I have the following func
tions.
extension UIImage
{
var width: CGFloat
{
return size.width
}
var height: CGFloat
{
return size.height
}
private static func circularImage(diameter: CGFloat, color: UIColor) -> UIImage
{
UIGraphicsBeginImageContextWithOptions(CGSize(width: diameter, height: diameter), false, 0)
let context = UIGraphicsGetCurrentContext()!
context.saveGState()
let rect = CGRect(x: 0, y: 0, width: diameter, height: diameter)
context.setFillColor(color.cgColor)
context.fillEllipse(in: rect)
context.restoreGState()
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
private func addCentered(image: UIImage, tintColor: UIColor) -> UIImage
{
let topImage = image.withTintColor(tintColor, renderingMode: .alwaysTemplate)
let bottomImage = self
UIGraphicsBeginImageContext(size)
let bottomRect = CGRect(x: 0, y: 0, width: bottomImage.width, height: bottomImage.height)
bottomImage.draw(in: bottomRect)
let topRect = CGRect(x: (bottomImage.width - topImage.width) / 2.0,
y: (bottomImage.height - topImage.height) / 2.0,
width: topImage.width,
height: topImage.height)
topImage.draw(in: topRect, blendMode: .normal, alpha: 1.0)
let mergedImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return mergedImage
}
}
They work fine, but how do I properly apply UIScreen.main.scale
to support retina screens?
I've looked at what's been done here but can't figure it out yet.
Any ideas?
Accessing UIScreen.main.scale
itself is a bit problematic, as you have to access it only from main thread (while you usually want to put a heavier image processing on a background thread). So I suggest one of these ways instead.
First of all, you can replace UIGraphicsBeginImageContext(size)
with
UIGraphicsBeginImageContextWithOptions(size, false, 0.0)
The last argument (0.0
) is a scale
, and based on docs "if you specify a value of 0.0, the scale factor is set to the scale factor of the device’s main screen."
If instead you want to retain original image's scale on resulting UIImage
, you can do this: after topImage.draw
, instead of getting the UIImage with UIGraphicsGetImageFromCurrentImageContext
, get CGImage with
let cgImage = context.makeImage()
and then construct UIImage with the scale and orientation of the original image (as opposed to defaults)
let mergedImage = UIImage(
cgImage: cgImage,
scale: image.scale,
orientation: image.opientation)