Tuesday, December 15, 2015

How to get color from specific pixel in imageview in iOS



+ (UIColor*) getPixelColorAtLocation:(CGPoint)point myImage:(UIImage *)image {
    UIColor* color = nil;
    CGImageRef inImage = 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));
        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/255.0fgreen:(green/255.0fblue:(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;

}

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