如何设置 UIImage 的不透明度/alpha?

发布于 2024-10-18 10:29:57 字数 101 浏览 2 评论 0原文

我知道你可以用 UIImageView 做到这一点,但是可以对 UIImage 做到这一点吗?我想让 UIImageView 的动画图像数组属性成为相同图像但具有不同不透明度的数组。想法?

I know you can do this with a UIImageView, but can it be done to a UIImage? I want to have the animation images array property of a UIImageView to be an array of the same image but with different opacities. Thoughts?

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评论(9

杯别 2024-10-25 10:29:57

我只需要这样做,但认为史蒂文的解决方案会很慢。这应该使用图形硬件。在 UIImage 上创建一个类别:

- (UIImage *)imageByApplyingAlpha:(CGFloat) alpha {
    UIGraphicsBeginImageContextWithOptions(self.size, NO, 0.0f);

    CGContextRef ctx = UIGraphicsGetCurrentContext();
    CGRect area = CGRectMake(0, 0, self.size.width, self.size.height);

    CGContextScaleCTM(ctx, 1, -1);
    CGContextTranslateCTM(ctx, 0, -area.size.height);

    CGContextSetBlendMode(ctx, kCGBlendModeMultiply);

    CGContextSetAlpha(ctx, alpha);

    CGContextDrawImage(ctx, area, self.CGImage);

    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();

    UIGraphicsEndImageContext();

    return newImage;
}

I just needed to do this, but thought Steven's solution would be slow. This should hopefully use graphics HW. Create a category on UIImage:

- (UIImage *)imageByApplyingAlpha:(CGFloat) alpha {
    UIGraphicsBeginImageContextWithOptions(self.size, NO, 0.0f);

    CGContextRef ctx = UIGraphicsGetCurrentContext();
    CGRect area = CGRectMake(0, 0, self.size.width, self.size.height);

    CGContextScaleCTM(ctx, 1, -1);
    CGContextTranslateCTM(ctx, 0, -area.size.height);

    CGContextSetBlendMode(ctx, kCGBlendModeMultiply);

    CGContextSetAlpha(ctx, alpha);

    CGContextDrawImage(ctx, area, self.CGImage);

    UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();

    UIGraphicsEndImageContext();

    return newImage;
}
眼波传意 2024-10-25 10:29:57

设置其显示视图的不透明度。

UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageWithName:@"SomeName.png"]];
imageView.alpha = 0.5; //Alpha runs from 0.0 to 1.0

在动画中使用它。您可以在一段时间内更改动画中的 Alpha。

[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
//Set alpha
[UIView commitAnimations];

Set the opacity of its view it is showed in.

UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageWithName:@"SomeName.png"]];
imageView.alpha = 0.5; //Alpha runs from 0.0 to 1.0

Use this in an animation. You can change the alpha in an animation for an duration.

[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
//Set alpha
[UIView commitAnimations];
﹏雨一样淡蓝的深情 2024-10-25 10:29:57

基于 Alexey Ishkov 的回答,但在 Swift 中

我使用了 UIImage 类的扩展。

Swift 2:

UIImage 扩展:

extension UIImage {
    func imageWithAlpha(alpha: CGFloat) -> UIImage {
        UIGraphicsBeginImageContextWithOptions(size, false, scale)
        drawAtPoint(CGPointZero, blendMode: .Normal, alpha: alpha)
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        return newImage
    }
}

要使用:

let image = UIImage(named: "my_image")
let transparentImage = image.imageWithAlpha(0.5)

Swift 3/4/5:

请注意,此实现返回一个可选的 UIImage。这是因为在 Swift 3 中,UIGraphicsGetImageFromCurrentImageContext 现在返回一个可选值。如果上下文为零或不是使用 UIGraphicsBeginImageContext 创建的,则该值可能为零。

UIImage 扩展:

extension UIImage {
    func image(alpha: CGFloat) -> UIImage? {
        UIGraphicsBeginImageContextWithOptions(size, false, scale)
        draw(at: .zero, blendMode: .normal, alpha: alpha)
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        return newImage
    }
}

使用方法:

let image = UIImage(named: "my_image")
let transparentImage = image?.image(alpha: 0.5)

Based on Alexey Ishkov's answer, but in Swift

I used an extension of the UIImage class.

Swift 2:

UIImage Extension:

extension UIImage {
    func imageWithAlpha(alpha: CGFloat) -> UIImage {
        UIGraphicsBeginImageContextWithOptions(size, false, scale)
        drawAtPoint(CGPointZero, blendMode: .Normal, alpha: alpha)
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        return newImage
    }
}

To use:

let image = UIImage(named: "my_image")
let transparentImage = image.imageWithAlpha(0.5)

Swift 3/4/5:

Note that this implementation returns an optional UIImage. This is because in Swift 3 UIGraphicsGetImageFromCurrentImageContext now returns an optional. This value could be nil if the context is nil or what not created with UIGraphicsBeginImageContext.

UIImage Extension:

extension UIImage {
    func image(alpha: CGFloat) -> UIImage? {
        UIGraphicsBeginImageContextWithOptions(size, false, scale)
        draw(at: .zero, blendMode: .normal, alpha: alpha)
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        return newImage
    }
}

To use:

let image = UIImage(named: "my_image")
let transparentImage = image?.image(alpha: 0.5)
总以为 2024-10-25 10:29:57

有更简单的解决方案:

- (UIImage *)tranlucentWithAlpha:(CGFloat)alpha
{
    UIGraphicsBeginImageContextWithOptions(self.size, NO, self.scale);
    [self drawAtPoint:CGPointZero blendMode:kCGBlendModeNormal alpha:alpha];
    UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return image;
}

there is much easier solution:

- (UIImage *)tranlucentWithAlpha:(CGFloat)alpha
{
    UIGraphicsBeginImageContextWithOptions(self.size, NO, self.scale);
    [self drawAtPoint:CGPointZero blendMode:kCGBlendModeNormal alpha:alpha];
    UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return image;
}
甜`诱少女 2024-10-25 10:29:57

嘿嘿,感谢 Xamarin 用户! :) 这里它被翻译成 c#

//***************************************************************************
public static class ImageExtensions
//***************************************************************************
{
    //-------------------------------------------------------------
    public static UIImage WithAlpha(this UIImage image, float alpha)  
    //-------------------------------------------------------------
        {
        UIGraphics.BeginImageContextWithOptions(image.Size,false,image.CurrentScale);
        image.Draw(CGPoint.Empty, CGBlendMode.Normal, alpha);
        var newImage = UIGraphics.GetImageFromCurrentImageContext();
        UIGraphics.EndImageContext();
        return newImage;
        }

}

用法示例:

var MySupaImage = UIImage.FromBundle("opaquestuff.png").WithAlpha(0.15f);

Hey hey thanks from Xamarin user! :) Here it goes translated to c#

//***************************************************************************
public static class ImageExtensions
//***************************************************************************
{
    //-------------------------------------------------------------
    public static UIImage WithAlpha(this UIImage image, float alpha)  
    //-------------------------------------------------------------
        {
        UIGraphics.BeginImageContextWithOptions(image.Size,false,image.CurrentScale);
        image.Draw(CGPoint.Empty, CGBlendMode.Normal, alpha);
        var newImage = UIGraphics.GetImageFromCurrentImageContext();
        UIGraphics.EndImageContext();
        return newImage;
        }

}

Usage example:

var MySupaImage = UIImage.FromBundle("opaquestuff.png").WithAlpha(0.15f);
勿挽旧人 2024-10-25 10:29:57

我意识到这已经很晚了,但我需要这样的东西,所以我想出了一个快速而肮脏的方法来做到这一点。

+ (UIImage *) image:(UIImage *)image withAlpha:(CGFloat)alpha{

    // Create a pixel buffer in an easy to use format
    CGImageRef imageRef = [image CGImage];
    NSUInteger width = CGImageGetWidth(imageRef);
    NSUInteger height = CGImageGetHeight(imageRef);
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();

    UInt8 * m_PixelBuf = malloc(sizeof(UInt8) * height * width * 4);

    NSUInteger bytesPerPixel = 4;
    NSUInteger bytesPerRow = bytesPerPixel * width;
    NSUInteger bitsPerComponent = 8;
    CGContextRef context = CGBitmapContextCreate(m_PixelBuf, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);

    CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
    CGContextRelease(context);

    //alter the alpha
    int length = height * width * 4;
    for (int i=0; i<length; i+=4)
    {
        m_PixelBuf[i+3] =  255*alpha;
    }


    //create a new image
    CGContextRef ctx = CGBitmapContextCreate(m_PixelBuf, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);

    CGImageRef newImgRef = CGBitmapContextCreateImage(ctx);  
    CGColorSpaceRelease(colorSpace);
    CGContextRelease(ctx);  
    free(m_PixelBuf);

    UIImage *finalImage = [UIImage imageWithCGImage:newImgRef];
    CGImageRelease(newImgRef);  

    return finalImage;
}

I realize this is quite late, but I needed something like this so I whipped up a quick and dirty method to do this.

+ (UIImage *) image:(UIImage *)image withAlpha:(CGFloat)alpha{

    // Create a pixel buffer in an easy to use format
    CGImageRef imageRef = [image CGImage];
    NSUInteger width = CGImageGetWidth(imageRef);
    NSUInteger height = CGImageGetHeight(imageRef);
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();

    UInt8 * m_PixelBuf = malloc(sizeof(UInt8) * height * width * 4);

    NSUInteger bytesPerPixel = 4;
    NSUInteger bytesPerRow = bytesPerPixel * width;
    NSUInteger bitsPerComponent = 8;
    CGContextRef context = CGBitmapContextCreate(m_PixelBuf, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);

    CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
    CGContextRelease(context);

    //alter the alpha
    int length = height * width * 4;
    for (int i=0; i<length; i+=4)
    {
        m_PixelBuf[i+3] =  255*alpha;
    }


    //create a new image
    CGContextRef ctx = CGBitmapContextCreate(m_PixelBuf, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);

    CGImageRef newImgRef = CGBitmapContextCreateImage(ctx);  
    CGColorSpaceRelease(colorSpace);
    CGContextRelease(ctx);  
    free(m_PixelBuf);

    UIImage *finalImage = [UIImage imageWithCGImage:newImgRef];
    CGImageRelease(newImgRef);  

    return finalImage;
}
醉城メ夜风 2024-10-25 10:29:57

与其他人相同的结果,不同的风格:

extension UIImage {

    func withAlpha(_ alpha: CGFloat) -> UIImage {
        return UIGraphicsImageRenderer(size: size).image { _ in
            draw(at: .zero, blendMode: .normal, alpha: alpha)
        }
    }

}

same result as others, different style:

extension UIImage {

    func withAlpha(_ alpha: CGFloat) -> UIImage {
        return UIGraphicsImageRenderer(size: size).image { _ in
            draw(at: .zero, blendMode: .normal, alpha: alpha)
        }
    }

}
灼痛 2024-10-25 10:29:57

斯威夫特5:

extension UIImage {
  func withAlphaComponent(_ alpha: CGFloat) -> UIImage? {
    UIGraphicsBeginImageContextWithOptions(size, false, scale)
    defer { UIGraphicsEndImageContext() }

    draw(at: .zero, blendMode: .normal, alpha: alpha)
    return UIGraphicsGetImageFromCurrentImageContext()
  }
}

Swift 5:

extension UIImage {
  func withAlphaComponent(_ alpha: CGFloat) -> UIImage? {
    UIGraphicsBeginImageContextWithOptions(size, false, scale)
    defer { UIGraphicsEndImageContext() }

    draw(at: .zero, blendMode: .normal, alpha: alpha)
    return UIGraphicsGetImageFromCurrentImageContext()
  }
}
萌︼了一个春 2024-10-25 10:29:57

如果您正在尝试金属渲染和如果您在第一个回复中提取由 imageByApplyingAlpha 生成的 CGImage,您最终可能会得到比您预期更大的 Metal 渲染。在尝试 Metal 时,您可能需要更改 imageByApplyingAlpha 中的一行代码:

    UIGraphicsBeginImageContextWithOptions (self.size, NO, 1.0f);
//  UIGraphicsBeginImageContextWithOptions (self.size, NO, 0.0f);

如果您使用比例因子为 3.0 的设备(例如 iPhone 11 Pro Max),则上面显示的 0.0 比例因子将为您提供一个 CGImage比您预期的大三倍。将比例因子更改为 1.0 应避免任何缩放。

希望这个答复能为初学者省去很多麻烦。

If you're experimenting with Metal rendering & you're extracting the CGImage generated by imageByApplyingAlpha in the first reply, you may end up with a Metal rendering that's larger than you expect. While experimenting with Metal, you may want to change one line of code in imageByApplyingAlpha:

    UIGraphicsBeginImageContextWithOptions (self.size, NO, 1.0f);
//  UIGraphicsBeginImageContextWithOptions (self.size, NO, 0.0f);

If you're using a device with a scale factor of 3.0, like the iPhone 11 Pro Max, the 0.0 scale factor shown above will give you an CGImage that's three times larger than you're expecting. Changing the scale factor to 1.0 should avoid any scaling.

Hopefully, this reply will save beginners a lot of aggravation.

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