Set alpha for UIView/Image - ios

I have a table view with a label array and a UIView, with a UIImage array
var menuItems = ["News", "Programm"]
var currentItem = "News"
var menuImages: [UIImage] = [UIImage(named: "news.png")!, UIImage(named: "programm_100.png")!]
The text and its color of the label is set by:
cell.titleLabel.text = menuItems[indexPath.row]
cell.titleLabel.textColor = (menuItems[indexPath.row] == currentItem) ? UIColor.whiteColor() : UIColor.grayColor()
Now I want the Images to appear a bit grey, too.
I've tried to set it with cell.titlePicture.alpha.
How can I set UIView's alpha denericly depending on the current item?

You can use an Extension. Just create a new Swift file and implement this:
import UIKit
extension UIImage{
func alpha(value:CGFloat)->UIImage
{
UIGraphicsBeginImageContextWithOptions(self.size, false, 0.0)
let ctx = UIGraphicsGetCurrentContext();
let area = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height);
CGContextScaleCTM(ctx, 1, -1);
CGContextTranslateCTM(ctx, 0, -area.size.height);
CGContextSetBlendMode(ctx, CGBlendMode.Normal);
CGContextSetAlpha(ctx, value);
CGContextDrawImage(ctx, area, self.CGImage);
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
}
Then apply it when setting your image:
UIImage(named: "news.png").alpha(0.5)

Assuming titlePicture is a UIImageView, you can edit the alpha of it directly:
cell.titlePicture.alpha = (menuItems[indexPath.row] == currentItem) ? 0.6 : 1.0
Tweak the alpha values to your liking. Example output:
alpha = 1.0:
alpha = 0.6:

Related

How do I include the Navigation bar when I take a screenshot of a tableview

I would like to include the Navigation bar in my tableview screenshot image. The following code works to capture the entire tableview and I have tried other code that captures the Navigation bar but not the entire tableview. Is it possible to do both at the same time?
func screenshot(){
var image = UIImage();
UIGraphicsBeginImageContextWithOptions(CGSize(width:tableView.contentSize.width, height:tableView.contentSize.height),false, 0.0)
let context = UIGraphicsGetCurrentContext()
let previousFrame = tableView.frame
tableView.frame = CGRect(x: tableView.frame.origin.x, y: tableView.frame.origin.y, width: tableView.contentSize.width, height: tableView.contentSize.height)
tableView.layer.render(in: context!)
tableView.frame = previousFrame
image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)
}
Take navigation bar and tableview screenshots separately, then merge them.
Objective C:
-(UIImage*)merge:(UIImage*)tvImage with:(UIImage*)navImage {
CGFloat contextHeight = tableView.contentSize.height + self.navigationController.navigationBar.frame.size.height;
CGRect contextFrame = CGRectMake(0, 0, tableView.frame.size.width, contextHeight);
UIGraphicsBeginImageContextWithOptions(contextFrame.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
//1 draw navigation image in context
[navImage drawInRect:self.navigationController.navigationBar.frame];
//2 draw tableview image in context
CGFloat y = self.navigationController.navigationBar.frame.size.height;
CGFloat h = tableView.contentSize.height;
CGFloat w = tableView.frame.size.width;
[tvImage drawInRect:CGRectMake(0, y, w, h)];
// Clean up and get the new image.
UIGraphicsPopContext();
UIImage *mergeImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return mergeImage;
}
Swift 3:
func merge(tvImage:UIImage, with navImage:UIImage) {
let contextHeight:CGFloat = tableView.contentSize.height + self.navigationController!.navigationBar.frame.size.height;
let contextFrame:CGRect = CGRect(0, 0, tableView.frame.size.width, contextHeight);
UIGraphicsBeginImageContextWithOptions(contextFrame.size, false, 0.0);
let context:CGContext = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(context);
//1 draw navigation image in context
navImage.draw(in: self.navigationController.navigationBar.frame)
//2 draw tableview image in context
let y:CGFloat = self.navigationController.navigationBar.frame.size.height;
let h:CGFloat = tableView.contentSize.height;
let w:CGFloat = tableView.frame.size.width;
tvImage.draw(in: CGRectMake(0, y, w, h))
// Clean up and get the new image.
UIGraphicsPopContext();
let mergeImage:UIImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return mergeImage;
}
Writing an extension will always help us to reuse. I have created a simple UIView extension check below
extension UIView {
// render the view within the view's bounds, then capture it as image
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image(actions: { rendererContext in
layer.render(in: rendererContext.cgContext)
})
}
}
Usage:
self.imageview.image = self.view.asImage() // If you want to capture the View
self.imageview.image = self.tabBarController?.view.asImage() // If it's TabbarViewController

Tint is inverting colors in swift

I'm trying out this code to tint color a UIImage but it seems to be inverting the colors - coloring the background and turning the black stroke to white.
How do I have it color the black stroke lines of an image and leave the white background alone? Here's a playground sample where I try one technique as well as another one suggested by the first answer.
Playground Code
extension UIImage {
func tint(color: UIColor, blendMode: CGBlendMode = CGBlendMode.Normal) -> UIImage
{
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale);
let context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0, self.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, blendMode);
let rect = CGRectMake(0, 0, self.size.width, self.size.height);
CGContextClipToMask(context, rect, self.CGImage);
color.setFill()
CGContextFillRect(context, rect);
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
func tint2(color: UIColor, blendMode: CGBlendMode) -> UIImage
{
let drawRect = CGRectMake(0.0, 0.0, size.width, size.height)
UIGraphicsBeginImageContextWithOptions(size, false, scale)
let context = UIGraphicsGetCurrentContext()
CGContextClipToMask(context, drawRect, CGImage)
color.setFill()
UIRectFill(drawRect)
drawInRect(drawRect, blendMode: blendMode, alpha: 1.0)
let tintedImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return tintedImage
}
}
let stringUrl = "https://s3.amazonaws.com/neighbor-chat-assets/icons/avatar1000.png"
let url = NSURL(string: stringUrl)
let data = NSData(contentsOfURL: url!)
var originalimage = UIImage(data: data!)
var image = originalimage!.imageWithRenderingMode(.AlwaysTemplate).tint(UIColor.blueColor(), blendMode:.Normal)
var image2 = originalimage!.imageWithRenderingMode(.AlwaysTemplate).tint2(UIColor.blueColor(), blendMode:.Normal)
This should work, I just tested it with a png and transparent background
func tint(color: UIColor, blendMode: CGBlendMode = CGBlendMode.Normal) -> UIImage
{
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale);
let context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0, self.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, blendMode);
let rect = CGRectMake(0, 0, self.size.width, self.size.height);
CGContextClipToMask(context, rect, self.CGImage);
color.setFill()
CGContextFillRect(context, rect);
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
Also see this post for further information. The alternative would be to wrap your image in a UIImageView with UIImageRenderingMode.AlwaysTemplate rendering mode, and then set the tintColor property.
EDIT
So this is the function you can use to first mask out certain colors if you don't have an alpha channel in an image
func tint(color: UIColor, blendMode: CGBlendMode = CGBlendMode.Normal, colorToMask: UIColor = UIColor.blackColor()) -> UIImage
{
var fRed : CGFloat = 0
var fGreen : CGFloat = 0
var fBlue : CGFloat = 0
var fAlpha: CGFloat = 0
colorToMask.getRed(&fRed, green: &fGreen, blue: &fBlue, alpha: &fAlpha)
let rect = CGRectMake(0, 0, self.size.width, self.size.height);
var colorMasking : [CGFloat] = [fRed,fRed,fGreen,fGreen,fBlue,fBlue]
let newImageRef = CGImageCreateWithMaskingColors(self.CGImage!, &colorMasking)
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale);
let context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0, self.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, blendMode);
CGContextClipToMask(context, rect, newImageRef!);
color.setFill()
CGContextFillRect(context, rect);
let newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
This function first creates a mask depending on the specified color, and clips the context to this mask.
EDIT #2
As stated in the comments, I also didn't manage to mask out the white color, I tried UInt8 values (i.e. 255) and float values (i.e. 1.0), but it still didn't work. So the only solution I could come up with was to invert the image. Here is the function:
func negativeImage() -> UIImage {
let coreImage = MYImage(CGImage: self.CGImage!)
let filter = CIFilter(name: "CIColorInvert", withInputParameters: ["inputImage" : coreImage])!
let result = filter.outputImage!
let context = CIContext(options:nil)
let cgimg : CGImageRef = context.createCGImage(result, fromRect: result.extent)
let bmpcontext = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height), 8, Int(self.size.width)*4, CGColorSpaceCreateDeviceRGB(),CGImageAlphaInfo.NoneSkipLast.rawValue)
CGContextDrawImage(bmpcontext, CGRectMake(0, 0, self.size.width, self.size.height), cgimg)
let newImgRef = CGBitmapContextCreateImage(bmpcontext)!
return UIImage(CGImage: newImgRef)
}
You can use it like this
var image : UIImage = ...
image = image.negativeImage()
image = image.tint(UIColor.redColor())
Here are some general notes
CGImageCreateWithMaskingColors requires a CGImage with NO alpha channel, that's why I use the flag CGImageAlphaInfo.NoneSkipLast in the negativeImage function in order to remove the alpha channel again
There is absolutely no error checking included in this, you should at least check whether there is an alpha channel included within the tint function using CGImageGetAlphaInfo
You can either have the masked out parts (white in our example) transparent (by setting false in the UIGraphicsBeginImageContextWithOptions command within the tint function), or a specific color by setting true, which is black by default (you would need to paint before clipping to the mask).

How to color a white image in Swift to another color?

I would like to color a white icon to another color in run time, I was trying to use the method taken from here, but without success:
func maskImageView() {
var maskImageSize = CGSizeMake(self.downloadImageView.frame.width, self.downloadImageView.frame.height)
UIGraphicsBeginImageContextWithOptions(maskImageSize, false, 0.0)
var color = UIColor(white: 1.0, alpha: 1.0)
color.setFill()
var rect = CGRectMake(0, 0, self.downloadImageView.frame.width, self.downloadImageView.frame.height)
UIRectFill(rect)
color = BrandColors.BRAND_FIRST_COLOR
color.setFill()
rect = CGRectMake((self.downloadImageView.frame.width/2)-100, (self.downloadImageView.frame.height/2)-100, 200, 200)
UIRectFill(rect)
var maskImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
var maskLayer = CALayer()
maskLayer.frame = CGRectMake(0, 0, self.downloadImageView.bounds.width, self.downloadImageView.bounds.height)
maskLayer.contents = maskImage.CGImage
maskLayer.contentsRect = CGRectMake(0, 0, self.downloadImageView.bounds.width, self.downloadImageView.bounds.height)
self.downloadImageView.layer.mask = maskLayer;
}
I can't actually figure out how this masking thing works. What am I doing wrong?
I was able to achieve this task with the following method:
func maskDownloadImageView() {
downloadImageView.image = downloadImageView.image?.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
downloadImageView.tintColor = BrandColors.BRAND_FIRST_COLOR
}
There is no need in using masking.
Try this.
func fillImage(image : UIImage! ,withColor color : UIColor!) -> UIImage!
{
// Create the proper sized rect
let imageRect = CGRectMake(0, 0, image.size.width, image.size.height)
// Create a new bitmap context
let colorSpace:CGColorSpace = CGColorSpaceCreateDeviceRGB()
let bitmapInfo = CGBitmapInfo(CGImageAlphaInfo.PremultipliedLast.rawValue)
let context = CGBitmapContextCreate(nil, Int(imageRect.size.width), Int(imageRect.size.height), 8, 0, colorSpace, bitmapInfo)
// Use the passed in image as a clipping mask
CGContextClipToMask(context, imageRect, image.CGImage)
// Set the fill color
CGContextSetFillColorWithColor(context, color.CGColor)
// Fill with color
CGContextFillRect(context, imageRect)
// Generate a new image
let newCGImage = CGBitmapContextCreateImage(context)
let newImage = UIImage(CGImage: newCGImage)
return newImage;
}
To mask transparent image try this:
func maskImageWithColor(color : UIColor!) -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
if let context: CGContextRef = UIGraphicsGetCurrentContext() {
CGContextTranslateCTM(context, 0, self.size.height)
CGContextScaleCTM(context, 1.0, -1.0)
CGContextSetBlendMode(context, .Normal)
let rect: CGRect = CGRectMake(0, 0, self.size.width, self.size.height)
// To use gradient, add CGColor to Array
let colors: [CGColor] = [color.CGColor]
let colorsPointer = UnsafeMutablePointer<UnsafePointer<Void>>(colors)
if let colorsCFArray = CFArrayCreate(nil, colorsPointer, colors.count, nil) {
if let space: CGColorSpaceRef = CGColorSpaceCreateDeviceRGB() {
if let gradient: CGGradientRef = CGGradientCreateWithColors(space, colorsCFArray, nil) {
// Apply gradient
CGContextClipToMask(context, rect, self.CGImage)
CGContextDrawLinearGradient(context, gradient, CGPointMake(0,0), CGPointMake(0, self.size.height), .DrawsBeforeStartLocation)
let coloredImage: UIImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return coloredImage;
}
}
}
}
return self
}
You can use gradient just adding more CGColor in the array
Swift 4 version of Emil Adz answer for the lazy.
func maskDownloadImageView() {
downloadImageView.image = downloadImageView.image?.withRenderingMode(UIImage.RenderingMode.alwaysTemplate)
downloadImageView.tintColor = BrandColors.BRAND_FIRST_COLOR
}

How can I change image tintColor

I'm receiving image from a server, then based on a color chosen by the user, the image color will be changed.
I tried the following :
_sketchImageView.image = [_sketchImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[_sketchImageView setTintColor:color];
i got the opposite of my goal (the white color outside UIImage is colored with the chosen color).
what is going wrong?
i need to do the same in this question,the provided solution doesn't solve my case.
How can I change image tintColor in iOS and WatchKit
Try to generate new image for yourself
UIImage *newImage = [_sketchImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
UIGraphicsBeginImageContextWithOptions(image.size, NO, newImage.scale);
[yourTintColor set];
[newImage drawInRect:CGRectMake(0, 0, image.size.width, newImage.size.height)];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
_sketchImageView.image = newImage;
And use it.
Good luck
======= UPDATE =======
This solution will only change color of all pixel's image.
Example: we have a book image: http://pngimg.com/upload/book_PNG2113.png
And after running above code (exp: TintColor is RED). We have:
SO: how your image is depends on how you designed it
In Swift you can use this extension: [Based on #VietHung's objective-c solution]
Swift 5:
extension UIImage {
func imageWithColor(color: UIColor) -> UIImage? {
var image = withRenderingMode(.alwaysTemplate)
UIGraphicsBeginImageContextWithOptions(size, false, scale)
color.set()
image.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
}
Previous Swift version:
extension UIImage {
func imageWithColor(color: UIColor) -> UIImage? {
var image = imageWithRenderingMode(.AlwaysTemplate)
UIGraphicsBeginImageContextWithOptions(size, false, scale)
color.set()
image.drawInRect(CGRect(x: 0, y: 0, width: size.width, height: size.height))
image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
In swift 2.0 you can use this
let image = UIImage(named:"your image name")?.imageWithRenderingMode(.AlwaysTemplate)
let yourimageView.tintColor = UIColor.redColor()
yourimageView.image = image
In swift 3.0 you can use this
let image = UIImage(named:"your image name")?.withRenderingMode(.alwaysTemplate)
let yourimageView.tintColor = UIColor.red
yourimageView.image = image
Try something like this
UIImage *originalImage = _sketchImageView.image
UIImage *newImage = [originalImage imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,50,50)]; // your image size
imageView.tintColor = [UIColor redColor]; // or whatever color that has been selected
imageView.image = newImage;
_sketchImageView.image = imageView.image;
Hope this helps.
In Swift 3.0 you can use this extension: [Based on #VietHung's objective-c solution]
extension UIImage {
func imageWithColor(_ color: UIColor) -> UIImage? {
var image = imageWithRenderingMode(.alwaysTemplate)
UIGraphicsBeginImageContextWithOptions(size, false, scale)
color.set()
image.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
For Swift 3.0, I made a custom subclass of UIImageView called TintedUIImageView. Now the image uses whatever tint color is set in interface builder or code
class TintedUIImageView: UIImageView {
override func awakeFromNib() {
if let image = self.image {
self.image = image.withRenderingMode(.alwaysTemplate)
}
}
}
You can try:
_sketchImageView.image = [self imageNamed:#"imageName" withColor:[UIColor blackColor]];
- (UIImage *)imageNamed:(NSString *)name withColor:(UIColor *)color
{
// load the image
//NSString *name = #"badge.png";
UIImage *img = [UIImage imageNamed:name];
// begin a new image context, to draw our colored image onto
UIGraphicsBeginImageContext(img.size);
// get a reference to that context we created
CGContextRef context = UIGraphicsGetCurrentContext();
// set the fill color
[color setFill];
// translate/flip the graphics context (for transforming from CG* coords to UI* coords
CGContextTranslateCTM(context, 0, img.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
// set the blend mode to color burn, and the original image
CGContextSetBlendMode(context, kCGBlendModeColorBurn);
CGRect rect = CGRectMake(0, 0, img.size.width, img.size.height);
CGContextDrawImage(context, rect, img.CGImage);
// set a mask that matches the shape of the image, then draw (color burn) a colored rectangle
CGContextClipToMask(context, rect, img.CGImage);
CGContextAddRect(context, rect);
CGContextDrawPath(context,kCGPathFill);
// generate a new UIImage from the graphics context we drew onto
UIImage *coloredImg = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//return the color-burned image
return coloredImg;
}
Try setting the tint color on the superview of the image view. E.g. [self.view setTintColor:color];
in Swift 4 you can simply make an extension like that:
import UIKit
extension UIImageView {
func tintImageColor(color: UIColor) {
guard let image = image else { return }
self.image = image.withRenderingMode(UIImageRenderingMode.alwaysTemplate)
self.tintColor = color
}
}
- SWIFT 4
extension UIImage {
func imageWithColor(_ color: UIColor) -> UIImage? {
var image: UIImage? = withRenderingMode(.alwaysTemplate)
UIGraphicsBeginImageContextWithOptions(size, false, scale)
color.set()
image?.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height))
image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
Here's how I apply and use tints in IOS 9 with Swift.
//apply a color to an image
//ref - http://stackoverflow.com/questions/28427935/how-can-i-change-image-tintcolor
//ref - https://www.captechconsulting.com/blogs/ios-7-tutorial-series-tint-color-and-easy-app-theming
func getTintedImage() -> UIImageView {
var image : UIImage;
var imageView : UIImageView;
image = UIImage(named: "someAsset")!;
let size : CGSize = image.size;
let frame : CGRect = CGRectMake((UIScreen.mainScreen().bounds.width-86)/2, 600, size.width, size.height);
let redCover : UIView = UIView(frame: frame);
redCover.backgroundColor = UIColor.redColor();
redCover.layer.opacity = 0.75;
imageView = UIImageView();
imageView.image = image.imageWithRenderingMode(UIImageRenderingMode.Automatic);
imageView.addSubview(redCover);
return imageView;
}
One thing you can do is, just add your images to Assets folder in XCode and then change the rendering mode to Template Image, so whenever you change the tint color of UIImageView, it will automatically makes change to image.
Check this link out -> https://www.google.co.in/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwiM0YXO0ejTAhUIQ48KHfGpBpgQjRwIBw&url=https%3A%2F%2Fkrakendev.io%2Fblog%2F4-xcode-asset-catalog-secrets-you-need-to-know&psig=AFQjCNGnAzVn92pCqM8612o1R0J9q1y7cw&ust=1494619445516498
let image = UIImage(named: "i m a g e n a m e")?.withRenderingMode(.alwaysTemplate)
imageView.tintColor = UIColor.white // Change to require color
imageView.image = image
Try this
iOS 13.4 and above
UIImage *image = [UIImage imageNamed:#"placeHolderIcon"];
[image imageWithTintColor:[UIColor whiteColor] renderingMode: UIImageRenderingModeAlwaysTemplate];

How can I change image tintColor in iOS and WatchKit

I have an UIImageView called "theImageView", with UIImage in a single color (transparent background) just like the left black heart below. How can I change the tint color of this image programmatically in iOS 7 or above, as per the tint method used in the iOS 7+ Navigation Bar icons?
Can this method also work in WatchKit for an Apple Watch app?
iOS
For an iOS app, in Swift 3, 4 or 5:
theImageView.image = theImageView.image?.withRenderingMode(.alwaysTemplate)
theImageView.tintColor = UIColor.red
For Swift 2:
theImageView.image = theImageView.image?.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
theImageView.tintColor = UIColor.redColor()
Meanwhile, the modern Objective-C solution is:
theImageView.image = [theImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[theImageView setTintColor:[UIColor redColor]];
Watchkit
In WatchKit for Apple Watch apps, you can set the tint color for a template image.
You must add your image to an Asset Catalog in your WatchKit App, and set the image set to be rendered as a Template Image in the Attributes Inspector. Unlike for an iPhone app, you cannot set the template rendering in code in the WatchKit Extension at present.
Set that image to be used in your WKInterfaceImage in interface builder for your app
Create an IBOutlet in your WKInterfaceController for the WKInterfaceImage called 'theImage'...
To then set the tint color in Swift 3 or 4:
theImage.setTintColor(UIColor.red)
Swift 2:
theImage.setTintColor(UIColor.redColor())
To then set the tint color in Objective-C:
[self.theImage setTintColor:[UIColor redColor]];
If you use a template image and do not apply a tint colour, the Global Tint for your WatchKit app will be applied. If you have not set a Global Tint, theImage will be tinted light blue by default when used as a template image.
Here's a category that should do the trick
#interface UIImage(Overlay)
#end
#implementation UIImage(Overlay)
- (UIImage *)imageWithColor:(UIColor *)color1
{
UIGraphicsBeginImageContextWithOptions(self.size, NO, self.scale);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, 0, self.size.height);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, kCGBlendModeNormal);
CGRect rect = CGRectMake(0, 0, self.size.width, self.size.height);
CGContextClipToMask(context, rect, self.CGImage);
[color1 setFill];
CGContextFillRect(context, rect);
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
#end
so you would do:
theImageView.image = [theImageView.image imageWithColor:[UIColor redColor]];
I had to do this in Swift using an extension.
I thought I'd share how I did it:
extension UIImage {
func imageWithColor(color1: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
color1.setFill()
let context = UIGraphicsGetCurrentContext() as CGContextRef
CGContextTranslateCTM(context, 0, self.size.height)
CGContextScaleCTM(context, 1.0, -1.0);
CGContextSetBlendMode(context, CGBlendMode.Normal)
let rect = CGRectMake(0, 0, self.size.width, self.size.height) as CGRect
CGContextClipToMask(context, rect, self.CGImage)
CGContextFillRect(context, rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext() as UIImage
UIGraphicsEndImageContext()
return newImage
}
}
Usage:
theImageView.image = theImageView.image.imageWithColor(UIColor.redColor())
Swift 4
extension UIImage {
func imageWithColor(color1: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
color1.setFill()
let context = UIGraphicsGetCurrentContext()
context?.translateBy(x: 0, y: self.size.height)
context?.scaleBy(x: 1.0, y: -1.0)
context?.setBlendMode(CGBlendMode.normal)
let rect = CGRect(origin: .zero, size: CGSize(width: self.size.width, height: self.size.height))
context?.clip(to: rect, mask: self.cgImage!)
context?.fill(rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
Usage:
theImageView.image = theImageView.image?.imageWithColor(color1: UIColor.red)
In storyboard and image Assets. you can change this two also:
Update the Render Mode to Template Image
Update the tint Color in Views.
If anyone care a solution without UIImageView:
// (Swift 3)
extension UIImage {
func tint(with color: UIColor) -> UIImage {
var image = withRenderingMode(.alwaysTemplate)
UIGraphicsBeginImageContextWithOptions(size, false, scale)
color.set()
image.draw(in: CGRect(origin: .zero, size: size))
image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
}
Swift 4
Change tint of UIImage SVG / PDF, that work for image with unique color :
import Foundation
// MARK: - UIImage extensions
public extension UIImage {
//
/// Tint Image
///
/// - Parameter fillColor: UIColor
/// - Returns: Image with tint color
func tint(with fillColor: UIColor) -> UIImage? {
let image = withRenderingMode(.alwaysTemplate)
UIGraphicsBeginImageContextWithOptions(size, false, scale)
fillColor.set()
image.draw(in: CGRect(origin: .zero, size: size))
guard let imageColored = UIGraphicsGetImageFromCurrentImageContext() else {
return nil
}
UIGraphicsEndImageContext()
return imageColored
}
}
Change tint of UIImageView, that work for image with unique color :
let imageView = UIImageView(frame: CGRect(x: 50, y: 50, width: 50, height: 50))
imageView.image = UIImage(named: "hello.png")!.withRenderingMode(.alwaysTemplate)
imageView.tintColor = .yellow
Change tint of UIImage for picture, use that :
import Foundation
// MARK: - Extensions UIImage
public extension UIImage {
/// Tint, Colorize image with given tint color
/// This is similar to Photoshop's "Color" layer blend mode
/// This is perfect for non-greyscale source images, and images that
/// have both highlights and shadows that should be preserved<br><br>
/// white will stay white and black will stay black as the lightness of
/// the image is preserved
///
/// - Parameter TintColor: Tint color
/// - Returns: Tinted image
public func tintImage(with fillColor: UIColor) -> UIImage {
return modifiedImage { context, rect in
// draw black background - workaround to preserve color of partially transparent pixels
context.setBlendMode(.normal)
UIColor.black.setFill()
context.fill(rect)
// draw original image
context.setBlendMode(.normal)
context.draw(cgImage!, in: rect)
// tint image (loosing alpha) - the luminosity of the original image is preserved
context.setBlendMode(.color)
fillColor.setFill()
context.fill(rect)
// mask by alpha values of original image
context.setBlendMode(.destinationIn)
context.draw(context.makeImage()!, in: rect)
}
}
/// Modified Image Context, apply modification on image
///
/// - Parameter draw: (CGContext, CGRect) -> ())
/// - Returns: UIImage
fileprivate func modifiedImage(_ draw: (CGContext, CGRect) -> ()) -> UIImage {
// using scale correctly preserves retina images
UIGraphicsBeginImageContextWithOptions(size, false, scale)
let context: CGContext! = UIGraphicsGetCurrentContext()
assert(context != nil)
// correctly rotate image
context.translateBy(x: 0, y: size.height)
context.scaleBy(x: 1.0, y: -1.0)
let rect = CGRect(x: 0.0, y: 0.0, width: size.width, height: size.height)
draw(context, rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
With Swift
let commentImageView = UIImageView(frame: CGRectMake(100, 100, 100, 100))
commentImageView.image = UIImage(named: "myimage.png")!.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
commentImageView.tintColor = UIColor.blackColor()
addSubview(commentImageView)
For swift 3 purposes
theImageView.image = theImageView.image!.withRenderingMode(.alwaysTemplate)
theImageView.tintColor = UIColor.red
Here's a simple extension that works for Swift 5:
extension UIImageView {
func setImageTintColor(_ color: UIColor) {
let tintedImage = self.image?.withRenderingMode(.alwaysTemplate)
self.image = tintedImage
self.tintColor = color
}
}
Usage:
myImageView.setImageTintColor(.systemBlue)
Also, for the above answers, in iOS 13 and later there is a clean way
let image = UIImage(named: "imageName")?.withTintColor(.white, renderingMode: .alwaysTemplate)
Try this
http://robots.thoughtbot.com/designing-for-ios-blending-modes
or
- (void)viewDidLoad
{
[super viewDidLoad];
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(10, 30, 300, 50)];
label.numberOfLines = 0;
label.font = [UIFont systemFontOfSize:13];
label.text = #"These checkmarks use the same gray checkmark image with a tintColor applied to the image view";
[self.view addSubview:label];
[self _createImageViewAtY:100 color:[UIColor purpleColor]];
}
- (void)_createImageViewAtY:(int)y color:(UIColor *)color {
UIImage *image = [[UIImage imageNamed:#"gray checkmark.png"] imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect frame = imageView.frame;
frame.origin.x = 100;
frame.origin.y = y;
imageView.frame = frame;
if (color)
imageView.tintColor = color;
[self.view addSubview:imageView];
}
For tinting the image of a UIButton
let image1 = "ic_shopping_cart_empty"
btn_Basket.setImage(UIImage(named: image1)?.withRenderingMode(.alwaysTemplate), for: .normal)
btn_Basket.setImage(UIImage(named: image1)?.withRenderingMode(.alwaysTemplate), for: .selected)
btn_Basket.imageView?.tintColor = UIColor(UIColor.Red)
iOS
Solution for doing it from Interface Builder, set templateImage param in keyPath and choose your tint color from IB
extension UIImageView {
// make template image with tint color
var templateImage: Bool {
set {
if newValue, let image = self.image {
let newImage = image.withRenderingMode(.alwaysTemplate)
self.image = newImage
}
} get {
return false
}
}
}
Take benefit of Extension in Swift :-
extension UIImageView {
func changeImageColor( color:UIColor) -> UIImage
{
image = image!.withRenderingMode(.alwaysTemplate)
tintColor = color
return image!
}
}
//Change color of logo
logoImage.image = logoImage.changeImageColor(color: .red)
Swift 3 version of extension answer from fuzz
func imageWithColor(color: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(self.size, false, self.scale)
color.setFill()
let context = UIGraphicsGetCurrentContext()! as CGContext
context.translateBy(x: 0, y: self.size.height)
context.scaleBy(x: 1.0, y: -1.0);
context.setBlendMode(.normal)
let rect = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height) as CGRect
context.clip(to: rect, mask: self.cgImage!)
context.fill(rect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()! as UIImage
UIGraphicsEndImageContext()
return newImage
}
With iOS 13 and above, you can simply use
let image = UIImage(named: "Heart")?.withRenderingMode(.alwaysTemplate)
if #available(iOS 13.0, *) {
imageView.image = image?.withTintColor(UIColor.white)
}
There is a native method for UIImage since iOS 13
let image = yourImage.withTintColor(.systemRed)
This is my UIImage extension and you can directly use changeTintColor function for an image.
extension UIImage {
func changeTintColor(color: UIColor) -> UIImage {
var newImage = self.withRenderingMode(.alwaysTemplate)
UIGraphicsBeginImageContextWithOptions(self.size, false, newImage.scale)
color.set()
newImage.draw(in: CGRect(x: 0.0, y: 0.0, width: self.size.width, height: self.size.height))
newImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return newImage
}
func changeColor(color: UIColor) -> UIImage {
let backgroundSize = self.size
UIGraphicsBeginImageContext(backgroundSize)
guard let context = UIGraphicsGetCurrentContext() else {
return self
}
var backgroundRect = CGRect()
backgroundRect.size = backgroundSize
backgroundRect.origin.x = 0
backgroundRect.origin.y = 0
var red: CGFloat = 0
var green: CGFloat = 0
var blue: CGFloat = 0
var alpha: CGFloat = 0
color.getRed(&red, green: &green, blue: &blue, alpha: &alpha)
context.setFillColor(red: red, green: green, blue: blue, alpha: alpha)
context.translateBy(x: 0, y: backgroundSize.height)
context.scaleBy(x: 1.0, y: -1.0)
context.clip(to: CGRect(x: 0.0, y: 0.0, width: self.size.width, height: self.size.height),
mask: self.cgImage!)
context.fill(backgroundRect)
var imageRect = CGRect()
imageRect.size = self.size
imageRect.origin.x = (backgroundSize.width - self.size.width) / 2
imageRect.origin.y = (backgroundSize.height - self.size.height) / 2
context.setBlendMode(.multiply)
context.draw(self.cgImage!, in: imageRect)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
}
Example usage like this
let image = UIImage(named: "sample_image")
imageView.image = image.changeTintColor(color: UIColor.red)
And you can use change changeColor function to change the image color
Swift 5
Redrawing image with background and fill color
extension UIImage {
func withBackground(color: UIColor, fill fillColor: UIColor) -> UIImage {
UIGraphicsBeginImageContextWithOptions(size, true, scale)
guard let ctx = UIGraphicsGetCurrentContext(), let image = cgImage else { return self }
defer { UIGraphicsEndImageContext() }
ctx.concatenate(CGAffineTransform(a: 1, b: 0, c: 0, d: -1, tx: 0, ty: size.height))
let rect = CGRect(origin: .zero, size: size)
// draw background
ctx.setFillColor(color.cgColor)
ctx.fill(rect)
// draw image with fill color
ctx.clip(to: rect, mask: image)
ctx.setFillColor(fillColor.cgColor)
ctx.fill(rect)
return UIGraphicsGetImageFromCurrentImageContext() ?? self
}
}
Now i use this method based in Duncan Babbage response:
+ (UIImageView *) tintImageView: (UIImageView *)imageView withColor: (UIColor*) color{
imageView.image = [imageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[imageView setTintColor:color];
return imageView;
}
You can use this in Swift 3 if you have an image to replace the clear button
func addTextfieldRightView(){
let rightViewWidth:CGFloat = 30
let viewMax = self.searchTxt.frame.height
let buttonMax = self.searchTxt.frame.height - 16
let buttonView = UIView(frame: CGRect(
x: self.searchTxt.frame.width - rightViewWidth,
y: 0,
width: viewMax,
height: viewMax))
let myButton = UIButton(frame: CGRect(
x: (viewMax - buttonMax) / 2,
y: (viewMax - buttonMax) / 2,
width: buttonMax,
height: buttonMax))
myButton.setImage(UIImage(named: "BlueClear")!, for: .normal)
buttonView.addSubview(myButton)
let clearPressed = UITapGestureRecognizer(target: self, action: #selector(SearchVC.clearPressed(sender:)))
buttonView.isUserInteractionEnabled = true
buttonView.addGestureRecognizer(clearPressed)
myButton.addTarget(self, action: #selector(SearchVC.clearPressed(sender:)), for: .touchUpInside)
self.searchTxt.rightView = buttonView
self.searchTxt.rightViewMode = .whileEditing
}
Subclass which can be used from code and Interface Builder as well:
#implementation TintedImageView
- (instancetype)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self setup];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self setup];
}
return self;
}
-(void)setup {
self.image = [self.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
}
#end
profileImageView.image = theImageView.image!.withRenderingMode(.alwaysTemplate)
profileImageView.tintColor = UIColor.green
OR
First select Particular image in image asset and then select reddened as Template instead of Default and after that write line.
profileImageView.tintColor = UIColor.green
if you have any id for the SVG image, you can fill the colours with respect to the ID.
let image = SVGKImage(named: "iconName")
let svgIMGV = SVGKFastImageView(frame: self.imgView.frame)
svgIMGV.image = image
svgIMGV.fillTintColor(colorImage: UIColor.red, iconID: "Bank")
// Add in extension SVGKImageView
extension SVGKImageView {
func fillTintColor(colorImage: UIColor, iconID: String) {
if self.image != nil && self.image.caLayerTree != nil {
print(self.image.caLayerTree.sublayers)
guard let sublayers = self.image.caLayerTree.sublayers else { return }
fillRecursively(sublayers: sublayers, color: colorImage, iconID: iconID)
}
}
private func fillRecursively(sublayers: [CALayer], color: UIColor, iconID: String, hasFoundLayer: Bool) {
var isLayerFound = false
for layer in sublayers {
if let l = layer as? CAShapeLayer {
print(l.name)
//IF you want to color the specific shapelayer by id else remove the l.name == "myID" validation
if let name = l.name, hasFoundLayer == true && name == "myID" {
self.colorThatImageWIthColor(color: color, layer: l)
print("Colouring FInished")
}
} else {
if layer.name == iconID {
if let innerSublayer = layer.sublayers as? [CAShapeLayer] {
fillRecursively(sublayers: innerSublayer, color: color, iconID: iconID, hasFoundLayer: true )
print("FOund")
}
} else {
if let l = layer as? CALayer, let sub = l.sublayers {
fillRecursively(sublayers: sub, color: color, iconID: iconID, hasFoundLayer: false)
}
}
}
}
}
func colorThatImageWIthColor(color: UIColor, layer: CAShapeLayer) {
if layer.strokeColor != nil {
layer.strokeColor = color.cgColor
}
if layer.fillColor != nil {
layer.fillColor = color.cgColor
}
}
}
OR Checkout this example.
https://github.com/ravisfortune/SVGDEMO
let navHeight = self.navigationController?.navigationBar.frame.height;
let menuBtn = UIButton(type: .custom)
menuBtn.frame = CGRect(x: 0, y: 0, width: 45, height: navHeight!)
menuBtn.setImage(UIImage(named:"image_name")!.withRenderingMode(.alwaysTemplate), for: .normal)
menuBtn.tintColor = .black

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