Create UIImage with solid color in Swift
IosSwiftUiimageIos Problem Overview
I want to programmatically create an UIImage filled by a solid color. Anyone have an idea of how to do this in Swift?
Ios Solutions
Solution 1 - Ios
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))
Solution 2 - Ios
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()
Solution 3 - Ios
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
}
Solution 4 - Ios
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.
Solution 5 - Ios
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))
}
}
}
Solution 6 - Ios
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)
}
}
Solution 7 - Ios
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))
})
}}
Solution 8 - Ios
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
Solution 9 - Ios
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
}
Solution 10 - Ios
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)
}
}
Solution 11 - Ios
Swift 5, Xcode 12.4 - UIImageView's solution
If you have to deal with UIImageView
s 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
}
}
Solution 12 - Ios
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
Solution 13 - Ios
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)
}
}
Preview:
Solution 14 - Ios
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)
}
}
}