前陣子清明節(jié)為哀悼疫情中去世去的同胞和戰(zhàn)士們屈溉,全國(guó)娛樂(lè)設(shè)施停業(yè)一天们镜,各大廠商的 app 也都啟動(dòng)了灰度色盲模式的
類(lèi)似效果
下面是本文要實(shí)現(xiàn)的效果
因此方案并不完全成熟缴渊,本文只講思路不提供demo
類(lèi)似效果在安卓里有多種實(shí)現(xiàn)方案
第一種是拿系統(tǒng)色盲模式(iOS 拿不到)
第二種就是遍歷 view 了仑乌,此文方案是這種思路
一、一個(gè)全局控制的單例
單利需要的內(nèi)容有:是否置灰的狀態(tài)亮瓷、開(kāi)啟灰色配置的方法琴拧、 多個(gè)weakMemory 的NSHashTable保存要處理的 view 們
// 啟動(dòng)方法,要處理所有視圖交換方法
public func launch() {
isGray = true
UIImageView.ZHGrayStyleImageViewSwizzleMethord
UIView.ZHGrayStyleUIViewswizzleMethord
CALayer.ZHGrayStyleUIViewswizzleMethord
UIImage.ZHGrayStyleImageSwizzleMethord
UITabBar.ZHGrayStyleTabbarSwizzleMethord
UILabel.ZHGrayStyleLabelSwizzleMethord
}
交換方法代碼
extension NSObject {
@objc dynamic func zh_setAssociatedObject(key: UnsafeRawPointer, value: Any?) {
objc_setAssociatedObject(self, key, value, .OBJC_ASSOCIATION_RETAIN)
}
@objc dynamic func zh_getAssociatedObject(key: UnsafeRawPointer) -> Any? {
return objc_getAssociatedObject(self, key)
}
static func zh_swizzle(originalSelector: Selector, swizzledSelector: Selector) {
let originalMethod = class_getInstanceMethod(self, originalSelector)
let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)
guard (originalMethod != nil && swizzledMethod != nil) else {
return
}
if class_addMethod(self, originalSelector, method_getImplementation(swizzledMethod!), method_getTypeEncoding(swizzledMethod!)) {
class_replaceMethod(self, swizzledSelector, method_getImplementation(originalMethod!), method_getTypeEncoding(originalMethod!))
} else {
method_exchangeImplementations(originalMethod!, swizzledMethod!)
}
}
}
二寺庄、交換方法艾蓝,只展示一個(gè)例子(要處理的有 View的 backgroundColor、layer 的 backgroundColor 和 shadowColor斗塘、label 的 textColor赢织、tabBar 的 tintColor 等)
// static let xxx: Void = {}()保證只執(zhí)行一次
static let ZHGrayStyleUIViewswizzleMethord: Void = {
zh_swizzle(originalSelector: #selector(getter: UIView.backgroundColor), swizzledSelector: #selector(getter: UIView.myBackgroundColor))
zh_swizzle(originalSelector: #selector(setter: UIView.backgroundColor), swizzledSelector: #selector(setter: UIView.myBackgroundColor))
}()
var cacheBackgroundColor: UIColor? {
set {
zh_setAssociatedObject(key: &ZHGrayStlyeBackgroundColorKey, value: newValue)
}
get {
return zh_getAssociatedObject(key: &ZHGrayStlyeBackgroundColorKey) as? UIColor
}
}
@objc
open var myBackgroundColor: UIColor? {
set {
ZHGrayStyle.instance.append(self)
if ZHGrayStyle.instance.isGray, let newValue = newValue {
cacheBackgroundColor = newValue
self.myBackgroundColor = newValue.getGrayColor()
} else {
cacheBackgroundColor = newValue?.getGrayColor() ?? nil
self.myBackgroundColor = newValue
}
}
get {
return self.myBackgroundColor
}
}
三、Color 的 grayColor 算法(CGColor 類(lèi)似)
public func getGrayColor() -> UIColor {
let rgb = getRGB()
guard rgb.r != rgb.g && rgb.r != rgb.b else { return self }
let rColor = rgb.r * 0.299
let gColor = rgb.g * 0.587
let bColor = rgb.b * 0.114
let gray = rColor + gColor + bColor
return .init(red: gray, green: gray, blue: gray, alpha: 1)
}
public func getGrayColor(r: CGFloat, g: CGFloat, b: CGFloat) -> UIColor {
// 不處理浮點(diǎn)數(shù)也可以*299,最后 gray 的和 / 1000這樣算
let rColor = r * 0.299
let gColor = g * 0.587
let bColor = b * 0.114
let gray = rColor + gColor + bColor
return .init(red: gray, green: gray, blue: gray, alpha: 1)
}
public func getRGB() -> (r: CGFloat, g: CGFloat, b: CGFloat) {
var RColor: CGFloat = 0
var GColor: CGFloat = 0
var BColor: CGFloat = 0
if let components = self.cgColor.components, components.count == 4 {
RColor = components[0]
GColor = components[1]
BColor = components[2]
}
return (RColor, GColor, BColor)
}
四馍盟、到此于置,我們已經(jīng)完成了大部分工作,剩下的也是最難啃的骨頭--UIImage
4.1贞岭、要處理 UIImage八毯,首先需要了解位圖的格式搓侄,在此不做闡述,推薦地址:
http://www.reibang.com/p/362c2f03d378
4.2话速、在了解了位圖之后讶踪,我們可以處理位圖
public func grayImage() -> UIImage? {
// 獲得寬度和高度數(shù)值
let width = Int(size.width)
let height = Int(size.height)
// 創(chuàng)建灰度色彩空間對(duì)象,各種設(shè)備對(duì)待顏色的方式都不一樣泊交,顏色必須有一個(gè)相關(guān)的色彩空間
let spaceRef = CGColorSpaceCreateDeviceGray()
// 參數(shù)data指向渲染的繪制內(nèi)存的地址乳讥,bitsOerComponent表示內(nèi)存中像素的每個(gè)組件的位數(shù),bytesPerRow表示每一行在內(nèi)存中占的比特?cái)?shù),space表示使用的顏色空間廓俭,bitmapInfo表示是否包含alpha通道
// CGBitmapInfo().rawValue
guard let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: 8, bytesPerRow: 0, space: spaceRef, bitmapInfo: CGBitmapInfo().rawValue) else {
return nil
}
// 然后創(chuàng)建一個(gè)和原視圖同樣尺寸的空間
let rect = CGRect(x: 0, y: 0, width: width, height: height)
// 在灰度上下文中畫(huà)入圖片
// context.alpha
guard let cgImage = cgImage else {
return nil
}
context.draw(cgImage, in: rect)
// 從上下文中獲取并生成專為灰度的圖片
if let cgImage = context.makeImage() {
let grayImage = UIImage.init(cgImage: cgImage)
return grayImage
}
return nil
}
4.3云石、圖片灰度處理后會(huì)發(fā)現(xiàn)png的透明底會(huì)變成黑色,如圖
時(shí)間原因研乒,在此只提供 oc 處理方法汹忠,把黑底轉(zhuǎn)為透明:
+ (UIImage*)imageToTransparent:(UIImage*) image
{
// 分配內(nèi)存
const int imageWidth = image.size.width;
const int imageHeight = image.size.height;
size_t bytesPerRow = imageWidth * 4;
uint32_t* rgbImageBuf = (uint32_t*)malloc(bytesPerRow * imageHeight);
// 創(chuàng)建context
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(rgbImageBuf, imageWidth, imageHeight, 8, bytesPerRow, colorSpace,
kCGBitmapByteOrder32Little | kCGImageAlphaNoneSkipLast);
CGContextDrawImage(context, CGRectMake(0, 0, imageWidth, imageHeight), image.CGImage);
// 遍歷像素
int pixelNum = imageWidth * imageHeight;
uint32_t* pCurPtr = rgbImageBuf;
for (int i = 0; i < pixelNum; i++, pCurPtr++)
{
uint8_t* ptr = (uint8_t*)pCurPtr;
if (ptr[3] < 50 && ptr[3] < 50 && ptr[1] < 50) {
ptr[0] = 0;
} else {
// 灰度算法
uint8_t gray = ptr[3] * 0.299 + ptr[2] * 0.587 + ptr[1] * 0.114;
ptr[3] = gray; //0~255
ptr[2] = gray;
ptr[1] = gray;
}
}
// 將內(nèi)存轉(zhuǎn)成image
CGDataProviderRef dataProvider =CGDataProviderCreateWithData(NULL, rgbImageBuf, bytesPerRow * imageHeight, ProviderReleaseData);
CGImageRef imageRef = CGImageCreate(imageWidth, imageHeight,8, 32, bytesPerRow, colorSpace,
kCGImageAlphaLast |kCGBitmapByteOrder32Little, dataProvider,
NULL, true,kCGRenderingIntentDefault);
CGDataProviderRelease(dataProvider);
UIImage* resultUIImage = [UIImage imageWithCGImage:imageRef];
// 釋放
CGImageRelease(imageRef);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
return resultUIImage;
}
void ProviderReleaseData (void *info, const void *data, size_t size)
{
free((void*)data);
}
五、總結(jié)
本文主要是運(yùn)用了 runtime 去 hook 各種要處理的視圖的相關(guān)方法雹熬,例如 init宽菜,例如 backgroundColor,去進(jìn)行灰度處理操作橄唬,還要對(duì) bitmap 位圖有一定的了解去處理圖片(大多數(shù)是圖片置灰)