How i can add custom view on tab bar item - ios

i'm need add two vertical line on tabbar item. how i can make this? Thank.
add next code:
var imageLeft: UIImageView?
var imageRight: UIImageView?
override func viewDidLoad() {
super.viewDidLoad()
let grayColor = UIColor(red: 170/255, green: 170/255, blue: 170/255, alpha: 1.0)
let leftLine = (tabBar.frame.width/2) - ((tabBar.frame.width/5)/2)
let rightLine = (tabBar.frame.width/2) + ((tabBar.frame.width/5)/2)
imageLeft = UIImageView(image: createImage(color: grayColor, size: tabBar.frame.size, x: leftLine))
imageRight = UIImageView(image: createImage(color: grayColor, size: tabBar.frame.size, x: rightLine))
tabBar.addSubview(imageLeft!)
tabBar.addSubview(imageRight!)
}
func createImage(color: UIColor, size: CGSize, x: CGFloat) -> UIImage {
let rect: CGRect = CGRect(x: x, y: 5, width: 1, height: tabBar.frame.height - 11)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
my result:

To do this you can subclass UITabBarController and add a UIImageView at the location you want it to be:
class TabBarController: UITabBarController {
var image: UIImageView?
override func viewDidLoad() {
super.viewDidLoad()
image = UIImageView(image: createImage(color: UIColor(red:0.18, green:0.66, blue:0.24, alpha:1.0), size: tabBarItemSize, lineHeight: 4))
tabBar.addSubview(image!)
}
func createImage(color: UIColor, size: CGSize, lineHeight: CGFloat) -> UIImage {
let rect: CGRect = CGRect(x: 0, y: size.height - lineHeight, width: size.width, height: lineHeight )
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
}
You'll need to modify this for your needs and calculate the location you'd like it to be at, but this should help. I shine some more light on this in an article I wrote.

You need to use a custom tab bar.
Here is a tutorial on how do make one: https://github.com/codepath/ios_guides/wiki/Creating-a-Custom-Tab-Bar
Or you can find a library that will do it for you on Github

Related

How do I set the line width of a UIBezierPath when drawing to a CGContext?

I'm trying to create a UIImage using a provided UIBezierPath. Unfortunately, no matter what I set setLineWidth to, the result is always a stroke of 1 point:
extension UIBezierPath {
func image(fillColor: UIColor, strokeColor: UIColor) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(bounds.size, false, 1.0)
guard let context = UIGraphicsGetCurrentContext() else {
return nil
}
context.setLineWidth(10)
context.setFillColor(fillColor.cgColor)
context.setStrokeColor(strokeColor.cgColor)
self.fill()
self.stroke()
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
Trying this out in a test project with a circle, for example:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let imageView = UIImageView()
imageView.frame = CGRect(x: 100, y: 100, width: 100, height: 100)
view.addSubview(imageView)
let bezierPath = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: 100, height: 100))
let image = bezierPath.image(fillColor: UIColor.blue, strokeColor: UIColor.red)
imageView.image = image
}
}
No matter what I set setLineWidth to, it always appears to be 1 point.
You are calling stroke on the UIBezierPath, so you need to set the lineWidth property of that using self.lineWidth = 10.
extension UIBezierPath {
func image(fillColor: UIColor, strokeColor: UIColor) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(bounds.size, false, 1.0)
guard let context = UIGraphicsGetCurrentContext() else {
return nil
}
context.setFillColor(fillColor.cgColor)
self.lineWidth = 10
context.setStrokeColor(strokeColor.cgColor)
self.fill()
self.stroke()
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}

Swift 4: How to add a circle point as a selection indicator to a UITabbarItem

I want to display a little circle point as indicator to the selected UITabBarItem. How can i do this?
I use a custom UITabBarController. It looks like this:
import UIKit
class EventTabBar: UITabBarController {
override func awakeFromNib() {
tabBar.barTintColor = UIColor.white
tabBar.tintColor = UIColor(red: 79/255, green: 122/255, blue: 198/255, alpha: 1)
tabBar.unselectedItemTintColor = UIColor(red: 198/255, green: 203/255, blue: 209/255, alpha: 1)
tabBar.isTranslucent = false
tabBar.shadowImage = UIImage()
tabBar.backgroundImage = UIImage()
//Add Shadow to TabBar
tabBar.layer.shadowOpacity = 0.12
tabBar.layer.shadowOffset = CGSize(width: 0, height: 2)
tabBar.layer.shadowRadius = 8
tabBar.layer.shadowColor = UIColor.black.cgColor
tabBar.layer.masksToBounds = false
}
}
Can i use the selectionIndicatorImage to do this?
Hope you can help me. Thanks for your answer
let size = CGSize(width: tabController.tabBar.frame.width / (amount of items),
height: tabController.tabBar.frame.height)
let dotImage = UIImage().createSelectionIndicator(color: .blue, size: size, lineHeight: 7)
tabController.tabBar.selectionIndicatorImage = dotImage
-
extension UIImage {
func createSelectionIndicator(color: UIColor, size: CGSize, lineHeight: CGFloat) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
let innerRect = CGRect(x: (size.width/2) - lineHeight/2,
y: size.height - lineHeight - 2,
width: lineHeight,
height: lineHeight)
let path = UIBezierPath(roundedRect: innerRect, cornerRadius: lineHeight/2)
path.fill()
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
It's pretty easy actually. TabBarButton has two properties to set image, one is TabBarItem.image and another is TabBarItem.selectedImage set an image without the circle point for TabBarItem.image property and set an image with circle point for TabBarItem.selectedImage property.
If you want to set only the circle point for selected state, set the normal image property to UIImage(). Hope this solves the problem.
scanTabBarItem.image = UIImage.fontAwesomeIcon(name: .qrcode, textColor: .white, size: CGSize(width: 30, height: 30))
scanTabBarItem.selectedImage = UIImage.fontAwesomeIcon(name: .addressBook, textColor: .white, size: CGSize(width: 30, height: 30))
if not to show any image normally,
scanTabBarItem.image = UIImage()

iOS blend mode multiply

I'm looking for a solution to create this red box:
It is using a color filter 'Multiply'. Currently I have found this information:
https://developer.apple.com/library/mac/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_images/dq_images.html
But how can I use something like the multiply effect on a UIView or isn't this possible?
So that the background is a UIImageView and the red box is a UIView with the multiply effect.
This Swift extension did the trick for me.
extension UIImage {
//creates a static image with a color of the requested size
static func fromColor(color: UIColor, size: CGSize) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
CGContextSetFillColorWithColor(context, color.CGColor)
CGContextFillRect(context, rect)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img
}
func blendWithColorAndRect(blendMode: CGBlendMode, color: UIColor, rect: CGRect) -> UIImage {
let imageColor = UIImage.fromColor(color, size:self.size)
let rectImage = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
UIGraphicsBeginImageContextWithOptions(self.size, true, 0)
let context = UIGraphicsGetCurrentContext()
// fill the background with white so that translucent colors get lighter
CGContextSetFillColorWithColor(context, UIColor.whiteColor().CGColor)
CGContextFillRect(context, rectImage)
self.drawInRect(rectImage, blendMode: .Normal, alpha: 1)
imageColor.drawInRect(rect, blendMode: blendMode, alpha: 1)
// grab the finished image and return it
let result = UIGraphicsGetImageFromCurrentImageContext()
//self.backgroundImageView.image = result
UIGraphicsEndImageContext()
return result
}
}
Swift 3:
static func fromColor(color: UIColor, size: CGSize) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
context!.setFillColor(color.cgColor)
context!.fill(rect)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img!
}
func blendWithColorAndRect(blendMode: CGBlendMode, color: UIColor, rect: CGRect) -> UIImage {
let imageColor = UIImage.fromColor(color: color, size:self.size)
let rectImage = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
UIGraphicsBeginImageContextWithOptions(self.size, true, 0)
let context = UIGraphicsGetCurrentContext()
// fill the background with white so that translucent colors get lighter
context!.setFillColor(UIColor.white.cgColor)
context!.fill(rectImage)
self.draw(in: rectImage, blendMode: .normal, alpha: 1)
imageColor.draw(in: rect, blendMode: blendMode, alpha: 1)
// grab the finished image and return it
let result = UIGraphicsGetImageFromCurrentImageContext()
//self.backgroundImageView.image = result
UIGraphicsEndImageContext()
return result!
}
But only works for images, I would like to work for videos too :|
I expanded #pegpeg solution and added a gradient overlay to the image instead of a single color
Swift 4:
static func fromGradient(colors: [UIColor], locations: [CGFloat], horizontal: Bool, size: CGSize) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
let colorSpace = CGColorSpaceCreateDeviceRGB()
let cgColors = colors.map {$0.cgColor} as CFArray
let grad = CGGradient(colorsSpace: colorSpace, colors: cgColors , locations: locations)
let startPoint = CGPoint(x: 0, y: 0)
let endPoint = horizontal ? CGPoint(x: size.width, y: 0) : CGPoint(x: 0, y: size.height)
context?.drawLinearGradient(grad!, start: startPoint, end: endPoint, options: .drawsAfterEndLocation)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img!
}
func blendWithGradientAndRect(blendMode: CGBlendMode, colors: [UIColor], locations: [CGFloat], horizontal: Bool = false, alpha: CGFloat = 1.0, rect: CGRect) -> UIImage {
let imageColor = UIImage.fromGradient(colors: colors, locations: locations, horizontal: horizontal, size: size)
let rectImage = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
UIGraphicsBeginImageContextWithOptions(self.size, true, 0)
let context = UIGraphicsGetCurrentContext()
// fill the background with white so that translucent colors get lighter
context!.setFillColor(UIColor.white.cgColor)
context!.fill(rectImage)
self.draw(in: rectImage, blendMode: .normal, alpha: 1)
imageColor.draw(in: rect, blendMode: blendMode, alpha: alpha)
// grab the finished image and return it
let result = UIGraphicsGetImageFromCurrentImageContext()
//self.backgroundImageView.image = result
UIGraphicsEndImageContext()
return result!
}
the colors array should be of the same length of the locations array, example:
let newImage = image.blendWithGradientAndRect(blendMode: .multiply,
colors: [.red, .white],
locations: [0,1],
horizontal: true,
alpha: 0.8,
rect: imageRect)

Set background color of active tab bar item in Swift

I'm hoping to accomplish this without the use of images, if at all possible. Is there a way to create the effect shown in the image programmatically without have to render each tab out as an image?
Every question I've reviewed on SO has the tabs saved as JPGs, which is more work than I feel it should be.
Any ideas?
I took a similar approach to #matcartmill but without the need for a special image. This solution is just based on your color.
// set red as selected background color
let numberOfItems = CGFloat(tabBar.items!.count)
let tabBarItemSize = CGSize(width: tabBar.frame.width / numberOfItems, height: tabBar.frame.height)
tabBar.selectionIndicatorImage = UIImage.imageWithColor(color: UIColor.red, size: tabBarItemSize).resizableImage(withCapInsets: UIEdgeInsets.zero)
// remove default border
tabBar.frame.size.width = self.view.frame.width + 4
tabBar.frame.origin.x = -2
I'm making use of the following extension of UIImage:
extension UIImage {
class func imageWithColor(color: UIColor, size: CGSize) -> UIImage {
let rect: CGRect = CGRectMake(0, 0, size.width, size.height)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
I hope this helps!
for swift 4
extension UIImage {
class func imageWithColor(color: UIColor, size: CGSize) -> UIImage {
let rect: CGRect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
}
Update to SWIFT 3:
let numberOfItems = CGFloat((tabBarController?.tabBar.items!.count)!)
let tabBarItemSize = CGSize(width: (tabBarController?.tabBar.frame.width)! / numberOfItems,
height: (tabBarController?.tabBar.frame.height)!)
tabBarController?.tabBar.selectionIndicatorImage
= UIImage.imageWithColor(color: UIColor.black,
size: tabBarItemSize).resizableImage(withCapInsets: .zero)
tabBarController?.tabBar.frame.size.width = self.view.frame.width + 4
tabBarController?.tabBar.frame.origin.x = -2
extension UIImage
{
class func imageWithColor(color: UIColor, size: CGSize) -> UIImage
{
let rect: CGRect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
}
So here's what I ended up doing. It's a mix of using a 640x49 PNG that's the color of the blue "highlighted" background I need.
In AppDelegate.swift:
var selectedBG = UIImage(named:"tab-selected-full")?.resizableImageWithCapInsets(UIEdgeInsetsMake(0, 0, 0, 0))
UITabBar.appearance().selectionIndicatorImage = selectedBG
And then in the first View Controller that gets loaded, I have:
tabBarController?.tabBar.frame.size.width = self.view.frame.width+4
tabBarController?.tabBar.frame.origin.x = -2
The reason for the above two lines is that, by default, Apple has a 2px border between the left and right sides of the tab bar and the tab bar items.
In the above I simply make the tab bar 4px wider, and then offset it so the border on the left falls just outside of the view, thus the border on the right will also fall outside of the view.

Create UIImage with solid color in Swift

I want to programmatically create an UIImage filled by a solid color. Anyone have an idea of how to do this in Swift?
Another nice solution,
Swift 3.0
public extension UIImage {
convenience init?(color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
color.setFill()
UIRectFill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
guard let cgImage = image?.cgImage else { return nil }
self.init(cgImage: cgImage)
}
}
Swift 2.2 compatible, is to create another constructor in UIImage, in this way:
public extension UIImage {
public convenience init?(color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
color.setFill()
UIRectFill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
guard let cgImage = image?.CGImage else { return nil }
self.init(CGImage: cgImage)
}
}
In this way you can create the custom colored-image in this way:
let redImage = UIImage(color: .redColor())
Or, optionally, create the image with a custom size:
let redImage200x200 = UIImage(color: .redColor(), size: CGSize(width: 200, height: 200))
Swift 4 version:
extension UIColor {
func image(_ size: CGSize = CGSize(width: 1, height: 1)) -> UIImage {
return UIGraphicsImageRenderer(size: size).image { rendererContext in
self.setFill()
rendererContext.fill(CGRect(origin: .zero, size: size))
}
}
}
Usage:
let image0 = UIColor.orange.image(CGSize(width: 128, height: 128))
let image1 = UIColor.yellow.image()
Here's another option. I believe you wanted an exact UIImage object.
func getImageWithColor(color: UIColor, size: CGSize) -> UIImage {
let rect = CGRectMake(0, 0, size.width, size.height)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
Stick this in your Swift code and call it
Swift 3.1:
func getImageWithColor(color: UIColor, size: CGSize) -> UIImage {
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
A cleaner approach would be to encapsulate the logic inside an UIImage extension:
import UIKit
extension UIImage {
class func imageWithColor(color: UIColor) -> UIImage {
let rect: CGRect = CGRect(x: 0, y: 0, width: 1, height: 1)
UIGraphicsBeginImageContextWithOptions(CGSizeMake(1, 1), false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage? = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
Now the consumer can call, UIImage.imageWithColor(UIColor.blackColor()) to create an image with black background.
A minor tweak to #neoneye's excellent answer, allowing the calling code not to need to create the CGSize, and altered the name to not collide with numerous others:
Swift 4
extension UIColor {
func imageWithColor(width: Int, height: Int) -> UIImage {
let size = CGSize(width: width, height: height)
return UIGraphicsImageRenderer(size: size).image { rendererContext in
self.setFill()
rendererContext.fill(CGRect(origin: .zero, size: size))
}
}
}
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
imageView.backgroundColor = UIColor.redColor()
}
}
Similar method if you want draw the image yourself vs. connecting one via IBOutlet.
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
var frame = CGRectMake(100,100,100,100)
var imageView2 = UIImageView(frame: frame)
imageView2.backgroundColor = UIColor.redColor()
self.view.addSubview(imageView2)
}
}
Third method borrowing from anthonyliao. A little more complicated:
class ViewController: UIViewController {
func getImageWithColor(color: UIColor, size: CGSize) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(CGRectMake(0, 0, 100, 100))
var image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
override func viewDidLoad() {
super.viewDidLoad()
var imageView = UIImageView(frame: CGRectMake(100,100,100,100))
let screenImage = getImageWithColor(UIColor.redColor(), size: CGSize(width: 100, height: 100))
imageView.image = screenImage
self.view.addSubview(imageView)
}
}
You can use the new iOS 10 UIGraphicsImageRenderer API.
Here is an extension on UIColor in Swift 3.1
extension UIColor {
func getImage(size: CGSize) -> UIImage {
let renderer = UIGraphicsImageRenderer(size: size)
return renderer.image(actions: { rendererContext in
self.setFill()
rendererContext.fill(CGRect(x: 0, y: 0, width: size.width, height: size.height))
})
}}
A nice way is to have a computed property like this:
extension UIColor {
var imageRepresentation : UIImage {
let rect = CGRect(x: 0.0, y: 0.0, width: 1.0, height: 1.0)
UIGraphicsBeginImageContext(rect.size)
let context = UIGraphicsGetCurrentContext()
context?.setFillColor(self.cgColor)
context?.fill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
Usage:
let redImage = UIColor.red.imageRepresentation
Swift 3 version of #anthonyliao Accepted answer:
class func getImageWithColor(color: UIColor, size: CGSize) -> UIImage
{
let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: CGSize(width: size.width, height: size.height))
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
UIRectFill(rect)
let image: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
Rect with rounded corners
extension UIImage {
convenience init?(color: UIColor) {
let rect = CGRect(x: 0, y: 0, width: 10, height: 2)
UIGraphicsBeginImageContextWithOptions(CGSize(width: 10, height: 2), false, 0)
let bezierPath = UIBezierPath(roundedRect: rect, cornerRadius: 8)
color.setFill()
bezierPath.fill()
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
guard let cgImage = image.cgImage else {
return nil
}
self.init(cgImage: cgImage)
}
}
Swift 5, Xcode 12.4 - UIImageView's solution
If you have to deal with UIImageViews like in my case, you could opt for a more compact solution like: exampleImageView.fill() or exampleImageView.fill(with: .black).
Extension's code:
extension UIImageView {
func fill(with color: UIColor = .lightGray) {
let size = self.bounds.size
let image = UIGraphicsImageRenderer(size: size).image { rendererContext in
color.setFill()
rendererContext.fill(CGRect(origin: .zero, size: size))
}
self.image = image
}
}
we can use UIGraphicsImageRenderer to create the UIImage or use traditional CGContext approach, below is convenience init function which creates UIImage with given color
extension UIImage {
/// create UIImage with color and given size
convenience init?(color: UIColor, size: CGSize = CGSize(width: 1, height: 1), alpha: CGFloat = 1, scale: CGFloat = 0) {
if #available(tvOS 10.0, *) {
let renderer = UIGraphicsImageRenderer(size: size)
let image = renderer.image { (ctx) in
let size = renderer.format.bounds.size
ctx.fill(CGRect(origin: .zero, size: size))
ctx.cgContext.setFillColor(color.cgColor)
}
guard let cgImage = image.cgImage else { return nil }
self.init(cgImage: cgImage)
} else {
let rect = CGRect(origin: .zero, size: size)
UIGraphicsBeginImageContextWithOptions(rect.size, false, scale)
let context = UIGraphicsGetCurrentContext()!
let fillColor = color.withAlphaComponent(alpha)
context.setFillColor(fillColor.cgColor)
context.fill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
guard let cgImage = image?.cgImage else { return nil }
self.init(cgImage: cgImage)
}
}
}
Swift 5
/ Get not optional UIImage
public static func withColor(_ color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) -> UIImage {
let format = UIGraphicsImageRendererFormat()
format.scale = 1
let image = UIGraphicsImageRenderer(size: size, format: format).image { rendererContext in
color.setFill()
rendererContext.fill(CGRect(origin: .zero, size: size))
}
return image
}
Don't forget to use format.scale = 1 if it needed
If your application support iOS 10 or above, we should use UIGraphicsImageRenderer since it is faster.
Here are some static methods / init methods (optional UIImage) in UIImage's extension:
import UIKit
extension UIImage {
static func from(color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) -> UIImage {
let format = UIGraphicsImageRendererFormat()
format.scale = 1
return UIGraphicsImageRenderer(size: size, format: format).image { context in
color.setFill()
context.fill(CGRect(origin: .zero, size: size))
}
}
static func from(color: UIColor, size: CGFloat = 1) -> UIImage {
return from(color: color, size: CGSize(width: size, height: size))
}
static func from(color: UIColor) -> UIImage {
return from(color: color, size: 1)
}
convenience init?(color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) {
let format = UIGraphicsImageRendererFormat()
format.scale = 1
let image = UIGraphicsImageRenderer(size: size, format: format).image { context in
color.setFill()
context.fill(CGRect(origin: .zero, size: size))
}
guard let cgImage = image.cgImage else { return nil }
self.init(cgImage: cgImage)
}
convenience init?(color: UIColor, size: CGFloat = 1) {
self.init(color: color, size: CGSize(width: size, height: size))
}
convenience init?(color: UIColor) {
self.init(color: color, size: 1)
}
}
struct Example {
func createAnImageWithColorRed() {
UIImage(color: .red, size: CGSize(width: 10, height: 10))
UIImage(color: .red, size: 10)
UIImage(color: .red)
UIImage.from(color: .red, size: CGSize(width: 10, height: 10))
UIImage.from(color: .red, size: 10)
UIImage.from(color: .red)
}
}
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