Eth*_*der 34 color-picker popover color-palette ios swift
有一种简单的方法可以在swift中实现颜色选择器弹出窗口吗?我是否可以为此目的利用任何内置库或UI元素?我看到一些用objective-c写的颜色选择器,但它们已经好几年了,我想知道是否有更新的东西.
Joe*_*ply 78
这是我制作的一个,它就像它一样简单.它只是一个轻量级的UIView,允许您指定元素大小,以防您想要阻塞区域(elementSize> 1).它在界面构建器中绘制,因此您可以设置元素大小并查看结果.只需将界面构建器中的一个视图设置为此类,然后将自己设置为委托.当有人点击或拖动它并在该位置使用uicolor时它会告诉你.它将自己绘制到自己的边界,除了这个类之外不需要任何其他东西,不需要图像.
internal protocol HSBColorPickerDelegate : NSObjectProtocol {
func HSBColorColorPickerTouched(sender:HSBColorPicker, color:UIColor, point:CGPoint, state:UIGestureRecognizerState)
}
@IBDesignable
class HSBColorPicker : UIView {
weak internal var delegate: HSBColorPickerDelegate?
let saturationExponentTop:Float = 2.0
let saturationExponentBottom:Float = 1.3
@IBInspectable var elementSize: CGFloat = 1.0 {
didSet {
setNeedsDisplay()
}
}
private func initialize() {
self.clipsToBounds = true
let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:)))
touchGesture.minimumPressDuration = 0
touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude
self.addGestureRecognizer(touchGesture)
}
override init(frame: CGRect) {
super.init(frame: frame)
initialize()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initialize()
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
for y : CGFloat in stride(from: 0.0 ,to: rect.height, by: elementSize) {
var saturation = y < rect.height / 2.0 ? CGFloat(2 * y) / rect.height : 2.0 * CGFloat(rect.height - y) / rect.height
saturation = CGFloat(powf(Float(saturation), y < rect.height / 2.0 ? saturationExponentTop : saturationExponentBottom))
let brightness = y < rect.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect.height - y) / rect.height
for x : CGFloat in stride(from: 0.0 ,to: rect.width, by: elementSize) {
let hue = x / rect.width
let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0)
context!.setFillColor(color.cgColor)
context!.fill(CGRect(x:x, y:y, width:elementSize,height:elementSize))
}
}
}
func getColorAtPoint(point:CGPoint) -> UIColor {
let roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)),
y:elementSize * CGFloat(Int(point.y / elementSize)))
var saturation = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(2 * roundedPoint.y) / self.bounds.height
: 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height
saturation = CGFloat(powf(Float(saturation), roundedPoint.y < self.bounds.height / 2.0 ? saturationExponentTop : saturationExponentBottom))
let brightness = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height
let hue = roundedPoint.x / self.bounds.width
return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0)
}
func getPointForColor(color:UIColor) -> CGPoint {
var hue: CGFloat = 0.0
var saturation: CGFloat = 0.0
var brightness: CGFloat = 0.0
color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: nil);
var yPos:CGFloat = 0
let halfHeight = (self.bounds.height / 2)
if (brightness >= 0.99) {
let percentageY = powf(Float(saturation), 1.0 / saturationExponentTop)
yPos = CGFloat(percentageY) * halfHeight
} else {
//use brightness to get Y
yPos = halfHeight + halfHeight * (1.0 - brightness)
}
let xPos = hue * self.bounds.width
return CGPoint(x: xPos, y: yPos)
}
@objc func touchedColor(gestureRecognizer: UILongPressGestureRecognizer) {
if (gestureRecognizer.state == UIGestureRecognizerState.began) {
let point = gestureRecognizer.location(in: self)
let color = getColorAtPoint(point: point)
self.delegate?.HSBColorColorPickerTouched(sender: self, color: color, point: point, state:gestureRecognizer.state)
}
}
}
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Eth*_*der 29
我继续在Swift中写了一个简单的颜色选择器popover.希望它会帮助其他人.
https://github.com/EthanStrider/ColorPickerExample
小智 12
Swift 3.0版@ joel-teply的回答:
internal protocol HSBColorPickerDelegate : NSObjectProtocol {
func HSBColorColorPickerTouched(sender:HSBColorPicker, color:UIColor, point:CGPoint, state:UIGestureRecognizerState)
}
@IBDesignable
class HSBColorPicker : UIView {
weak internal var delegate: HSBColorPickerDelegate?
let saturationExponentTop:Float = 2.0
let saturationExponentBottom:Float = 1.3
@IBInspectable var elementSize: CGFloat = 1.0 {
didSet {
setNeedsDisplay()
}
}
private func initialize() {
self.clipsToBounds = true
let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:)))
touchGesture.minimumPressDuration = 0
touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude
self.addGestureRecognizer(touchGesture)
}
override init(frame: CGRect) {
super.init(frame: frame)
initialize()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initialize()
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
for y in stride(from: (0 as CGFloat), to: rect.height, by: elementSize) {
var saturation = y < rect.height / 2.0 ? CGFloat(2 * y) / rect.height : 2.0 * CGFloat(rect.height - y) / rect.height
saturation = CGFloat(powf(Float(saturation), y < rect.height / 2.0 ? saturationExponentTop : saturationExponentBottom))
let brightness = y < rect.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect.height - y) / rect.height
for x in stride(from: (0 as CGFloat), to: rect.width, by: elementSize) {
let hue = x / rect.width
let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0)
context!.setFillColor(color.cgColor)
context!.fill(CGRect(x:x, y:y, width:elementSize,height:elementSize))
}
}
}
func getColorAtPoint(point:CGPoint) -> UIColor {
let roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)),
y:elementSize * CGFloat(Int(point.y / elementSize)))
var saturation = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(2 * roundedPoint.y) / self.bounds.height
: 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height
saturation = CGFloat(powf(Float(saturation), roundedPoint.y < self.bounds.height / 2.0 ? saturationExponentTop : saturationExponentBottom))
let brightness = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height
let hue = roundedPoint.x / self.bounds.width
return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0)
}
func getPointForColor(color:UIColor) -> CGPoint {
var hue:CGFloat=0;
var saturation:CGFloat=0;
var brightness:CGFloat=0;
color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: nil);
var yPos:CGFloat = 0
let halfHeight = (self.bounds.height / 2)
if (brightness >= 0.99) {
let percentageY = powf(Float(saturation), 1.0 / saturationExponentTop)
yPos = CGFloat(percentageY) * halfHeight
} else {
//use brightness to get Y
yPos = halfHeight + halfHeight * (1.0 - brightness)
}
let xPos = hue * self.bounds.width
return CGPoint(x: xPos, y: yPos)
}
func touchedColor(gestureRecognizer: UILongPressGestureRecognizer){
let point = gestureRecognizer.location(in: self)
let color = getColorAtPoint(point: point)
self.delegate?.HSBColorColorPickerTouched(sender: self, color: color, point: point, state:gestureRecognizer.state)
}
}
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基于Joel Teply代码(Swift 4),顶部带有灰色条:
import UIKit
class ColorPickerView : UIView {
var onColorDidChange: ((_ color: UIColor) -> ())?
let saturationExponentTop:Float = 2.0
let saturationExponentBottom:Float = 1.3
let grayPaletteHeightFactor: CGFloat = 0.1
var rect_grayPalette = CGRect.zero
var rect_mainPalette = CGRect.zero
// adjustable
var elementSize: CGFloat = 1.0 {
didSet {
setNeedsDisplay()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup() {
self.clipsToBounds = true
let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:)))
touchGesture.minimumPressDuration = 0
touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude
self.addGestureRecognizer(touchGesture)
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
rect_grayPalette = CGRect(x: 0, y: 0, width: rect.width, height: rect.height * grayPaletteHeightFactor)
rect_mainPalette = CGRect(x: 0, y: rect_grayPalette.maxY,
width: rect.width, height: rect.height - rect_grayPalette.height)
// gray palette
for y in stride(from: CGFloat(0), to: rect_grayPalette.height, by: elementSize) {
for x in stride(from: (0 as CGFloat), to: rect_grayPalette.width, by: elementSize) {
let hue = x / rect_grayPalette.width
let color = UIColor(white: hue, alpha: 1.0)
context!.setFillColor(color.cgColor)
context!.fill(CGRect(x:x, y:y, width:elementSize, height:elementSize))
}
}
// main palette
for y in stride(from: CGFloat(0), to: rect_mainPalette.height, by: elementSize) {
var saturation = y < rect_mainPalette.height / 2.0 ? CGFloat(2 * y) / rect_mainPalette.height : 2.0 * CGFloat(rect_mainPalette.height - y) / rect_mainPalette.height
saturation = CGFloat(powf(Float(saturation), y < rect_mainPalette.height / 2.0 ? saturationExponentTop : saturationExponentBottom))
let brightness = y < rect_mainPalette.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect_mainPalette.height - y) / rect_mainPalette.height
for x in stride(from: (0 as CGFloat), to: rect_mainPalette.width, by: elementSize) {
let hue = x / rect_mainPalette.width
let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0)
context!.setFillColor(color.cgColor)
context!.fill(CGRect(x:x, y: y + rect_mainPalette.origin.y,
width: elementSize, height: elementSize))
}
}
}
func getColorAtPoint(point: CGPoint) -> UIColor
{
var roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)),
y:elementSize * CGFloat(Int(point.y / elementSize)))
let hue = roundedPoint.x / self.bounds.width
// main palette
if rect_mainPalette.contains(point)
{
// offset point, because rect_mainPalette.origin.y is not 0
roundedPoint.y -= rect_mainPalette.origin.y
var saturation = roundedPoint.y < rect_mainPalette.height / 2.0 ? CGFloat(2 * roundedPoint.y) / rect_mainPalette.height
: 2.0 * CGFloat(rect_mainPalette.height - roundedPoint.y) / rect_mainPalette.height
saturation = CGFloat(powf(Float(saturation), roundedPoint.y < rect_mainPalette.height / 2.0 ? saturationExponentTop : saturationExponentBottom))
let brightness = roundedPoint.y < rect_mainPalette.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect_mainPalette.height - roundedPoint.y) / rect_mainPalette.height
return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0)
}
// gray palette
else{
return UIColor(white: hue, alpha: 1.0)
}
}
@objc func touchedColor(gestureRecognizer: UILongPressGestureRecognizer){
let point = gestureRecognizer.location(in: self)
let color = getColorAtPoint(point: point)
self.onColorDidChange?(color)
}
}
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小智 7
谢谢你的起点.
我从那里拿出它并编写了一个带有自定义UIView和一些绘图代码的complte Color PickerViewController.
我制作了自定义UIView @IBDesignable,因此它可以在InterfaceBuilder中呈现.
https://github.com/Christian1313/iOS_Swift_ColorPicker
在 iOS 14 中,Apple 现在已经实现了一个标准的UIColorPickerViewController和关联的UIColorWell,这是一个颜色样本,可以自动调出 UIColorPicker 来选择颜色。
您可以通过使用 Xcode 12 或更高版本创建 Swift App 项目来测试 ColorPicker,针对 iOS 14+,然后尝试以下简单代码:
import SwiftUI
struct ContentView: View {
@State private var bgColor = Color.white
var body: some View {
VStack {
ColorPicker("Set the background color",
selection: $bgColor,
supportsOpacity: true)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(bgColor)
}
}
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更改supportsOpacity
为false
摆脱不透明度滑块,只允许完全不透明的颜色。
ColorPicker 显示两种不同的选择模式:
没有 alpha 的 ColorPicker: