[iOS][ReactNative v0.19.0] Custom view has an unexpected black background - ios

I have a custom view drawing colored path, worked well before React Native 0.19
But on React Native 0.19, it seems like there is a default black background, which prevent me from using translucent colors.
It looks like this on React Native 0.19:
If I draw nothing or some translucent color on the entire rect, you'll see the black layer
- (void)drawRect:(CGRect)rect
{
[[UIColor colorWithWhite:0 alpha:0] setFill];
CGContextFillRect(UIGraphicsGetCurrentContext(), rect);
UIBezierPath *path = [UIBezierPath bezierPathWithRect:CGRectMake(10, 10, 20, 20)];
[[UIColor redColor] setFill];
[path fill];
}
please help me fix this problem.
React Native v0.19.0
running on iPhone 6s Plus (9.2) simulator

It's common when you override -drawRect to perform custom drawing, you need to set its opaque to NO or set its background colour manually in -initWithFrame:
- (instancetype)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
[self setOpaque:NO];
// or [self setBackgroundColor:[UIColor clearColor]];
}
return self;
}
Btw, it's not black though we see it in black. It's just because there's no colour offered there to be shown appropriately, cause you override -drawRect, you take charge of the drawing related logic, but you did't take care of this area as expected.

Related

Add overlay to UIImage [duplicate]

I would like to tint an image with a color reference. The results should look like the Multiply blending mode in Photoshop, where whites would be replaced with tint:
I will be changing the color value continuously.
Follow up: I would put the code to do this in my ImageView's drawRect: method, right?
As always, a code snippet would greatly aid in my understanding, as opposed to a link.
Update: Subclassing a UIImageView with the code Ramin suggested.
I put this in viewDidLoad: of my view controller:
[self.lena setImage:[UIImage imageNamed:kImageName]];
[self.lena setOverlayColor:[UIColor blueColor]];
[super viewDidLoad];
I see the image, but it is not being tinted. I also tried loading other images, setting the image in IB, and calling setNeedsDisplay: in my view controller.
Update: drawRect: is not being called.
Final update: I found an old project that had an imageView set up properly so I could test Ramin's code and it works like a charm!
Final, final update:
For those of you just learning about Core Graphics, here is the simplest thing that could possibly work.
In your subclassed UIView:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColor(context, CGColorGetComponents([UIColor colorWithRed:0.5 green:0.5 blue:0 alpha:1].CGColor)); // don't make color too saturated
CGContextFillRect(context, rect); // draw base
[[UIImage imageNamed:#"someImage.png"] drawInRect: rect blendMode:kCGBlendModeOverlay alpha:1.0]; // draw image
}
In iOS7, they've introduced tintColor property on UIImageView and renderingMode on UIImage. To tint an UIImage on iOS7, all you have to do is:
UIImageView* imageView = …
UIImage* originalImage = …
UIImage* imageForRendering = [originalImage imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
imageView.image = imageForRendering;
imageView.tintColor = [UIColor redColor]; // or any color you want to tint it with
First you'll want to subclass UIImageView and override the drawRect method. Your class needs a UIColor property (let's call it overlayColor) to hold the blend color and a custom setter that forces a redraw when the color changes. Something like this:
- (void) setOverlayColor:(UIColor *)newColor {
if (overlayColor)
[overlayColor release];
overlayColor = [newColor retain];
[self setNeedsDisplay]; // fires off drawRect each time color changes
}
In the drawRect method you'll want to draw the image first then overlay it with a rectangle filled with the color you want along with the proper blending mode, something like this:
- (void) drawRect:(CGRect)area
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
// Draw picture first
//
CGContextDrawImage(context, self.frame, self.image.CGImage);
// Blend mode could be any of CGBlendMode values. Now draw filled rectangle
// over top of image.
//
CGContextSetBlendMode (context, kCGBlendModeMultiply);
CGContextSetFillColor(context, CGColorGetComponents(self.overlayColor.CGColor));
CGContextFillRect (context, self.bounds);
CGContextRestoreGState(context);
}
Ordinarily to optimize the drawing you would restrict the actual drawing to only the area passed in to drawRect, but since the background image has to be redrawn each time the color changes it's likely the whole thing will need refreshing.
To use it create an instance of the object then set the image property (inherited from UIImageView) to the picture and overlayColor to a UIColor value (the blend levels can be adjusted by changing the alpha value of the color you pass down).
I wanted to tint an image with alpha and I created the following class. Please let me know if you find any problems with it.
I have named my class CSTintedImageView and it inherits from UIView since UIImageView does not call the drawRect: method, like mentioned in previous replies.
I have set a designated initializer similar to the one found in the UIImageView class.
Usage:
CSTintedImageView * imageView = [[CSTintedImageView alloc] initWithImage:[UIImage imageNamed:#"image"]];
imageView.tintColor = [UIColor redColor];
CSTintedImageView.h
#interface CSTintedImageView : UIView
#property (strong, nonatomic) UIImage * image;
#property (strong, nonatomic) UIColor * tintColor;
- (id)initWithImage:(UIImage *)image;
#end
CSTintedImageView.m
#import "CSTintedImageView.h"
#implementation CSTintedImageView
#synthesize image=_image;
#synthesize tintColor=_tintColor;
- (id)initWithImage:(UIImage *)image
{
self = [super initWithFrame:CGRectMake(0, 0, image.size.width, image.size.height)];
if(self)
{
self.image = image;
//set the view to opaque
self.opaque = NO;
}
return self;
}
- (void)setTintColor:(UIColor *)color
{
_tintColor = color;
//update every time the tint color is set
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
//resolve CG/iOS coordinate mismatch
CGContextScaleCTM(context, 1, -1);
CGContextTranslateCTM(context, 0, -rect.size.height);
//set the clipping area to the image
CGContextClipToMask(context, rect, _image.CGImage);
//set the fill color
CGContextSetFillColor(context, CGColorGetComponents(_tintColor.CGColor));
CGContextFillRect(context, rect);
//blend mode overlay
CGContextSetBlendMode(context, kCGBlendModeOverlay);
//draw the image
CGContextDrawImage(context, rect, _image.CGImage);
}
#end
Just a quick clarification (after some research on this topic). The Apple doc here clearly states that:
The UIImageView class is optimized to draw its images to the display. UIImageView does not call the drawRect: method of its subclasses. If your subclass needs to include custom drawing code, you should subclass the UIView class instead.
so don't even waste any time attempting to override that method in a UIImageView subclass. Start with UIView instead.
This could be very useful: PhotoshopFramework is one powerful library to manipulate images on Objective-C. This was developed to bring the same functionalities that Adobe Photoshop users are familiar. Examples: Set colors using RGB 0-255, apply blend filers, transformations...
Is open source, here is the project link: https://sourceforge.net/projects/photoshopframew/
UIImage * image = mySourceImage;
UIColor * color = [UIColor yellowColor];
UIGraphicsBeginImageContext(image.size);
[image drawInRect:CGRectMake(0, 0, image.size.width, image.size.height) blendMode:kCGBlendModeNormal alpha:1];
UIBezierPath * path = [UIBezierPath bezierPathWithRect:CGRectMake(0, 0, image.size.width, image.size.height)];
[color setFill];
[path fillWithBlendMode:kCGBlendModeMultiply alpha:1]; //look up blending modes for your needs
UIImage * newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//use newImage for something
For those of you who try to subclass an UIImageView class and get stuck at "drawRect: is not being called", note that you should subclass an UIView class instead, because for UIImageView classes, the "drawRect:" method is not called. Read more here: drawRect not being called in my subclass of UIImageView
Here is another way to implement image tinting, especially if you are already using QuartzCore for something else. This was my answer for a similar question.
Import QuartzCore:
#import <QuartzCore/QuartzCore.h>
Create transparent CALayer and add it as a sublayer for the image you want to tint:
CALayer *sublayer = [CALayer layer];
[sublayer setBackgroundColor:[UIColor whiteColor].CGColor];
[sublayer setOpacity:0.3];
[sublayer setFrame:toBeTintedImage.frame];
[toBeTintedImage.layer addSublayer:sublayer];
Add QuartzCore to your projects Framework list (if it isn't already there), otherwise you'll get compiler errors like this:
Undefined symbols for architecture i386: "_OBJC_CLASS_$_CALayer"
The only thing I can think of would be to create a rectangular mostly transparent view with the desired color and lay it over your image view by adding it as a subview. I'm not sure if this will really tint the image in the way you imagine though, I'm not sure how you would hack into an image and selectively replace certain colors with others... sounds pretty ambitious to me.
For example:
UIImageView *yourPicture = (however you grab the image);
UIView *colorBlock = [[UIView alloc] initWithFrame:yourPicture.frame];
//Replace R G B and A with values from 0 - 1 based on your color and transparency
colorBlock.backgroundColor = [UIColor colorWithRed:R green:G blue:B alpha:A];
[yourPicture addSubView:colorBlock];
Documentation for UIColor:
colorWithRed:green:blue:alpha:
Creates and returns a color object using the specified opacity and RGB component values.
+ (UIColor *)colorWithRed:(CGFloat)red green:(CGFloat)green blue:(CGFloat)blue alpha:(CGFloat)alpha
Parameters
red - The red component of the color object, specified as a value from 0.0 to 1.0.
green - The green component of the color object, specified as a value from 0.0 to 1.0.
blue - The blue component of the color object, specified as a value from 0.0 to 1.0.
alpha - The opacity value of the color object, specified as a value from 0.0 to 1.0.
Return Value
The color object. The color information represented by this object is in the device RGB colorspace.
Also you might want to consider caching the composited image for performance and just rendering it in drawRect:, then updated it if a dirty flag is indeed dirty. While you might be changing it often, there may be cases where draws are coming in and you're not dirty, so you can simply refresh from the cache. If memory is more of an issue than performance, you can ignore this :)
I have a library I open-sourced for this: ios-image-filters
For Swift 2.0,
let image: UIImage! = UIGraphicsGetImageFromCurrentImageContext()
imgView.image = imgView.image!.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
imgView.tintColor = UIColor(red: 51/255.0, green: 51/255.0, blue:
51/255.0, alpha: 1.0)
I made macros for this purpose:
#define removeTint(view) \
if ([((NSNumber *)[view.layer valueForKey:#"__hasTint"]) boolValue]) {\
for (CALayer *layer in [view.layer sublayers]) {\
if ([((NSNumber *)[layer valueForKey:#"__isTintLayer"]) boolValue]) {\
[layer removeFromSuperlayer];\
break;\
}\
}\
}
#define setTint(view, tintColor) \
{\
if ([((NSNumber *)[view.layer valueForKey:#"__hasTint"]) boolValue]) {\
removeTint(view);\
}\
[view.layer setValue:#(YES) forKey:#"__hasTint"];\
CALayer *tintLayer = [CALayer new];\
tintLayer.frame = view.bounds;\
tintLayer.backgroundColor = [tintColor CGColor];\
[tintLayer setValue:#(YES) forKey:#"__isTintLayer"];\
[view.layer addSublayer:tintLayer];\
}
To use, simply just call:
setTint(yourView, yourUIColor);
//Note: include opacity of tint in your UIColor using the alpha channel (RGBA), e.g. [UIColor colorWithRed:0.5f green:0.0 blue:0.0 alpha:0.25f];
When removing the tint simply call:
removeTint(yourView);

How to draw transparency in UIView?

I'm well aware that this question has been asked many times, but clearly something is different. I'm drawing rectangles over faces in a UIImageView and so I need the rectangles to be transparent.
As far as I can see, I'm following all recommendations to draw a transparent background in a view (e.g. clear the rect of the current graphics context). I'm also setting the view to not be be opaque and setting the backgroundColor to be clearColor. Are there other steps necessary?
-(instancetype)init
{
self = [super init];
if ( self ) {
self.opaque = NO;
self.backgroundColor = [UIColor clearColor];
self.clearsContextBeforeDrawing = NO;
}
return self;
}
- (void)drawRect:(CGRect)rect {
UIBezierPath * path = [UIBezierPath bezierPathWithRect:rect];
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor clearColor] setFill];
CGContextClearRect(ctx, rect);
[self.rectColor setStroke];
path.lineWidth = 5.0;
[path stroke];
}
#end
I need the background to be transparent, and this view just shows up black by default. I've tried to clearing the rectangle of the CGContext directly, as I've heard this is (was) commonly the solution.
I'm guessing that your init method is never called (after all, this is not the designated initializer), and so your code never runs and thus the views are created opaque.

having trouble drawing a rectangle to the screen ios

I am following a video tutorial from pluralsight that draws a red rectangle to the screen. I have a subclass of UIView called PSViewDemo that has the following code in the .m file:
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColor(context, [UIColor redColor].CGColor);
CGContextFillRect(context, CGRectMake(40, 400,100,200));
// Drawing code
}
I call it in the Viewdidload of the viewcontroller for the only view in the application (until the code adds the subview).
- (void)viewDidLoad
{
[super viewDidLoad];
PSViewDemo *dv = [[PSViewDemo alloc] initWithFrame:CGRectMake( 0, 0, 320, 480)];
[self.view addSubview:dv];
// Do any additional setup after loading the view, typically from a nib.
}
The whole thing compiles and runs without error but there is no red rectangle on the screen.
What am I missing? I am pretty sure I am following the tutorial exactly so maybe something has changed in Cocoa since the tutorial was made? I'm using xCode 5.
Change
CGContextSetFillColor(context, [UIColor redColor].CGColor);
To
CGContextSetFillColor(context, CGColorGetComponents([[UIColor redColor] CGColor]));

UIBezierPath simple rectangle

I just want to draw a simple rectangle to a view using the following function:
- (void)drawRect:(CGRect)rect {
[super drawRect:rect];
if (self.drawTextBouble) {
[[UIColor blueColor] setFill];
UIBezierPath *aPath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(40, 0, 230, 120) cornerRadius:12.0];
[aPath fill];
}
}
The code above fills the view with plain black background, outside the rectangle is not transparent. How can I fix this?
Edit:
The solution below is working, but this is working also:
[self setOpaque:NO];
You drawing code is OK. If you want the custom drawn view to have transparent background, you just need to set
self.backgroundColor = [UIColor clearColor];
in view's - (id)initWithFrame:(CGRect)frame
Edit: Just a little note regarding calling [super drawRect:rect]. UIView docs says:
If you subclass UIView directly, your implementation of this method does not need to call super. However, if you are subclassing a different view class, you should call super at some point in your implementation.

How would I tint an image programmatically on iOS?

I would like to tint an image with a color reference. The results should look like the Multiply blending mode in Photoshop, where whites would be replaced with tint:
I will be changing the color value continuously.
Follow up: I would put the code to do this in my ImageView's drawRect: method, right?
As always, a code snippet would greatly aid in my understanding, as opposed to a link.
Update: Subclassing a UIImageView with the code Ramin suggested.
I put this in viewDidLoad: of my view controller:
[self.lena setImage:[UIImage imageNamed:kImageName]];
[self.lena setOverlayColor:[UIColor blueColor]];
[super viewDidLoad];
I see the image, but it is not being tinted. I also tried loading other images, setting the image in IB, and calling setNeedsDisplay: in my view controller.
Update: drawRect: is not being called.
Final update: I found an old project that had an imageView set up properly so I could test Ramin's code and it works like a charm!
Final, final update:
For those of you just learning about Core Graphics, here is the simplest thing that could possibly work.
In your subclassed UIView:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColor(context, CGColorGetComponents([UIColor colorWithRed:0.5 green:0.5 blue:0 alpha:1].CGColor)); // don't make color too saturated
CGContextFillRect(context, rect); // draw base
[[UIImage imageNamed:#"someImage.png"] drawInRect: rect blendMode:kCGBlendModeOverlay alpha:1.0]; // draw image
}
In iOS7, they've introduced tintColor property on UIImageView and renderingMode on UIImage. To tint an UIImage on iOS7, all you have to do is:
UIImageView* imageView = …
UIImage* originalImage = …
UIImage* imageForRendering = [originalImage imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
imageView.image = imageForRendering;
imageView.tintColor = [UIColor redColor]; // or any color you want to tint it with
First you'll want to subclass UIImageView and override the drawRect method. Your class needs a UIColor property (let's call it overlayColor) to hold the blend color and a custom setter that forces a redraw when the color changes. Something like this:
- (void) setOverlayColor:(UIColor *)newColor {
if (overlayColor)
[overlayColor release];
overlayColor = [newColor retain];
[self setNeedsDisplay]; // fires off drawRect each time color changes
}
In the drawRect method you'll want to draw the image first then overlay it with a rectangle filled with the color you want along with the proper blending mode, something like this:
- (void) drawRect:(CGRect)area
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSaveGState(context);
// Draw picture first
//
CGContextDrawImage(context, self.frame, self.image.CGImage);
// Blend mode could be any of CGBlendMode values. Now draw filled rectangle
// over top of image.
//
CGContextSetBlendMode (context, kCGBlendModeMultiply);
CGContextSetFillColor(context, CGColorGetComponents(self.overlayColor.CGColor));
CGContextFillRect (context, self.bounds);
CGContextRestoreGState(context);
}
Ordinarily to optimize the drawing you would restrict the actual drawing to only the area passed in to drawRect, but since the background image has to be redrawn each time the color changes it's likely the whole thing will need refreshing.
To use it create an instance of the object then set the image property (inherited from UIImageView) to the picture and overlayColor to a UIColor value (the blend levels can be adjusted by changing the alpha value of the color you pass down).
I wanted to tint an image with alpha and I created the following class. Please let me know if you find any problems with it.
I have named my class CSTintedImageView and it inherits from UIView since UIImageView does not call the drawRect: method, like mentioned in previous replies.
I have set a designated initializer similar to the one found in the UIImageView class.
Usage:
CSTintedImageView * imageView = [[CSTintedImageView alloc] initWithImage:[UIImage imageNamed:#"image"]];
imageView.tintColor = [UIColor redColor];
CSTintedImageView.h
#interface CSTintedImageView : UIView
#property (strong, nonatomic) UIImage * image;
#property (strong, nonatomic) UIColor * tintColor;
- (id)initWithImage:(UIImage *)image;
#end
CSTintedImageView.m
#import "CSTintedImageView.h"
#implementation CSTintedImageView
#synthesize image=_image;
#synthesize tintColor=_tintColor;
- (id)initWithImage:(UIImage *)image
{
self = [super initWithFrame:CGRectMake(0, 0, image.size.width, image.size.height)];
if(self)
{
self.image = image;
//set the view to opaque
self.opaque = NO;
}
return self;
}
- (void)setTintColor:(UIColor *)color
{
_tintColor = color;
//update every time the tint color is set
[self setNeedsDisplay];
}
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
//resolve CG/iOS coordinate mismatch
CGContextScaleCTM(context, 1, -1);
CGContextTranslateCTM(context, 0, -rect.size.height);
//set the clipping area to the image
CGContextClipToMask(context, rect, _image.CGImage);
//set the fill color
CGContextSetFillColor(context, CGColorGetComponents(_tintColor.CGColor));
CGContextFillRect(context, rect);
//blend mode overlay
CGContextSetBlendMode(context, kCGBlendModeOverlay);
//draw the image
CGContextDrawImage(context, rect, _image.CGImage);
}
#end
Just a quick clarification (after some research on this topic). The Apple doc here clearly states that:
The UIImageView class is optimized to draw its images to the display. UIImageView does not call the drawRect: method of its subclasses. If your subclass needs to include custom drawing code, you should subclass the UIView class instead.
so don't even waste any time attempting to override that method in a UIImageView subclass. Start with UIView instead.
This could be very useful: PhotoshopFramework is one powerful library to manipulate images on Objective-C. This was developed to bring the same functionalities that Adobe Photoshop users are familiar. Examples: Set colors using RGB 0-255, apply blend filers, transformations...
Is open source, here is the project link: https://sourceforge.net/projects/photoshopframew/
UIImage * image = mySourceImage;
UIColor * color = [UIColor yellowColor];
UIGraphicsBeginImageContext(image.size);
[image drawInRect:CGRectMake(0, 0, image.size.width, image.size.height) blendMode:kCGBlendModeNormal alpha:1];
UIBezierPath * path = [UIBezierPath bezierPathWithRect:CGRectMake(0, 0, image.size.width, image.size.height)];
[color setFill];
[path fillWithBlendMode:kCGBlendModeMultiply alpha:1]; //look up blending modes for your needs
UIImage * newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//use newImage for something
For those of you who try to subclass an UIImageView class and get stuck at "drawRect: is not being called", note that you should subclass an UIView class instead, because for UIImageView classes, the "drawRect:" method is not called. Read more here: drawRect not being called in my subclass of UIImageView
Here is another way to implement image tinting, especially if you are already using QuartzCore for something else. This was my answer for a similar question.
Import QuartzCore:
#import <QuartzCore/QuartzCore.h>
Create transparent CALayer and add it as a sublayer for the image you want to tint:
CALayer *sublayer = [CALayer layer];
[sublayer setBackgroundColor:[UIColor whiteColor].CGColor];
[sublayer setOpacity:0.3];
[sublayer setFrame:toBeTintedImage.frame];
[toBeTintedImage.layer addSublayer:sublayer];
Add QuartzCore to your projects Framework list (if it isn't already there), otherwise you'll get compiler errors like this:
Undefined symbols for architecture i386: "_OBJC_CLASS_$_CALayer"
The only thing I can think of would be to create a rectangular mostly transparent view with the desired color and lay it over your image view by adding it as a subview. I'm not sure if this will really tint the image in the way you imagine though, I'm not sure how you would hack into an image and selectively replace certain colors with others... sounds pretty ambitious to me.
For example:
UIImageView *yourPicture = (however you grab the image);
UIView *colorBlock = [[UIView alloc] initWithFrame:yourPicture.frame];
//Replace R G B and A with values from 0 - 1 based on your color and transparency
colorBlock.backgroundColor = [UIColor colorWithRed:R green:G blue:B alpha:A];
[yourPicture addSubView:colorBlock];
Documentation for UIColor:
colorWithRed:green:blue:alpha:
Creates and returns a color object using the specified opacity and RGB component values.
+ (UIColor *)colorWithRed:(CGFloat)red green:(CGFloat)green blue:(CGFloat)blue alpha:(CGFloat)alpha
Parameters
red - The red component of the color object, specified as a value from 0.0 to 1.0.
green - The green component of the color object, specified as a value from 0.0 to 1.0.
blue - The blue component of the color object, specified as a value from 0.0 to 1.0.
alpha - The opacity value of the color object, specified as a value from 0.0 to 1.0.
Return Value
The color object. The color information represented by this object is in the device RGB colorspace.
Also you might want to consider caching the composited image for performance and just rendering it in drawRect:, then updated it if a dirty flag is indeed dirty. While you might be changing it often, there may be cases where draws are coming in and you're not dirty, so you can simply refresh from the cache. If memory is more of an issue than performance, you can ignore this :)
I have a library I open-sourced for this: ios-image-filters
For Swift 2.0,
let image: UIImage! = UIGraphicsGetImageFromCurrentImageContext()
imgView.image = imgView.image!.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
imgView.tintColor = UIColor(red: 51/255.0, green: 51/255.0, blue:
51/255.0, alpha: 1.0)
I made macros for this purpose:
#define removeTint(view) \
if ([((NSNumber *)[view.layer valueForKey:#"__hasTint"]) boolValue]) {\
for (CALayer *layer in [view.layer sublayers]) {\
if ([((NSNumber *)[layer valueForKey:#"__isTintLayer"]) boolValue]) {\
[layer removeFromSuperlayer];\
break;\
}\
}\
}
#define setTint(view, tintColor) \
{\
if ([((NSNumber *)[view.layer valueForKey:#"__hasTint"]) boolValue]) {\
removeTint(view);\
}\
[view.layer setValue:#(YES) forKey:#"__hasTint"];\
CALayer *tintLayer = [CALayer new];\
tintLayer.frame = view.bounds;\
tintLayer.backgroundColor = [tintColor CGColor];\
[tintLayer setValue:#(YES) forKey:#"__isTintLayer"];\
[view.layer addSublayer:tintLayer];\
}
To use, simply just call:
setTint(yourView, yourUIColor);
//Note: include opacity of tint in your UIColor using the alpha channel (RGBA), e.g. [UIColor colorWithRed:0.5f green:0.0 blue:0.0 alpha:0.25f];
When removing the tint simply call:
removeTint(yourView);

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