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iphone - 如何在触摸时获得像素颜色?

转载 作者:IT王子 更新时间:2023-10-29 07:58:18 27 4
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我知道这是一个常见问题,这个问题有很多答案。这个我用过一些。虽然很多都是一样的。但对我来说可悲的是,他们都没有为我工作。到目前为止,我一直在使用以下代码。

-(void)getRGBAsFromImage:(UIImage*)image atX:(int)xx andY:(int)yy
{
// First get the image into your data buffer
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = (unsigned char*) calloc(height * width * 4, sizeof(unsigned char));
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);

CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);

// Now your rawData contains the image data in the RGBA8888 pixel format.
int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel;

CGFloat red = (rawData[byteIndex] * 1.0) / 255.0;
CGFloat green = (rawData[byteIndex + 1] * 1.0) / 255.0;
CGFloat blue = (rawData[byteIndex + 2] * 1.0) / 255.0;
CGFloat alpha = (rawData[byteIndex + 3] * 1.0) / 255.0;
byteIndex += 4;
NSLog(@"the vale of the rbg of red is %f",red);

demoColor.tintColor = [UIColor colorWithRed:red green:green blue:blue alpha:alpha];
free(rawData);
}

这是我用过的另一种方法-

- (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);
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;
}


- (UIColor*) getPixelColorAtLocation:(CGPoint)point {
UIColor* color = nil;
//CGImageRef inImage = self.image.CGImage;
CGImageRef inImage = [AppDelegate getInstance].capturedImage.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));
int alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
NSLog(@"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha);
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;
}

但这些都没有为我工作。请帮我解决这个问题。有什么我想念的吗?

我的 UI 中有 2 个 UIImageView。后面的那个包含我需要从中选择触摸像素颜色的图像。另一个 UIImageView 是用选择的颜色在背面图像上绘制。

请帮忙。非常感谢任何帮助。

最佳答案

这是我用过的,看起来比你试过的方法简单。

在我的自定义 View 类中,我有这个:

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint loc = [touch locationInView:self];
self.pickedColor = [self colorOfPoint:loc];
}

colorOfPoint 是 UIView 类中的一个方法,代码如下:

#import "UIView+ColorOfPoint.h"
#import <QuartzCore/QuartzCore.h>

@implementation UIView (ColorOfPoint)

-(UIColor *) colorOfPoint:(CGPoint)point
{
unsigned char pixel[4] = {0};
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(pixel,
1, 1, 8, 4, colorSpace, (CGBitmapInfo)kCGImageAlphaPremultipliedLast);

CGContextTranslateCTM(context, -point.x, -point.y);

[self.layer renderInContext:context];

CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
UIColor *color = [UIColor colorWithRed:pixel[0]/255.0
green:pixel[1]/255.0 blue:pixel[2]/255.0
alpha:pixel[3]/255.0];
return color;
}

不要忘记将类别导入自定义 View 类并添加 QuartzCore 框架。


2013 年的琐碎注意事项:将最后一个参数转换为 (CGBitmapInfo) 以避免隐式转换警告:示例 here .希望对您有所帮助。

关于iphone - 如何在触摸时获得像素颜色?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/12770181/

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