Comment puis-je obtenir la valeur RVB d'un pixel particulier dans un UIImage?
Réponses
Trop de publicités?Essayez ce code très simple:
Je détectais un mur dans mon jeu de labyrinthe (la seule information dont j'ai besoin est le canal alpha, mais j'ai inclus le code pour obtenir les autres couleurs):
- (BOOL)isWallPixel: (UIImage *)image: (int) x :(int) y {
CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));
const UInt8* data = CFDataGetBytePtr(pixelData);
int pixelInfo = ((image.size.width * y) + x ) * 4; // The image is png
//UInt8 red = data[pixelInfo]; // If you need this info, enable it
//UInt8 green = data[(pixelInfo + 1)]; // If you need this info, enable it
//UInt8 blue = data[pixelInfo + 2]; // If you need this info, enable it
UInt8 alpha = data[pixelInfo + 3]; // I need only this info for my maze game
CFRelease(pixelData);
//UIColor* color = [UIColor colorWithRed:red/255.0f green:green/255.0f blue:blue/255.0f alpha:alpha/255.0f]; // The pixel color info
if (alpha) return YES;
else return NO;
}
OnTouch
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[touches allObjects] objectAtIndex:0];
CGPoint point1 = [touch locationInView:self.view];
touch = [[event allTouches] anyObject];
if ([touch view] == imgZoneWheel)
{
CGPoint location = [touch locationInView:imgZoneWheel];
[self getPixelColorAtLocation:location];
if(alpha==255)
{
NSLog(@"In Image Touch view alpha %d",alpha);
[self translateCurrentTouchPoint:point1.x :point1.y];
[imgZoneWheel setImage:[UIImage imageNamed:[NSString stringWithFormat:@"blue%d.png",GrndFild]]];
}
}
}
- (UIColor*) getPixelColorAtLocation:(CGPoint)point
{
UIColor* color = nil;
CGImageRef inImage;
inImage = imgZoneWheel.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));
alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
}
// When finished, release the context
//CGContextRelease(cgctx);
// Free image data memory for the context
if (data) { free(data); }
return color;
}
- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef)inImage
{
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = CGImageGetWidth(inImage);
size_t pixelsHigh = CGImageGetHeight(inImage);
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
colorSpace = CGColorSpaceCreateDeviceRGB();
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
fprintf (stderr, "Memory not allocated!");
CGColorSpaceRelease( colorSpace );
return NULL;
}
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}
Vous ne pouvez pas accéder directement aux données brutes, mais en obtenant la CGImage de cette image, vous pouvez y accéder. Voici un lien vers une autre question qui répond à votre question et à d’autres que vous pourriez avoir concernant la manipulation d’images détaillées: CGImage
Tout d'abord, créez et attachez un identificateur de gestes tactiles pour autoriser les interactions avec l'utilisateur:
UITapGestureRecognizer * tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(tapGesture:)];
[self.label addGestureRecognizer:tapRecognizer];
self.label.userInteractionEnabled = YES;
Maintenant, implémentez -tapGesture:
- (void)tapGesture:(UITapGestureRecognizer *)recognizer
{
CGPoint point = [recognizer locationInView:self.label];
UIGraphicsBeginImageContext(self.label.bounds.size);
CGContextRef context = UIGraphicsGetCurrentContext();
[self.label.layer renderInContext:context];
int bpr = CGBitmapContextGetBytesPerRow(context);
unsigned char * data = CGBitmapContextGetData(context);
if (data != NULL)
{
int offset = bpr*round(point.y) + 4*round(point.x);
int blue = data[offset+0];
int green = data[offset+1];
int red = data[offset+2];
int alpha = data[offset+3];
NSLog(@"%d %d %d %d", alpha, red, green, blue);
if (alpha == 0)
{
// Here is tap out of text
}
else
{
// Here is tap right into text
}
}
UIGraphicsEndImageContext();
}
Cela fonctionnera sur UILabel avec un arrière-plan transparent. Si ce n’est pas ce que vous voulez, vous pouvez comparer alpha, rouge, vert, bleu avec self.label.backgroundColor
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