import UIKit

extension UIImage {

    subscript (x: Int, y: Int) -> UIColor? {

        if x < 0 || x > Int(size.width) || y < 0 || y > Int(size.height) {
            return nil
        }

        let provider = CGImageGetDataProvider(self.CGImage)
        let providerData = CGDataProviderCopyData(provider)
        let data = CFDataGetBytePtr(providerData)

        let numberOfComponents = 4
        let pixelData = ((Int(size.width) * y) + x) * numberOfComponents

        let r = CGFloat(data[pixelData]) / 255.0
        let g = CGFloat(data[pixelData + 1]) / 255.0
        let b = CGFloat(data[pixelData + 2]) / 255.0
        let a = CGFloat(data[pixelData + 3]) / 255.0

        return UIColor(red: r, green: g, blue: b, alpha: a)
    }
    
}