Is there is a simple way to implement a color picker popover in swift? Are there any built-in libraries or UI elements that I could leverage for this purpose? I saw some color pickers written in objective-c, but they were several years old and I was wondering if there was something more recent.
Here's one I made which is as simple as it gets. It's just a lightweight UIView that allows you to specify the element size in case you want blocked regions (elementSize > 1). It draws itself in interface builder so you can set element size and see the consequences. Just set one of your views in interface builder to this class and then set yourself as a delegate. It will tell you when someone either taps or drags on it and the uicolor at that location. It will draw itself to its own bounds and there's no need for anything other than this class, no image required.
internal protocol HSBColorPickerDelegate : NSObjectProtocol { func HSBColorColorPickerTouched(sender:HSBColorPicker, color:UIColor, point:CGPoint, state:UIGestureRecognizerState) } @IBDesignable class HSBColorPicker : UIView { weak internal var delegate: HSBColorPickerDelegate? let saturationExponentTop:Float = 2.0 let saturationExponentBottom:Float = 1.3 @IBInspectable var elementSize: CGFloat = 1.0 { didSet { setNeedsDisplay() } } private func initialize() { self.clipsToBounds = true let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:))) touchGesture.minimumPressDuration = 0 touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude self.addGestureRecognizer(touchGesture) } override init(frame: CGRect) { super.init(frame: frame) initialize() } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) initialize() } override func draw(_ rect: CGRect) { let context = UIGraphicsGetCurrentContext() for y : CGFloat in stride(from: 0.0 ,to: rect.height, by: elementSize) { var saturation = y < rect.height / 2.0 ? CGFloat(2 * y) / rect.height : 2.0 * CGFloat(rect.height - y) / rect.height saturation = CGFloat(powf(Float(saturation), y < rect.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = y < rect.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect.height - y) / rect.height for x : CGFloat in stride(from: 0.0 ,to: rect.width, by: elementSize) { let hue = x / rect.width let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) context!.setFillColor(color.cgColor) context!.fill(CGRect(x:x, y:y, width:elementSize,height:elementSize)) } } } func getColorAtPoint(point:CGPoint) -> UIColor { let roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)), y:elementSize * CGFloat(Int(point.y / elementSize))) var saturation = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(2 * roundedPoint.y) / self.bounds.height : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height saturation = CGFloat(powf(Float(saturation), roundedPoint.y < self.bounds.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height let hue = roundedPoint.x / self.bounds.width return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) } func getPointForColor(color:UIColor) -> CGPoint { var hue: CGFloat = 0.0 var saturation: CGFloat = 0.0 var brightness: CGFloat = 0.0 color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: nil); var yPos:CGFloat = 0 let halfHeight = (self.bounds.height / 2) if (brightness >= 0.99) { let percentageY = powf(Float(saturation), 1.0 / saturationExponentTop) yPos = CGFloat(percentageY) * halfHeight } else { //use brightness to get Y yPos = halfHeight + halfHeight * (1.0 - brightness) } let xPos = hue * self.bounds.width return CGPoint(x: xPos, y: yPos) } @objc func touchedColor(gestureRecognizer: UILongPressGestureRecognizer) { if (gestureRecognizer.state == UIGestureRecognizerState.began) { let point = gestureRecognizer.location(in: self) let color = getColorAtPoint(point: point) self.delegate?.HSBColorColorPickerTouched(sender: self, color: color, point: point, state:gestureRecognizer.state) } } } I went ahead and wrote a simple color picker popover in Swift. Hopefully it will help someone else out.
https://github.com/EthanStrider/ColorPickerExample
Swift 3.0 version of @joel-teply's answer:
internal protocol HSBColorPickerDelegate : NSObjectProtocol { func HSBColorColorPickerTouched(sender:HSBColorPicker, color:UIColor, point:CGPoint, state:UIGestureRecognizerState) } @IBDesignable class HSBColorPicker : UIView { weak internal var delegate: HSBColorPickerDelegate? let saturationExponentTop:Float = 2.0 let saturationExponentBottom:Float = 1.3 @IBInspectable var elementSize: CGFloat = 1.0 { didSet { setNeedsDisplay() } } private func initialize() { self.clipsToBounds = true let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:))) touchGesture.minimumPressDuration = 0 touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude self.addGestureRecognizer(touchGesture) } override init(frame: CGRect) { super.init(frame: frame) initialize() } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) initialize() } override func draw(_ rect: CGRect) { let context = UIGraphicsGetCurrentContext() for y in stride(from: (0 as CGFloat), to: rect.height, by: elementSize) { var saturation = y < rect.height / 2.0 ? CGFloat(2 * y) / rect.height : 2.0 * CGFloat(rect.height - y) / rect.height saturation = CGFloat(powf(Float(saturation), y < rect.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = y < rect.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect.height - y) / rect.height for x in stride(from: (0 as CGFloat), to: rect.width, by: elementSize) { let hue = x / rect.width let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) context!.setFillColor(color.cgColor) context!.fill(CGRect(x:x, y:y, width:elementSize,height:elementSize)) } } } func getColorAtPoint(point:CGPoint) -> UIColor { let roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)), y:elementSize * CGFloat(Int(point.y / elementSize))) var saturation = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(2 * roundedPoint.y) / self.bounds.height : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height saturation = CGFloat(powf(Float(saturation), roundedPoint.y < self.bounds.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = roundedPoint.y < self.bounds.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(self.bounds.height - roundedPoint.y) / self.bounds.height let hue = roundedPoint.x / self.bounds.width return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) } func getPointForColor(color:UIColor) -> CGPoint { var hue:CGFloat=0; var saturation:CGFloat=0; var brightness:CGFloat=0; color.getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: nil); var yPos:CGFloat = 0 let halfHeight = (self.bounds.height / 2) if (brightness >= 0.99) { let percentageY = powf(Float(saturation), 1.0 / saturationExponentTop) yPos = CGFloat(percentageY) * halfHeight } else { //use brightness to get Y yPos = halfHeight + halfHeight * (1.0 - brightness) } let xPos = hue * self.bounds.width return CGPoint(x: xPos, y: yPos) } func touchedColor(gestureRecognizer: UILongPressGestureRecognizer){ let point = gestureRecognizer.location(in: self) let color = getColorAtPoint(point: point) self.delegate?.HSBColorColorPickerTouched(sender: self, color: color, point: point, state:gestureRecognizer.state) } } Thanks for the starting point.
I took it from there and wrote a complte Color PickerViewController with a custom UIView and some drawing code.
I made the custom UIView @IBDesignable so it can be rendered in InterfaceBuilder.
Based on Joel Teply code (Swift 4), with gray bar on top:
import UIKit class ColorPickerView : UIView { var onColorDidChange: ((_ color: UIColor) -> ())? let saturationExponentTop:Float = 2.0 let saturationExponentBottom:Float = 1.3 let grayPaletteHeightFactor: CGFloat = 0.1 var rect_grayPalette = CGRect.zero var rect_mainPalette = CGRect.zero // adjustable var elementSize: CGFloat = 1.0 { didSet { setNeedsDisplay() } } override init(frame: CGRect) { super.init(frame: frame) setup() } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) setup() } private func setup() { self.clipsToBounds = true let touchGesture = UILongPressGestureRecognizer(target: self, action: #selector(self.touchedColor(gestureRecognizer:))) touchGesture.minimumPressDuration = 0 touchGesture.allowableMovement = CGFloat.greatestFiniteMagnitude self.addGestureRecognizer(touchGesture) } override func draw(_ rect: CGRect) { let context = UIGraphicsGetCurrentContext() rect_grayPalette = CGRect(x: 0, y: 0, width: rect.width, height: rect.height * grayPaletteHeightFactor) rect_mainPalette = CGRect(x: 0, y: rect_grayPalette.maxY, width: rect.width, height: rect.height - rect_grayPalette.height) // gray palette for y in stride(from: CGFloat(0), to: rect_grayPalette.height, by: elementSize) { for x in stride(from: (0 as CGFloat), to: rect_grayPalette.width, by: elementSize) { let hue = x / rect_grayPalette.width let color = UIColor(white: hue, alpha: 1.0) context!.setFillColor(color.cgColor) context!.fill(CGRect(x:x, y:y, width:elementSize, height:elementSize)) } } // main palette for y in stride(from: CGFloat(0), to: rect_mainPalette.height, by: elementSize) { var saturation = y < rect_mainPalette.height / 2.0 ? CGFloat(2 * y) / rect_mainPalette.height : 2.0 * CGFloat(rect_mainPalette.height - y) / rect_mainPalette.height saturation = CGFloat(powf(Float(saturation), y < rect_mainPalette.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = y < rect_mainPalette.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect_mainPalette.height - y) / rect_mainPalette.height for x in stride(from: (0 as CGFloat), to: rect_mainPalette.width, by: elementSize) { let hue = x / rect_mainPalette.width let color = UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) context!.setFillColor(color.cgColor) context!.fill(CGRect(x:x, y: y + rect_mainPalette.origin.y, width: elementSize, height: elementSize)) } } } func getColorAtPoint(point: CGPoint) -> UIColor { var roundedPoint = CGPoint(x:elementSize * CGFloat(Int(point.x / elementSize)), y:elementSize * CGFloat(Int(point.y / elementSize))) let hue = roundedPoint.x / self.bounds.width // main palette if rect_mainPalette.contains(point) { // offset point, because rect_mainPalette.origin.y is not 0 roundedPoint.y -= rect_mainPalette.origin.y var saturation = roundedPoint.y < rect_mainPalette.height / 2.0 ? CGFloat(2 * roundedPoint.y) / rect_mainPalette.height : 2.0 * CGFloat(rect_mainPalette.height - roundedPoint.y) / rect_mainPalette.height saturation = CGFloat(powf(Float(saturation), roundedPoint.y < rect_mainPalette.height / 2.0 ? saturationExponentTop : saturationExponentBottom)) let brightness = roundedPoint.y < rect_mainPalette.height / 2.0 ? CGFloat(1.0) : 2.0 * CGFloat(rect_mainPalette.height - roundedPoint.y) / rect_mainPalette.height return UIColor(hue: hue, saturation: saturation, brightness: brightness, alpha: 1.0) } // gray palette else{ return UIColor(white: hue, alpha: 1.0) } } @objc func touchedColor(gestureRecognizer: UILongPressGestureRecognizer){ let point = gestureRecognizer.location(in: self) let color = getColorAtPoint(point: point) self.onColorDidChange?(color) } } Usage:
let colorPickerView = ColorPickerView() colorPickerView.onColorDidChange = { [weak self] color in DispatchQueue.main.async { // use picked color for your needs here... self?.view.backgroundColor = color } } // add it to some view and set constraints ... 来源:https://stackoverflow.com/questions/27208386/simple-swift-color-picker-popover-ios

