Pregunta

I have a ProgressBar to which I want to assign a customColor color and based on the progress fade to another color. Using the method below I get a dark rainbow effect color including reds and dark brown and dark green. The start color will be a light blue one and the destination color a light green.

-(UIColor *) makeCustomColorFromProgressValue:(float) progress{


UIColor *color;

// startColor Color - lightBlue
float red = 0.53;
float green = 0.82;
float blue = 1;

//Destination Color - lightGreen
float finalRed = 0.53;
float finalGreen = 1;
float finalBlue = 0.82;

float newRed = 80;//finalRed *255;
float newGreen = (finalGreen *progress) *255;
float newBlue = (finalBlue *progress) *255;
color = Rgb2UIColor(newRed, newGreen, newBlue);



return color;
}
¿Fue útil?

Solución

You can do a "linear interpolation" between the colors:

CGFloat newRed   = (1.0 - progress) * red   + progress * finalRed;
CGFloat newGreen = (1.0 - progress) * green + progress * finalGreen;
CGFloat newBlue  = (1.0 - progress) * blue  + progress * finalBlue;
UIColor *color = [UIColor colorWithRed:newRed green:newGreen blue:newBlue alpha:1.0];

This gives the initial color for progress == 0 and the final color for progress == 1.

Otros consejos

Swift version converted from the code from Jonathan Ellis

extension UIColor {
    func interpolateRGBColorTo(_ end: UIColor, fraction: CGFloat) -> UIColor? {
        let f = min(max(0, fraction), 1)

        guard let c1 = self.cgColor.components, let c2 = end.cgColor.components else { return nil }

        let r: CGFloat = CGFloat(c1[0] + (c2[0] - c1[0]) * f)
        let g: CGFloat = CGFloat(c1[1] + (c2[1] - c1[1]) * f)
        let b: CGFloat = CGFloat(c1[2] + (c2[2] - c1[2]) * f)
        let a: CGFloat = CGFloat(c1[3] + (c2[3] - c1[3]) * f)

        return UIColor(red: r, green: g, blue: b, alpha: a)
    }
}

let color1 = UIColor(red: 0.035, green: 0.216, blue: 0.933, alpha: 1.00)
let color2 = UIColor(red: 0.933, green: 0.794, blue: 0.000, alpha: 1.00)

color1.interpolateRGBColorTo(color2, fraction:0.1)

UIColor Interpolation

The swift version provided above doesn't work with the white color, here the solution:

struct ColorComponents {
    var r:CGFloat, g:CGFloat, b:CGFloat, a:CGFloat
}

extension UIColor {

    func getComponents() -> ColorComponents {
        if (cgColor.numberOfComponents == 2) {
          let cc = cgColor.components!
          return ColorComponents(r:cc[0], g:cc[0], b:cc[0], a:cc[1])
        }
        else {
          let cc = cgColor.components!
          return ColorComponents(r:cc[0], g:cc[1], b:cc[2], a:cc[3])
        }
    }

    func interpolateRGBColorTo(end: UIColor, fraction: CGFloat) -> UIColor {
        var f = max(0, fraction)
        f = min(1, fraction)

        let c1 = self.getComponents()
        let c2 = end.getComponents()

        let r = c1.r + (c2.r - c1.r) * f
        let g = c1.g + (c2.g - c1.g) * f
        let b = c1.b + (c2.b - c1.b) * f
        let a = c1.a + (c2.a - c1.a) * f

        return UIColor.init(red: r, green: g, blue: b, alpha: a)
    }

}

let color1 = UIColor.whiteColor()
let color2 = UIColor(red: 0.933, green: 0.794, blue: 0.000, alpha: 1.00)

color1.interpolateRGBColorTo(color2, fraction:0.1)
color1.interpolateRGBColorTo(color2, fraction:0.2)
color1.interpolateRGBColorTo(color2, fraction:0.3)

❤︎ Playground

Here is a category for UIColor that can be used to linearly interpolate between two UIColors in either RGB or HSV:

@implementation UIColor (Interpolate)

+ (UIColor *)interpolateRGBColorFrom:(UIColor *)start to:(UIColor *)end withFraction:(float)f {

    f = MAX(0, f);
    f = MIN(1, f);

    const CGFloat *c1 = CGColorGetComponents(start.CGColor);
    const CGFloat *c2 = CGColorGetComponents(end.CGColor);

    CGFloat r = c1[0] + (c2[0] - c1[0]) * f;
    CGFloat g = c1[1] + (c2[1] - c1[1]) * f;
    CGFloat b = c1[2] + (c2[2] - c1[2]) * f;
    CGFloat a = c1[3] + (c2[3] - c1[3]) * f;

    return [UIColor colorWithRed:r green:g blue:b alpha:a];
}

+ (UIColor *)interpolateHSVColorFrom:(UIColor *)start to:(UIColor *)end withFraction:(float)f {

    f = MAX(0, f);
    f = MIN(1, f);

    CGFloat h1,s1,v1,a1;
    [start getHue:&h1 saturation:&s1 brightness:&v1 alpha:&a1];

    CGFloat h2,s2,v2,a2;
    [end getHue:&h2 saturation:&s2 brightness:&v2 alpha:&a2];

    CGFloat h = h1 + (h2 - h1) * f;
    CGFloat s = s1 + (s2 - s1) * f;
    CGFloat v = v1 + (v2 - v1) * f;
    CGFloat a = a1 + (a2 - a1) * f;

    return [UIColor colorWithHue:h saturation:s brightness:v alpha:a];
}

@end

Another port to swift, as an extension to UIColor. This time both interpolation functions.

extension UIColor {
    func interpolateRGBColorTo(end:UIColor, fraction:CGFloat) -> UIColor {
        var f = max(0, fraction)
        f = min(1, fraction)
        let c1 = CGColorGetComponents(self.CGColor)
        let c2 = CGColorGetComponents(end.CGColor)
        let r: CGFloat = CGFloat(c1[0] + (c2[0] - c1[0]) * f)
        let g: CGFloat = CGFloat(c1[1] + (c2[1] - c1[1]) * f)
        let b: CGFloat = CGFloat(c1[2] + (c2[2] - c1[2]) * f)
        let a: CGFloat = CGFloat(c1[3] + (c2[3] - c1[3]) * f)
        return UIColor.init(red:r, green:g, blue:b, alpha:a)
    }
    

    func interpolateHSVColorFrom(end: UIColor, fraction: CGFloat) -> UIColor {
        var f = max(0, fraction)
        f = min(1, fraction)
        var h1: CGFloat = 0, s1: CGFloat = 0, b1: CGFloat = 0, a1: CGFloat = 0
        self.getHue(&h1, saturation: &s1, brightness: &b1, alpha: &a1)
        var h2: CGFloat = 0, s2: CGFloat = 0, b2: CGFloat = 0, a2: CGFloat = 0
        end.getHue(&h2, saturation: &s2, brightness: &b2, alpha: &a2)
        let h = h1 + (h2 - h1) * f
        let s = s1 + (s2 - s1) * f
        let b = b1 + (b2 - b1) * f
        let a = a1 + (a2 - a1) * f
        return UIColor(hue: h, saturation: s, brightness: b, alpha: a)
    }
}

EDIT: fixed error found by @protuberian, thanks.

TODO: Linear interpolation on colors will not work, a more curved interpolation is in place .

Here's a Swift 3 version that uses a convenience initializer and adds a function to return an array of intermediate colors.

extension UIColor {
convenience init?(interpolatedFrom fromColor: UIColor, to toColor: UIColor, byFraction fraction: CGFloat) {
    guard fromColor.cgColor.numberOfComponents >= 4 && toColor.cgColor.numberOfComponents >= 3 else {
        print("Color interpolation requires both the to and from color to be provided with components for red, green, blue, and alpha.")
        return nil
    }

    var fraction = max(0, fraction)
    fraction = min(1, fraction)

    guard let fromComponents = fromColor.cgColor.components, let toComponents = toColor.cgColor.components else {
        print("Unable to extract components from colors provided for interpolation.")
        return nil
    }

    let red: CGFloat = CGFloat(fromComponents[0] + (toComponents[0] - fromComponents[0]) * fraction)
    let green: CGFloat = CGFloat(fromComponents[1] + (toComponents[1] - fromComponents[1]) * fraction)
    let blue: CGFloat = CGFloat(fromComponents[2] + (toComponents[2] - fromComponents[2]) * fraction)
    let alpha: CGFloat = CGFloat(fromComponents[3] + (toComponents[3] - fromComponents[3]) * fraction)
    self.init(red:red, green:green, blue:blue, alpha:alpha)
}

class func interpolateColors(from fromColor: UIColor, to toColor: UIColor, interpolations: Int) -> [UIColor] {
    guard interpolations > 2 else { return [fromColor, toColor] }

    let increment = CGFloat(1) / CGFloat(interpolations - 1)
    var result = [UIColor]()
    for i in 0..<interpolations {
        let fraction = CGFloat(i) * increment
        guard let color = UIColor(interpolatedFrom: fromColor, to: toColor, byFraction: fraction) else {
            print("Unable to create an interpolated color for fraction \(fraction). Will use gray instead.")
            result.append(.gray)
            continue
        }
        result.append(color)
    }

    return result
}
}

Usage:

let color1 = UIColor(red: 0.137, green: 0.157, blue: 0.196, alpha: 1)
let color2 = UIColor(red: 0.455, green: 0.475, blue: 0.525, alpha: 1)
let interpolatedColors = UIColor.interpolateColors(from: color1, to: color2, interpolations: 5)

Output:

[
r 0.137 g 0.157 b 0.196 a 1.0,
r 0.216 g 0.236 b 0.278 a 1.0,
r 0.296 g 0.316 b 0.361 a 1.0, 
r 0.375 g 0.396 b 0.443 a 1.0,
r 0.455 g 0.475 b 0.525 a 1.0
]

SwiftUI

extension Color {
    
    var components: (r: Double, g: Double, b: Double, o: Double)? {
        let uiColor: UIColor
        
        var r: CGFloat = 0
        var g: CGFloat = 0
        var b: CGFloat = 0
        var o: CGFloat = 0
        
        if self.description.contains("NamedColor") {
            let lowerBound = self.description.range(of: "name: \"")!.upperBound
            let upperBound = self.description.range(of: "\", bundle")!.lowerBound
            let assetsName = String(self.description[lowerBound..<upperBound])
            
            uiColor = UIColor(named: assetsName)!
        } else {
            uiColor = UIColor(self)
        }

        guard uiColor.getRed(&r, green: &g, blue: &b, alpha: &o) else { return nil }
        
        return (Double(r), Double(g), Double(b), Double(o))
    }
    
    
    func interpolateTo(color: Color, fraction: Double) -> Color {
        let s = self.components!
        let t = color.components!
        
        let r: Double = s.r + (t.r - s.r) * fraction
        let g: Double = s.g + (t.g - s.g) * fraction
        let b: Double = s.b + (t.b - s.b) * fraction
        let o: Double = s.o + (t.o - s.o) * fraction
        
        return Color(red: r, green: g, blue: b, opacity: o)
    }
}

This would be a working example for SwiftUI with Color instead of UIColor. Note that I have considered assets color with light and dark appearance. A detailed explanation of why we have to use UIColor(named:) initializer instead can be found here.

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