Creating hex-based colors in UIKit, AppKit and SwiftUI

May 6, 2022 · Follow on Twitter and Mastodon swiftuiuikitappkitcolorsmulti-platform

In this post, let’s take a quick look at how to we can extend the UIKit, AppKit and SwiftUI colors with hex-based initializers that accept strings (e.g. "#abcdef") and numeric values (e.g. 0xabcdef).

Although you can use asset catalogs to define colors for your apps and frameworks, there may come a time when you have to create colors from hex codes, for instance when fetching colors from a web api.

You may find it strange that neither UIKit, AppKit nor SwiftUI has initializers for creating colors with hex codes, and you’d be right to think so. Since Apple provides initializers that let you define red, green, blue and alpha values separately, it’s a bit strange.

I first thought that they may want to encourage using asset catalogs, since asset colors can be extended to support dark and high contrast mode, but in that case, they should discourage developers from using the rgba initializers as well.

Regardless, let’s take a look at how you can add your own extensions to provide a way to use hex codes to create colors. It’s pretty straightforward.

Multi-platform bridging

To simplify working with colors on multiple platforms, let’s first define a convenience typealias that we can use on all platforms, to make the rest of the code cleaner:

#if os(macOS)
import AppKit.NSColor

typealias ColorRepresentable = NSColor

#if os(iOS) || os(tvOS) || os(watchOS)
import UIKit.UIColor

typealias ColorRepresentable = UIColor

ColorRepresentable resolves to NSColor on macOS, while it resolves to UIColor on all other platforms. The rest of our code doesn’t have to know which type we really use.

Adding hex support to ColorRepresentable

With the new multi-platform ColorRepresentable in place, we can now extend it with a few initializers that let us create platform-specific colors with hex-based strings and integers.

Let’s start with the integer-based initializer:

extension ColorRepresentable {

    convenience init(hex: UInt64, alpha: CGFloat = 1) {
        let r = CGFloat((hex >> 16) & 0xff) / 255
        let g = CGFloat((hex >> 08) & 0xff) / 255
        let b = CGFloat((hex >> 00) & 0xff) / 255
        self.init(red: r, green: g, blue: b, alpha: alpha)

This initializer lets us provide numeric values like 0xabcdef, which lets you express hex colors without the # that you often see when working with colors.

For the string-based initializer, we first need a few string extensions, which we can keep private:

private extension String {

    func cleanedForHex() -> String {
        if hasPrefix("0x") {
            return String(dropFirst(2))
        if hasPrefix("#") {
            return String(dropFirst(1))
        return self

    func conforms(to pattern: String) -> Bool {
        let pattern = NSPredicate(format:"SELF MATCHES %@", pattern)
        return pattern.evaluate(with: self)

cleanedForHex() removes any hex-specific prefixes, like # and 0x while conforms(to:) can be used to evaluate if a string conforms to a certain regular expression.

We can now implement the string-based initializer:

public extension ColorRepresentable {

    convenience init?(hex: String, alpha: CGFloat = 1) {
        let hex = hex.cleanedForHex()
        guard hex.conforms(to: "[a-fA-F0-9]+") else { return nil }
        let scanner = Scanner(string: hex)
        var hexNumber: UInt64 = 0
        guard scanner.scanHexInt64(&hexNumber) else { return nil }
        self.init(hex: hexNumber, alpha: alpha)

This initializer cleans the string, then ensures that it only contains the correct characters. It then uses a Scanner to generate a UInt64 which it passes to the integer-based initializer that we created earlier.

With this, we now have a set of initializers that apply to both NSColor and UIColor, which means that they can be used in both AppKit and UIKit.

Let’s move on to SwiftUI.

Adding hex support to Color

Implementing the same functionality for the SwiftUI Color type is super-simple, since we can just build upon what we’ve already implemented.

We basically just have to add these two initializers:

public extension Color {

    init(hex: UInt64, alpha: CGFloat = 1) {
        let color = ColorRepresentable(hex: hex, alpha: alpha)

    init?(hex: String, alpha: CGFloat = 1) {
            let color = ColorRepresentable(hex: hex, alpha: alpha) 
        else { return nil }

The initializers just creates a ColorRepresentable value, then return a Color that wraps that value. Everything else is defined in the initializers that we created earlier.


Being able to create colors from hex codes is a nice thing to have in place, for instance if you persist or receive raw hex strings or integers. Just keep in mind that supporting features like light and dark mode with programatically created colors can be messy. In many cases, color assets are more convenient.

If you’re interested in the source code, you can find it in the SwiftUIKit library. Don’t hesitate to comment or reach out with any thoughts you may have. I’d love to hear your thoughts on this.

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