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context,
[[UIColor redColor] CGColor]);
// [[UIColor colorWithRe开发者_如何学Cd:222./255 green:227./255 blue: 229./255 alpha:1] CGColor]) ;
CGContextFillRect(context, rect);
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
and then use it as the background image of a button:
[resultButton setBackgroundImage:img forState:UIControlStateNormal];
This works great using the redColor, however I want to use an RGB color (as shown in the commented line). When I use the RGB color, the buttons background isn't changed.
What am I missing?
I created a category around UIButton to be able to set the background color of the button and set the state. You might find this useful.
@implementation UIButton (ButtonMagic)
- (void)setBackgroundColor:(UIColor *)backgroundColor forState:(UIControlState)state {
[self setBackgroundImage:[UIButton imageFromColor:backgroundColor] forState:state];
}
+ (UIImage *)imageFromColor:(UIColor *)color {
CGRect rect = CGRectMake(0, 0, 1, 1);
UIGraphicsBeginImageContext(rect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [color CGColor]);
CGContextFillRect(context, rect);
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
This will be part of a set of helper categories I'm open sourcing this month.
Swift 2.2
extension UIImage {
static func fromColor(color: UIColor) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: 1, height: 1)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
CGContextSetFillColorWithColor(context, color.CGColor)
CGContextFillRect(context, rect)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img
}
}
Swift 3.0
extension UIImage {
static func from(color: UIColor) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: 1, height: 1)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
context!.setFillColor(color.cgColor)
context!.fill(rect)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img!
}
}
Use as
let img = UIImage.from(color: .black)
Xamarin.iOS solution
public UIImage CreateImageFromColor()
{
var imageSize = new CGSize(30, 30);
var imageSizeRectF = new CGRect(0, 0, 30, 30);
UIGraphics.BeginImageContextWithOptions(imageSize, false, 0);
var context = UIGraphics.GetCurrentContext();
var red = new CGColor(255, 0, 0);
context.SetFillColor(red);
context.FillRect(imageSizeRectF);
var image = UIGraphics.GetImageFromCurrentImageContext();
UIGraphics.EndImageContext();
return image;
}
Are you using ARC? The problem here is that you don't have a reference to the UIColor
object that you're trying to apply; the CGColor
is backed by that UIColor
, but ARC will deallocate the UIColor
before you have a chance to use the CGColor
.
The clearest solution is to have a local variable pointing to your UIColor
with the objc_precise_lifetime
attribute.
You can read more about this exact case on this article about UIColor and short ARC lifetimes or get more details about the objc_precise_lifetime
attribute.
Add the dots to all values:
[[UIColor colorWithRed:222./255. green:227./255. blue: 229./255. alpha:1] CGColor]) ;
Otherwise, you are dividing float by int.
I suppose that 255 in 227./255 is perceived as an integer and divide is always return 0
Your code works fine. You can verify the RGB colors with Iconfactory's xScope. Just compare it to [UIColor whiteColor]
.
CGContextSetFillColorWithColor(context,[[UIColor colorWithRed:(255/255.f) green:(0/255.f) blue: (0/255.f) alpha:1] CGColor]);
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