I would like to create a 1x1 UIImage dynamically based on a UIColor.
I suspect this can quickly be done with Quartz2d, and I\'m poring over the documentation trying
To me, a convenience init feels neater in Swift.
extension UIImage {
convenience init?(color: UIColor, size: CGSize = CGSize(width: 1, height: 1)) {
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContext(rect.size)
guard let context = UIGraphicsGetCurrentContext() else {
return nil
}
context.setFillColor(color.cgColor)
context.fill(rect)
guard let image = context.makeImage() else {
return nil
}
UIGraphicsEndImageContext()
self.init(cgImage: image)
}
}