I use a method introduced in this post, modified for Swift:
func getRaster() -> [UIColor] {
let result = NSMutableArray()
let img = self.CGImage
let width = CGImageGetWidth(img)
let height = CGImageGetHeight(img)
let colorSpace = CGColorSpaceCreateDeviceRGB()
var rawData = [UInt8](count: width * height * 4, repeatedValue: 0)
let bytesPerPixel = 4
let bytesPerRow = bytesPerPixel * width
let bytesPerComponent = 8
let bitmapInfo = CGImageAlphaInfo.PremultipliedLast.rawValue | CGBitmapInfo.ByteOrder32Big.rawValue
let context = CGBitmapContextCreate(&rawData, width, height, bytesPerComponent, bytesPerRow, colorSpace, bitmapInfo)
CGContextDrawImage(context, CGRectMake(0, 0, CGFloat(width), CGFloat(height)), img);
for x in 0..<width {
for y in 0..<height {
let byteIndex = (bytesPerRow * x) + y * bytesPerPixel
let red = CGFloat(rawData[byteIndex] ) / 255.0
let green = CGFloat(rawData[byteIndex + 1]) / 255.0
let blue = CGFloat(rawData[byteIndex + 2]) / 255.0
let alpha = CGFloat(rawData[byteIndex + 3]) / 255.0
let color = UIColor(red: red, green: green, blue: blue, alpha: alpha)
result.addObject(color)
}
}
return (result as NSArray) as! [UIColor]
}
But the problem is that it only ever succeeds if the image is square (i.e. 32x32 sprite), whenever I try to get a "raster" of an image, which dimensions are not equal, I get an "Index out of range" fatal error for red
on x = 16 and y = 0 (for image of size h: 16, w: 32). What could be a solution for this problem?
Thank you in advance!
It was pretty easy to solve, actually, here's the problem part:
for x in 0..<width {
for y in 0..<height {
let byteIndex = (bytesPerRow * x) + y * bytesPerPixel
And here's how it's supposed to be:
for y in 0..<height {
for x in 0..<width {
let byteIndex = (bytesPerRow * y) + x * bytesPerPixel
I do not think this needs any further explanation.