Reputation: 13753
How can I get the RGB value of a particular pixel in a UIImage?
Upvotes: 73
Views: 74330
Reputation: 2614
Add those 2 extension methods to Desmond solution:
func pixelColor(p: CGPoint) -> UIColor {
return pixelColor(x: Int(p.x), y: Int(p.y))
}
func pixelColor(x: CGFloat, y: CGFloat) -> UIColor {
return pixelColor(x: Int(x), y: Int(y))
}
Upvotes: 0
Reputation: 8607
Swift 5 version
The answers given here are either outdated or incorrect because they don't take into account the following:
image.size.width
/image.size.height
.UIView.drawHierarchy(in:afterScreenUpdates:)
method can produce BGRA images.CGImage
, the size of a pixel row in bytes can be greater than the mere multiplication of the pixel width by 4.The code below is to provide a universal Swift 5 solution to get the UIColor
of a pixel for all such special cases. The code is optimized for usability and clarity, not for performance.
public extension UIImage {
var pixelWidth: Int {
return cgImage?.width ?? 0
}
var pixelHeight: Int {
return cgImage?.height ?? 0
}
func pixelColor(x: Int, y: Int) -> UIColor {
assert(
0 ..< pixelWidth ~= x && 0 ..< pixelHeight ~= y,
"Pixel coordinates are out of bounds"
)
guard
let cgImage = cgImage,
let data = cgImage.dataProvider?.data,
let dataPtr = CFDataGetBytePtr(data),
let colorSpaceModel = cgImage.colorSpace?.model,
let componentLayout = cgImage.bitmapInfo.componentLayout
else {
assertionFailure("Could not get a pixel of an image")
return .clear
}
assert(
colorSpaceModel == .rgb,
"The only supported color space model is RGB"
)
assert(
cgImage.bitsPerPixel == 32 || cgImage.bitsPerPixel == 24,
"A pixel is expected to be either 4 or 3 bytes in size"
)
let bytesPerRow = cgImage.bytesPerRow
let bytesPerPixel = cgImage.bitsPerPixel / 8
let pixelOffset = y * bytesPerRow + x * bytesPerPixel
if componentLayout.count == 4 {
let components = (
dataPtr[pixelOffset + 0],
dataPtr[pixelOffset + 1],
dataPtr[pixelOffset + 2],
dataPtr[pixelOffset + 3]
)
var alpha: UInt8 = 0
var red: UInt8 = 0
var green: UInt8 = 0
var blue: UInt8 = 0
switch componentLayout {
case .bgra:
alpha = components.3
red = components.2
green = components.1
blue = components.0
case .abgr:
alpha = components.0
red = components.3
green = components.2
blue = components.1
case .argb:
alpha = components.0
red = components.1
green = components.2
blue = components.3
case .rgba:
alpha = components.3
red = components.0
green = components.1
blue = components.2
default:
return .clear
}
/// If chroma components are premultiplied by alpha and the alpha is `0`,
/// keep the chroma components to their current values.
if cgImage.bitmapInfo.chromaIsPremultipliedByAlpha, alpha != 0 {
let invisibleUnitAlpha = 255 / CGFloat(alpha)
red = UInt8((CGFloat(red) * invisibleUnitAlpha).rounded())
green = UInt8((CGFloat(green) * invisibleUnitAlpha).rounded())
blue = UInt8((CGFloat(blue) * invisibleUnitAlpha).rounded())
}
return .init(red: red, green: green, blue: blue, alpha: alpha)
} else if componentLayout.count == 3 {
let components = (
dataPtr[pixelOffset + 0],
dataPtr[pixelOffset + 1],
dataPtr[pixelOffset + 2]
)
var red: UInt8 = 0
var green: UInt8 = 0
var blue: UInt8 = 0
switch componentLayout {
case .bgr:
red = components.2
green = components.1
blue = components.0
case .rgb:
red = components.0
green = components.1
blue = components.2
default:
return .clear
}
return .init(red: red, green: green, blue: blue, alpha: UInt8(255))
} else {
assertionFailure("Unsupported number of pixel components")
return .clear
}
}
}
public extension UIColor {
convenience init(red: UInt8, green: UInt8, blue: UInt8, alpha: UInt8) {
self.init(
red: CGFloat(red) / 255,
green: CGFloat(green) / 255,
blue: CGFloat(blue) / 255,
alpha: CGFloat(alpha) / 255
)
}
}
public extension CGBitmapInfo {
enum ComponentLayout {
case bgra
case abgr
case argb
case rgba
case bgr
case rgb
var count: Int {
switch self {
case .bgr, .rgb: return 3
default: return 4
}
}
}
var componentLayout: ComponentLayout? {
guard let alphaInfo = CGImageAlphaInfo(rawValue: rawValue & Self.alphaInfoMask.rawValue) else { return nil }
let isLittleEndian = contains(.byteOrder32Little)
if alphaInfo == .none {
return isLittleEndian ? .bgr : .rgb
}
let alphaIsFirst = alphaInfo == .premultipliedFirst || alphaInfo == .first || alphaInfo == .noneSkipFirst
if isLittleEndian {
return alphaIsFirst ? .bgra : .abgr
} else {
return alphaIsFirst ? .argb : .rgba
}
}
var chromaIsPremultipliedByAlpha: Bool {
let alphaInfo = CGImageAlphaInfo(rawValue: rawValue & Self.alphaInfoMask.rawValue)
return alphaInfo == .premultipliedFirst || alphaInfo == .premultipliedLast
}
}
Upvotes: 15
Reputation: 7245
Swift version of Minas answer
extension CGImage {
func pixel(x: Int, y: Int) -> (r: Int, g: Int, b: Int, a: Int)? { // swiftlint:disable:this large_tuple
guard let pixelData = dataProvider?.data,
let data = CFDataGetBytePtr(pixelData) else { return nil }
let pixelInfo = ((width * y) + x ) * 4
let red = Int(data[pixelInfo]) // If you need this info, enable it
let green = Int(data[(pixelInfo + 1)]) // If you need this info, enable it
let blue = Int(data[pixelInfo + 2]) // If you need this info, enable it
let alpha = Int(data[pixelInfo + 3]) // I need only this info for my maze game
return (red, green, blue, alpha)
}
}
Upvotes: 5
Reputation: 1943
Some Swift code based on Minas' answer. Originally I had some code to figure out the pixel stride, but I've updated the answer to use the ComponentLayout from Desmond's answer. I've also moved the extension to CGImage.
Swift 5:
public extension UIImage {
func getPixelColor(_ point: CGPoint) -> UIColor {
guard let cgImage = self.cgImage else {
return UIColor.clear
}
return cgImage.getPixelColor(point)
}
}
public extension CGBitmapInfo {
// See https://stackoverflow.com/a/60247648/1765629
// I've extended it to include .a
enum ComponentLayout {
case a
case bgra
case abgr
case argb
case rgba
case bgr
case rgb
var count: Int {
switch self {
case .a: return 1
case .bgr, .rgb: return 3
default: return 4
}
}
}
var isAlphaPremultiplied: Bool {
let alphaInfo = CGImageAlphaInfo(rawValue: rawValue & Self.alphaInfoMask.rawValue)
return alphaInfo == .premultipliedFirst || alphaInfo == .premultipliedLast
}
// [...] skipping the rest
}
public extension CGImage {
func getPixelColor(_ point: CGPoint) -> UIColor {
guard let pixelData = self.dataProvider?.data, let layout = bitmapInfo.componentLayout, let data = CFDataGetBytePtr(pixelData) else {
return .clear
}
let x = Int(point.x)
let y = Int(point.y)
let w = self.width
let h = self.height
let index = w * y + x
let numBytes = CFDataGetLength(pixelData)
let numComponents = layout.count
if numBytes != w * h * numComponents {
NSLog("Unexpected size: \(numBytes) != \(w)x\(h)x\(numComponents)")
return .clear
}
let isAlphaPremultiplied = bitmapInfo.isAlphaPremultiplied
switch numComponents {
case 1:
return UIColor(red: 0, green: 0, blue: 0, alpha: CGFloat(data[index])/255.0)
case 3:
let c0 = CGFloat((data[3*index])) / 255
let c1 = CGFloat((data[3*index+1])) / 255
let c2 = CGFloat((data[3*index+2])) / 255
if layout == .bgr {
return UIColor(red: c2, green: c1, blue: c0, alpha: 1.0)
}
return UIColor(red: c0, green: c1, blue: c2, alpha: 1.0)
case 4:
let c0 = CGFloat((data[4*index])) / 255
let c1 = CGFloat((data[4*index+1])) / 255
let c2 = CGFloat((data[4*index+2])) / 255
let c3 = CGFloat((data[4*index+3])) / 255
var r: CGFloat = 0
var g: CGFloat = 0
var b: CGFloat = 0
var a: CGFloat = 0
switch layout {
case .abgr:
a = c0; b = c1; g = c2; r = c3
case .argb:
a = c0; r = c1; g = c2; b = c3
case .bgra:
b = c0; g = c1; r = c2; a = c3
case .rgba:
r = c0; g = c1; b = c2; a = c3
default:
break
}
if isAlphaPremultiplied && a > 0 {
r = r / a
g = g / a
b = b / a
}
return UIColor(red: r, green: g, blue: b, alpha: a)
default:
return .clear
}
}
I was trying to refactor it to use ranges, but this doesn't seem to work,
let start = numComponents * index
let end = numComponents * (index + 1)
let c = data[start ..< end] // expects Int, not a Range...
Upvotes: 18
Reputation: 2555
Here's a generic method for getting pixel color in a UI image, building on Minas Petterson's answer:
- (UIColor*)pixelColorInImage:(UIImage*)image atX:(int)x atY:(int)y {
CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));
const UInt8* data = CFDataGetBytePtr(pixelData);
int pixelInfo = ((image.size.width * y) + x ) * 4; // 4 bytes per pixel
UInt8 red = data[pixelInfo + 0];
UInt8 green = data[pixelInfo + 1];
UInt8 blue = data[pixelInfo + 2];
UInt8 alpha = data[pixelInfo + 3];
CFRelease(pixelData);
return [UIColor colorWithRed:red /255.0f
green:green/255.0f
blue:blue /255.0f
alpha:alpha/255.0f];
}
Note that X and Y may be swapped; this function accesses the underlying bitmap directly and doesn't consider rotations that may be part of the UIImage.
Upvotes: 10
Reputation: 20710
- (UIColor *)colorAtPixel:(CGPoint)point inImage:(UIImage *)image {
if (!CGRectContainsPoint(CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), point)) {
return nil;
}
// Create a 1x1 pixel byte array and bitmap context to draw the pixel into.
NSInteger pointX = trunc(point.x);
NSInteger pointY = trunc(point.y);
CGImageRef cgImage = image.CGImage;
NSUInteger width = image.size.width;
NSUInteger height = image.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
int bytesPerPixel = 4;
int bytesPerRow = bytesPerPixel * 1;
NSUInteger bitsPerComponent = 8;
unsigned char pixelData[4] = { 0, 0, 0, 0 };
CGContextRef context = CGBitmapContextCreate(pixelData, 1, 1, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextSetBlendMode(context, kCGBlendModeCopy);
// Draw the pixel we are interested in onto the bitmap context
CGContextTranslateCTM(context, -pointX, pointY-(CGFloat)height);
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, (CGFloat)width, (CGFloat)height), cgImage);
CGContextRelease(context);
// Convert color values [0..255] to floats [0.0..1.0]
CGFloat red = (CGFloat)pixelData[0] / 255.0f;
CGFloat green = (CGFloat)pixelData[1] / 255.0f;
CGFloat blue = (CGFloat)pixelData[2] / 255.0f;
CGFloat alpha = (CGFloat)pixelData[3] / 255.0f;
return [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
}
Upvotes: 7
Reputation: 1169
Try this very simple code:
I used to detect a wall in my maze game (the only info that I need is the alpha channel, but I included the code to get the other colors for you):
- (BOOL)isWallPixel:(UIImage *)image xCoordinate:(int)x yCoordinate:(int)y {
CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));
const UInt8* data = CFDataGetBytePtr(pixelData);
int pixelInfo = ((image.size.width * y) + x ) * 4; // The image is png
//UInt8 red = data[pixelInfo]; // If you need this info, enable it
//UInt8 green = data[(pixelInfo + 1)]; // If you need this info, enable it
//UInt8 blue = data[pixelInfo + 2]; // If you need this info, enable it
UInt8 alpha = data[pixelInfo + 3]; // I need only this info for my maze game
CFRelease(pixelData);
//UIColor* color = [UIColor colorWithRed:red/255.0f green:green/255.0f blue:blue/255.0f alpha:alpha/255.0f]; // The pixel color info
if (alpha) return YES;
else return NO;
}
Upvotes: 93
Reputation: 18755
First of all create and attach tap gesture recognizer allow allow user interactions:
UITapGestureRecognizer * tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(tapGesture:)];
[self.label addGestureRecognizer:tapRecognizer];
self.label.userInteractionEnabled = YES;
Now implement -tapGesture:
- (void)tapGesture:(UITapGestureRecognizer *)recognizer
{
CGPoint point = [recognizer locationInView:self.label];
UIGraphicsBeginImageContext(self.label.bounds.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.label.layer renderInContext:context];
int bpr = CGBitmapContextGetBytesPerRow(context);
unsigned char * data = CGBitmapContextGetData(context);
if (data != NULL)
{
int offset = bpr*round(point.y) + 4*round(point.x);
int blue = data[offset+0];
int green = data[offset+1];
int red = data[offset+2];
int alpha = data[offset+3];
NSLog(@"%d %d %d %d", alpha, red, green, blue);
if (alpha == 0)
{
// Here is tap out of text
}
else
{
// Here is tap right into text
}
}
UIGraphicsEndImageContext();
}
This will works on UILabel with transparent background, if this is not what you want you can compare alpha, red, green, blue with self.label.backgroundColor
...
Upvotes: 0
Reputation: 1122
OnTouch
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint point1 = [touch locationInView:self.view];
touch = [[event allTouches] anyObject];
if ([touch view] == imgZoneWheel)
{
CGPoint location = [touch locationInView:imgZoneWheel];
[self getPixelColorAtLocation:location];
if(alpha==255)
{
NSLog(@"In Image Touch view alpha %d",alpha);
[self translateCurrentTouchPoint:point1.x :point1.y];
[imgZoneWheel setImage:[UIImage imageNamed:[NSString stringWithFormat:@"blue%d.png",GrndFild]]];
}
}
}
- (UIColor*) getPixelColorAtLocation:(CGPoint)point
{
UIColor* color = nil;
CGImageRef inImage;
inImage = imgZoneWheel.image.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
if (cgctx == NULL) { return nil; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t 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(cgctx, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
unsigned char* data = CGBitmapContextGetData (cgctx);
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))+round(point.x));
alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
}
// When finished, release the context
//CGContextRelease(cgctx);
// Free image data memory for the context
if (data) { free(data); }
return color;
}
- (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 = 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;
}
Upvotes: 19
Reputation: 9820
You can't access the raw data directly, but by getting the CGImage of this image you can access it. here is a link to another question that answers your question and others you might have regarding detailed image manipulation : CGImage
Upvotes: 12