If I pick a 640*960 picture and put it into a 200*300 UIImage,then will that picture uploaded to services as a 200*300 picture .
You can use following methods to resize your image:
+ (UIImage *) imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
//UIGraphicsBeginImageContext(newSize);
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
+ (UIImage *) imageWithImage: (UIImage*) sourceImage scaledToWidth: (float) i_width {//method to scale image accordcing to width
float oldWidth = sourceImage.size.width;
float scaleFactor = i_width / oldWidth;
float newHeight = sourceImage.size.height * scaleFactor;
float newWidth = oldWidth * scaleFactor;
UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight));
[sourceImage drawInRect:CGRectMake(0, 0, newWidth, newHeight)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Create the image from a png file
imageOriginal = [UIImage imageNamed:#"bg-640by960.png"];
imageView =[[UIImageView alloc] initWithImage:imageOriginal];
imageView.tag=200;
// Get size of current image
size = [imageOriginal size];
// Frame location in view to show original image
[imageView setFrame:CGRectMake(0, 0, size.width, size.height)];
[[self view] addSubview:imageView];
[self.view bringSubviewToFront:btnCrop];
//To resize image call below method
[[self.view viewWithTag:200] removeFromSuperview];
[self squareImageWithImage:imageOriginal scaledToSize:CGSizeMake(200, 300)];
}
- (UIImage *)squareImageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize
{
double ratio;
double delta;
CGPoint offset;
//make a new square size, that is the resized imaged width
CGSize sz = CGSizeMake(newSize.width, newSize.width);
//figure out if the picture is landscape or portrait, then
//calculate scale factor and offset
if (image.size.width > image.size.height) {
ratio = newSize.width / image.size.width;
delta = (ratio*image.size.width - ratio*image.size.height);
offset = CGPointMake(delta/2, 0);
} else {
ratio = newSize.width / image.size.height;
delta = (ratio*image.size.height - ratio*image.size.width);
offset = CGPointMake(0, delta/2);
}
//make the final clipping rect based on the calculated values
CGRect clipRect = CGRectMake(-offset.x, -offset.y,
(ratio * image.size.width) + delta,
(ratio * image.size.height) + delta);
//start a new context, with scale factor 0.0 so retina displays get
//high quality image
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)]) {
UIGraphicsBeginImageContextWithOptions(sz, YES, 0.0);
} else {
UIGraphicsBeginImageContext(sz);
}
UIRectClip(clipRect);
[image drawInRect:clipRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
imageView =
[[UIImageView alloc] initWithImage:newImage];
[imageView setFrame:CGRectMake(60, 60, newSize.width, newSize.height)];
[self.view addSubview:imageView];
return newImage;
}
Related
UIImage *image = (UIImage *) [info valueForKey:UIImagePickerControllerOriginalImage];
NSLog(#"%f %f %f %f ", (image.size.width/9), (image.size.height/16), (568/image.size.height), (round((568/image.size.height) * image.size.width)));
if((image.size.width/9)<(image.size.height/16)){
imageLoad.frame = CGRectMake(0, 0, 320, round((320/image.size.height) * image.size.height));
}
else if((image.size.width/9)>(image.size.height/16)){
imageLoad.frame = CGRectMake(0, 0, round((568/image.size.height) * image.size.width), 568);
}
else{
imageLoad.frame = CGRectMake(0, 0, round((568/image.size.height) * image.size.width), 568);
}
NSLog(#"%f %f", imageLoad.frame.size.width, imageLoad.frame.size.height);
imageLoad.hidden = NO;
imageLoad.image = image;
I changed the size of the UIImageView *imageLoad using CGRectMake, and I thought UIImage *image will be shown as the size of the UIImageView *imageLoad. However, it didn't work. What should I do?
// this means your image is fit in to your view size
imageLoad.contentMode = UIViewContentModeScaleAspectFill
imageLoad.contentMode = UIViewContentModeScaleAspectFill
Trying to get an image with rounded corners and stroke,
but there is something I do wrong, because app hangs during this:
- (UIImage *)roundedCornerImage:(NSInteger)radius{
UIGraphicsBeginImageContextWithOptions(self.size, NO, 0);
CGRect box = CGRectInset((CGRect){CGPointZero, self.size}, self.size.width * 0.9f, self.size.height * 0.9f);
UIBezierPath *ballBezierPath = [UIBezierPath bezierPathWithOvalInRect:box];
[[UIColor blackColor] setStroke];
[ballBezierPath setLineWidth:4.0];
[ballBezierPath stroke];
[[UIBezierPath bezierPathWithRoundedRect:(CGRect){CGPointZero, self.size}
cornerRadius:radius]addClip];
[self drawInRect:(CGRect){CGPointZero, self.size}];
UIImage* result = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return result;
}
Forget messing with the layer, it's a performance killer in scroll views. Just generate a new image instead:
+(UIImage *)makeRoundedImage:(UIImage *)image withRadius:(CGFloat)radius
{
CGRect itemFrame = CGRectMake(0, 0, radius*2, radius*2);
// The source image
UIImageView *imageView = [UIImageView new];
imageView.frame = itemFrame;
imageView.contentMode = UIViewContentModeScaleToFill;
[imageView setImage:image];
imageView.layer.cornerRadius = radius;
imageView.layer.masksToBounds = YES;
// Make an image of our client item
UIGraphicsBeginImageContextWithOptions(itemFrame.size, NO, 0.0);
[imageView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *returnImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Fini
return returnImage;
}
Just use
[imageView.layer setCornerRadius:5.0f];
[imageView.layer setBorderWidth:5.0f];
Don;t forget to #import Quartzcore;
I am trying to create a snapshot of a UICollectionViewCell by creating a CGBitMapContext. I am not entirely clear on how to do this or how to use the associated classes, but after a bit of research, I have written the following method which is called from inside my UICollectionViewCell subclass:
- (void)snapShotOfCell
{
float scaleFactor = [[UIScreen mainScreen] scale];
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, self.frame.size.width * scaleFactor, self.frame.size.height * scaleFactor, 8, self.frame.size.width * scaleFactor * 4, colorSpace, kCGImageAlphaPremultipliedFirst);
CGImageRef image = CGBitmapContextCreateImage(context);
UIImage *snapShot = [[UIImage alloc]initWithCGImage:image];
UIImageView *imageView = [[UIImageView alloc]initWithFrame:self.frame];
imageView.image = snapShot;
imageView.opaque = YES;
[self addSubview:imageView];
CGImageRelease(image);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
}
The result is that the image does not appear. Upon debugging, I can determine that I have a valid (non nil) context, CGImage, UIImage and UIImageView, but nothing appears onscreen. Can someone tell me what I am missing?
You can add this as a category to UIView and it will be accessible for any view
- (UIImage*) snapshot
{
UIGraphicsBeginImageContextWithOptions(self.frame.size, YES /*opaque*/, 0 /*auto scale*/);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage* image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
Then you just need to do [self addSubview:[[UIImageView alloc] initWithImage:self.snapshot]] from you cell object.
[EDIT]
Providing the need for asynchronous rendering (totally understandable) this can be achieved using dispatch queues. I think this would work:
typedef void(^ImageOutBlock)(UIImage* image);
- (void) snapshotAsync:(ImageOutBlock)block
{
CGFloat scale = [[UIScreen mainScreen] scale];
CALayer* layer = self.layer;
CGRect frame = self.frame;
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^() {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, frame.size.width * scaleFactor, frame.size.height * scaleFactor, 8, frame.size.width * scaleFactor * 4, colorSpace, kCGImageAlphaPremultipliedFirst);
UIGraphicsBeginImageContextWithOptions(frame.size, YES /*opaque*/, scale);
[layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage* image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
dispatch_async(dispatch_get_main_queue(), ^() {
block(image);
});
});
}
[EDIT]
- (void) execute
{
__weak typeof(self) weakSelf = self;
[self snapshotAsync:^(UIImage* image) {
[weakSelf addSubview:[[UIImageView alloc] initWithImage:image]]
}];
}
Is there any way how to resize UIImage in as few lines as possible? I don't mind of ratio, I just want to set image resolution to 80x60. That's all
This may be overkill but, you can simply take your image, and create a graphics context at that resolution you want, then you can set the tempImage as the UIImageView, overwriting it.
UIImage *image = YourImageView.image;
UIImage *tempImage = nil;
CGSize targetSize = CGSizeMake(80,60);
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectMake(0, 0, 0, 0);
thumbnailRect.origin = CGPointMake(0.0,0.0);
thumbnailRect.size.width = targetSize.width;
thumbnailRect.size.height = targetSize.height;
[image drawInRect:thumbnailRect];
tempImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
YourImageView.image = tempImage;
- (void)resizeImage:(UIImage *)image
{
CGSize origImageSize = [image size];
CGRect imageRect = CGRectMake(0, 0, 80, 60);
float ratio = MAX(newRect.size.width / origImageSize.width,
newRect.size.height / origImageSize.height);
UIGraphicsBeginImageContextWithOptions(newRect.size, NO, 0.0);
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:newRect
cornerRadius:5.0];
[path addClip];
CGRect imageRect;
imageRect.size.width = ratio * origImageSize.width;
imageRect.size.height = ratio * origImageSize.height;
imageRect.origin.x = (newRect.size.width - imageRect.size.width) / 2.0;
imageRect.origin.y = (newRect.size.height - imageRect.size.height) / 2.0;
[image drawInRect:imageRect];
UIImage *smallImage = UIGraphicsGetImageFromCurrentImageContext();
NSData *data = UIImagePNGRepresentation(smallImage);
UIGraphicsEndImageContext();
}
Do not forget to add CoreGraphics frameawork.
Use this class (add code to .h file accordingly)
#import "UIImage+Resize.h"
#implementation UIImage (Resize)
- (UIImage *)resizedImage:(CGSize)bounds {
return [self resizedImage:bounds upScale:YES];
}
- (UIImage*)resizedImage:(CGSize)bounds upScale:(BOOL)upScale {
CGSize originalSize = self.size;
float xScale = bounds.width / originalSize.width;
float yScale = bounds.height / originalSize.height;
float scale = MIN(xScale, yScale);
if (!upScale) {
scale = MIN(scale, 1);
}
CGSize newSize = CGSizeMake(originalSize.width * scale, originalSize.height * scale);
UIGraphicsBeginImageContextWithOptions(newSize, NO, [UIScreen mainScreen].scale);
[self drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *resultImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return resultImage;
}
I've found the following code on this page:
- (UIImage*)imageWithImage: (UIImage*) sourceImage scaledToWidth: (float) i_width{
if (sourceImage.size.width>sourceImage.size.height) {
sourceImage = [[UIImage alloc] initWithCGImage: sourceImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
}
float oldWidth = sourceImage.size.width;
float scaleFactor = i_width / oldWidth;
float newHeight = sourceImage.size.height * scaleFactor;
float newWidth = oldWidth * scaleFactor;
UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight)); [sourceImage drawInRect:CGRectMake(0, 0, newWidth, newHeight)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext();
return newImage;
}
All you have to do is provide it with the i_width, and it will scale it accordingly.
I've added a little twist to it, so that if the picture is in landscape mode, it will be rotated to portrait, and then resized. If you want it to be the opposite (portrait to landscape), change this:
if (sourceImage.size.width>sourceImage.size.height) {
sourceImage = [[UIImage alloc] initWithCGImage: sourceImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
}
to this:
if (sourceImage.size.height>sourceImage.size.width) {
sourceImage = [[UIImage alloc] initWithCGImage: sourceImage.CGImage
scale: 1.0
orientation: UIImageOrientationRight];
}
CAVEAT: my rotating method doesn't take into consideration if the picture is pointing left or right. In other words, If an image is landscape by upside down, my code can't recognise that. I hope someone else can shed some light on this though :)
I am working on an Iphone application.
I have png pictures that represents symbols. symbols are all black with a transparent background.
Is there a way I can turn the black color into another one? What I'm looking for is something that can help me choose the color I want and when using the symbols (in a UIImage) I can make them appear the color of my choice.
I have searched around and found a framework called OpenCV that can manipulate images but I cant find out how to recolor the picture.
Any help and suggestion is greatly appreciated.
Thank you
The easiest and shortest:
Way to do that in case when you dealing with UIImageView:
Obj-C:
theImageView.image = [theImageView.image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[theImageView setTintColor:[UIColor redColor]];
Swift:
let theImageView = UIImageView(image: UIImage(named:"foo")!.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate))
theImageView.tintColor = UIColor.redColor()
hi you want to change remove/ one specific color means use the below category....
.h file:
#import <UIKit/UIKit.h>
#interface UIImage (Color)
+ (UIImage*)setBackgroundImageByColor:(UIColor *)backgroundColor withFrame:(CGRect )rect;
+ (UIImage*) replaceColor:(UIColor*)color inImage:(UIImage*)image withTolerance:(float)tolerance;
+(UIImage *)changeWhiteColorTransparent: (UIImage *)image;
+(UIImage *)changeColorTo:(NSMutableArray*) array Transparent: (UIImage *)image;
//resizing Stuff...
+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize;
#end
.m file
#import <QuartzCore/QuartzCore.h>
#import "UIImage+Color.h"
#implementation UIImage (Color)
+ (UIImage* )setBackgroundImageByColor:(UIColor *)backgroundColor withFrame:(CGRect )rect{
// tcv - temporary colored view
UIView *tcv = [[UIView alloc] initWithFrame:rect];
[tcv setBackgroundColor:backgroundColor];
// set up a graphics context of button's size
CGSize gcSize = tcv.frame.size;
UIGraphicsBeginImageContext(gcSize);
// add tcv's layer to context
[tcv.layer renderInContext:UIGraphicsGetCurrentContext()];
// create background image now
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
// [tcv release];
}
+ (UIImage*) replaceColor:(UIColor*)color inImage:(UIImage*)image withTolerance:(float)tolerance {
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
NSUInteger bitmapByteCount = bytesPerRow * height;
unsigned char *rawData = (unsigned char*) calloc(bitmapByteCount, sizeof(unsigned char));
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGColorRef cgColor = [color CGColor];
const CGFloat *components = CGColorGetComponents(cgColor);
float r = components[0];
float g = components[1];
float b = components[2];
//float a = components[3]; // not needed
r = r * 255.0;
g = g * 255.0;
b = b * 255.0;
const float redRange[2] = {
MAX(r - (tolerance / 2.0), 0.0),
MIN(r + (tolerance / 2.0), 255.0)
};
const float greenRange[2] = {
MAX(g - (tolerance / 2.0), 0.0),
MIN(g + (tolerance / 2.0), 255.0)
};
const float blueRange[2] = {
MAX(b - (tolerance / 2.0), 0.0),
MIN(b + (tolerance / 2.0), 255.0)
};
int byteIndex = 0;
while (byteIndex < bitmapByteCount) {
unsigned char red = rawData[byteIndex];
unsigned char green = rawData[byteIndex + 1];
unsigned char blue = rawData[byteIndex + 2];
if (((red >= redRange[0]) && (red <= redRange[1])) &&
((green >= greenRange[0]) && (green <= greenRange[1])) &&
((blue >= blueRange[0]) && (blue <= blueRange[1]))) {
// make the pixel transparent
//
rawData[byteIndex] = 0;
rawData[byteIndex + 1] = 0;
rawData[byteIndex + 2] = 0;
rawData[byteIndex + 3] = 0;
}
byteIndex += 4;
}
UIImage *result = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)];
CGContextRelease(context);
free(rawData);
return result;
}
+(UIImage *)changeWhiteColorTransparent: (UIImage *)image
{
CGImageRef rawImageRef=image.CGImage;
const float colorMasking[6] = {222, 255, 222, 255, 222, 255};
UIGraphicsBeginImageContext(image.size);
CGImageRef maskedImageRef=CGImageCreateWithMaskingColors(rawImageRef, colorMasking);
{
//if in iphone
CGContextTranslateCTM(UIGraphicsGetCurrentContext(), 0.0, image.size.height);
CGContextScaleCTM(UIGraphicsGetCurrentContext(), 1.0, -1.0);
}
CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, image.size.width, image.size.height), maskedImageRef);
UIImage *result = UIGraphicsGetImageFromCurrentImageContext();
CGImageRelease(maskedImageRef);
UIGraphicsEndImageContext();
return result;
}
+(UIImage *)changeColorTo:(NSMutableArray*) array Transparent: (UIImage *)image
{
CGImageRef rawImageRef=image.CGImage;
// const float colorMasking[6] = {222, 255, 222, 255, 222, 255};
const float colorMasking[6] = {[[array objectAtIndex:0] floatValue], [[array objectAtIndex:1] floatValue], [[array objectAtIndex:2] floatValue], [[array objectAtIndex:3] floatValue], [[array objectAtIndex:4] floatValue], [[array objectAtIndex:5] floatValue]};
UIGraphicsBeginImageContext(image.size);
CGImageRef maskedImageRef=CGImageCreateWithMaskingColors(rawImageRef, colorMasking);
{
//if in iphone
CGContextTranslateCTM(UIGraphicsGetCurrentContext(), 0.0, image.size.height);
CGContextScaleCTM(UIGraphicsGetCurrentContext(), 1.0, -1.0);
}
CGContextDrawImage(UIGraphicsGetCurrentContext(), CGRectMake(0, 0, image.size.width, image.size.height), maskedImageRef);
UIImage *result = UIGraphicsGetImageFromCurrentImageContext();
CGImageRelease(maskedImageRef);
UIGraphicsEndImageContext();
return result;
}
+ (UIImage *)imageWithImage:(UIImage *)image scaledToSize:(CGSize)newSize {
//UIGraphicsBeginImageContext(newSize);
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
#end
i changed the removed white color to transparent by this code....
the call will be...
self.rawImage.image=[UIImage changeWhiteColorTransparent:originalStateImage];
i hope this idea will help you....
hi use this category file to change the image entire color....
.h file:
#import <UIKit/UIKit.h>
#interface UIImage (AddtionalFunctionalities)
//TintColor...
- (UIImage *)imageWithTint:(UIColor *)tintColor;
//scale and resize...
-(UIImage*)scaleToSize:(CGSize)size;
#end
.m file:
#import "UIImage+AddtionalFunctionalities.h"
#implementation UIImage (AddtionalFunctionalities)
- (UIImage *)imageWithTint:(UIColor *)tintColor
{
// Begin drawing
CGRect aRect = CGRectMake(0.f, 0.f, self.size.width, self.size.height);
CGImageRef alphaMask;
//
// Compute mask flipping image
//
{
UIGraphicsBeginImageContext(aRect.size);
CGContextRef c = UIGraphicsGetCurrentContext();
// draw image
CGContextTranslateCTM(c, 0, aRect.size.height);
CGContextScaleCTM(c, 1.0, -1.0);
[self drawInRect: aRect];
alphaMask = CGBitmapContextCreateImage(c);
UIGraphicsEndImageContext();
}
//
UIGraphicsBeginImageContext(aRect.size);
// Get the graphic context
CGContextRef c = UIGraphicsGetCurrentContext();
// Draw the image
[self drawInRect:aRect];
// Mask
CGContextClipToMask(c, aRect, alphaMask);
// Set the fill color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextSetFillColorSpace(c, colorSpace);
// Set the fill color
CGContextSetFillColorWithColor(c, tintColor.CGColor);
UIRectFillUsingBlendMode(aRect, kCGBlendModeNormal);
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Release memory
CGColorSpaceRelease(colorSpace);
CGImageRelease(alphaMask);
return img;
}
-(UIImage*)scaleToSize:(CGSize)size
{
// Create a bitmap graphics context
// This will also set it as the current context
UIGraphicsBeginImageContext(size);
// Draw the scaled image in the current context
[self drawInRect:CGRectMake(0, 0, size.width, size.height)];
// Create a new image from current context
UIImage* scaledImage = UIGraphicsGetImageFromCurrentImageContext();
// Pop the current context from the stack
UIGraphicsEndImageContext();
// Return our new scaled image
return scaledImage;
}
#end
the method call will be :
self.outputImage.image=[sourceImage imageWithTint:[UIColor redColor]];
if u want to use the image means use this:
self.outputImage.image=[sourceImage imageWithTint:[UIColor colorWithPatternImage:[UIImage imageNamed: #"red.jpg"]]];
i hope this will help you...
Set the Image rendering mode then for color purpose use tintcolor property.
yourImageView.image = [image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate];
[yourImageView setTintColor:[UIColor redColor]];
You can create UIView which store UIImageView and change UIview background Color.
UIView *viewForImage = ....;
UIImageView *imageView = .....;
...
[viewForImage addSubview: imageView];
[self.view addSubview:viewForImage];
...
and then use for example
[viewForImage setBackgroundColor: [UIColor redColor]];
For playing with images using objective-c, mainly you have to use Quartz 2D/CoreGraphics framework. I suppose it will be the easiest way for you to accomplish your task.
The link to Quartz 2D guideline is here
, the guideline is pretty comprehensive. Just have a look somewhere in filling the bitmap with color.
Also I've some records about the heavy image processing in my blog, you can have a look, it might be helpfull.
http://levonp.blogspot.de/2012/05/quartz-getting-diff-images-of-two.html
Of course you can do it also using more advanced stuffs like OpenGL, OpenCV, etc.
A very simple solution to change the color of the image. Idea: extensions for UIImage and UIImageView.
Swift 3, Xcode 8.1.
https://stackoverflow.com/a/40884483/4488252
Code sample from my answer (link above):
// use extension UIImage
newImageView = createNewImageView(x: 100)
newImageView.image = UIImage(named: "Apple")?.imageWithColor(newColor: UIColor.blue)
// use extension UIImageView
newImageView = createNewImageView(x: 160)
newImageView.image = UIImage(named: "Apple")
newImageView.imageColor = UIColor.green
For iOS 13.0
Obj-C:
self.yourImageView.image = [self.yourImageView.image imageWithTintColor:[UIColor.redColor]];
Swift:
yourImageView.image = yourImageView.image.withTintColor(UIColor.red);
If the image comes from the Asset Catalog, you can change the rendering in the Attribute Inspector