I have created a custom UIButton subclass that behaves exactly as you describe, have a look: https://github.com/spagosx/iOS-Shaped-Button-Swift
It's written in Swift, but it's easily convertible to Objective-c.
The approach is to get the pixel data from the touch point and to access the RGBA values, in this case we read A (alpha) and check if it is higher than our threshold.
Looking at a bit of code:
func alphaFromPoint(point: CGPoint) -> CGFloat {
var pixel: [UInt8] = [0, 0, 0, 0]
let colourSpace = CGColorSpaceCreateDeviceRGB()
let alphaInfo = CGBitmapInfo(rawValue: CGImageAlphaInfo.premultipliedLast.rawValue)
let context = CGContext(data: &pixel, width: 1, height: 1, bitsPerComponent: 8, bytesPerRow: 4, space: colourSpace, bitmapInfo: alphaInfo.rawValue)
context?.translateBy(x: -point.x, y: -point.y)
self.layer.render(in: context!)
let floatAlpha = CGFloat(pixel[3])
return floatAlpha
}
You can than take the floatAlpha
value and compare it with your acceptable value of alpha:
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
return self.alphaFromPoint(point) >= 100
}