Reputation: 850
If i give two colors
UIColor *color1 = [UIColor blackColor];
UIColor *color2 = [UIColor whiteColor];
I should get grayColor as result, how shall I achieve it?
Upvotes: 12
Views: 2250
Reputation: 382
Here Swift implementation that safe to use. Works with colors of different color spaces, but blend in RGBA:
func + (left: UIColor, right: UIColor) -> UIColor {
var (r1, g1, b1, a1) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
var (r2, g2, b2, a2) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
left.getRed(&r1, green: &g1, blue: &b1, alpha: &a1)
right.getRed(&r2, green: &g2, blue: &b2, alpha: &a2)
return UIColor(red: (r1 + r2)/2, green: (g1 + g2)/2, blue: (b1 + b2)/2, alpha: (a1 + a2)/2)
}
Using:
view.backgroundColor = .red + .white
Old anrwer:
extension UIColor {
func blended(with color: UIColor) -> UIColor? {
guard cgColor.colorSpace == color.cgColor.colorSpace else { return nil }
return UIColor(cgColor: CGColor(colorSpace: cgColor.colorSpace!, components:
zip(cgColor.components!, color.cgColor.components!).map { ($0 + $1) / 2 }
)!)
}
}
But it works only with colors of one color space, otherwise it will return nil. Here example of use:
let white = UIColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
view.backgroundColor = UIColor.red.blended(with: white)
Upvotes: 2
Reputation: 3451
Answer in Swift 4+
func blend(colors: [UIColor]) -> UIColor {
let componentsSum = colors.reduce((red: CGFloat(0), green: CGFloat(0), blue: CGFloat(0))) { (temp, color) in
guard let components = color.cgColor.components else { return temp }
return (temp.0 + components[0], temp.1 + components[1], temp.2 + components[2])
}
let components = (red: componentsSum.red / CGFloat(colors.count) ,
green: componentsSum.green / CGFloat(colors.count),
blue: componentsSum.blue / CGFloat(colors.count))
return UIColor(red: components.red, green: components.green, blue: components.blue, alpha: 1)
}
It blends as many colors as you'd like
Upvotes: 4
Reputation: 726609
A straightforward way of finding the "in between" is to average the four components, like this:
UIColor *color1 = [UIColor blackColor];
UIColor *color2 = [UIColor whiteColor];
CGFloat r1, r2, g1, g2, b1, b2, a1, a2;
[color1 getRed:&r1 green:&g1 blue:&b1 alpha:&a1];
[color2 getRed:&r2 green:&g2 blue:&b2 alpha:&a2];
UIColor *avg = [UIColor colorWithRed:(r1+r2)/2.0f
green:(g1+g2)/2.0f
blue:(b1+b2)/2.0f
alpha:(a1+a2)/2.0f];
Note that this produces a midpoint RGBA color space, which is only one of many possible color spaces. Averaging components in other color spaces will lead to a different result.
Upvotes: 13