WKInterfaceImage and dynamic images on watchOS 2 - apple-watch

If I create a UIImage and display it using a WKInterfaceImage it always displays the image as #1x instead of #2x resulting in a pixelated image. It worked fine with watchOS 1. How to fix this behavior with watchOS 2? The same code works fine on iOS with a UIImageView.

Here is the solution for creating the image from an NSData object on the Apple Watch at the correct screen scale.
UIImage *image = [UIImage imageWithData:imageData scale:[[WKInterfaceDevice currentDevice] screenScale]];

Related

Save UIView with CALayer.mask as UIImage in iOS 6

I have the following code:
if ([[UIScreen mainScreen] respondsToSelector:#selector(scale)]) {
UIGraphicsBeginImageContextWithOptions(mainView.bounds.size, NO, [UIScreen mainScreen].scale);
}
else {
UIGraphicsBeginImageContext(mainView.bounds.size);
}
[mainView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *saveImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
In mainView, there is a masked subview that does not appear in saveImage when using this method. However, I understand there used to be a UIGetScreenImage method pre iOS 4 that did capture such activity. My question is, what is the best way to capture CALayer activities in iOS 6? Is UIGetScreenImage still private?
I think there was a similar question about a week ago: Mask does not work when capturing a uiview to a uiimage
On iOS6 there is a problem capturing a UIView with the mask applied (btw, in iOS 7 it has been fixed): you capture the image but the mask is not applied.
I posted a lengthy solution which involved applying the mask manually to the captured image. It's not very difficult and I also made a demo project of this. You can download it here:
https://bitbucket.org/reydan/so_imagemask
If I did not understand your problem correctly, please tell me so I can remove this answer.
try getting the presentation layer instead, as it will contain the layer's state.
[mainView.layer.presentationLayer renderInContext:UIGraphicsGetCurrentContext()];
https://developer.apple.com/library/mac/documentation/graphicsimaging/reference/CALayer_class/Introduction/Introduction.html#//apple_ref/occ/instm/CALayer/presentationLayer

how to create iphone application which is compatible for iphone 4 and 5 screen sizes [duplicate]

This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How to develop or migrate apps for iPhone 5 screen resolution?
I have two sets of images.One set of images to iphone 4 background images and other set of images to iphone 5.How can I use these two image sets to create my iphone application which wants to be compatible with both screen sizes ?
do I want to check the iphone version and apply images using some coding ?
Hope you can help.Thanks for the help.
I am using a class extension called UIDevice. You can find the source here: https://github.com/erica/uidevice-extension
I have set up a neat little method which layouts the view according to screen size.
Example:
- (void)setupGUI
{
UIImage *backgroundImage;
if ([[UIDevice currentDevice] platformType] == UIDevice5iPhone)
{
//4 inch screen
backgroundImage = [[UIImage alloc] initWithCGImage:[UIImage imageNamed:#"main_background-568h#2x"].CGImage scale:2.0 orientation:UIImageOrientationUp];
}
else
{
//3.5 inch screen
backgroundImage = [[UIImage imageNamed:#"main_background"] retain];
}
self.view.backgroundColor = [UIColor colorWithPatternImage:backgroundImage];
[backgroundImage release];
}
For the splash you can use the suffix -568h#2x
For UIImage you can use:
[UIImage imageNamed:#"tryImage"]
And you can have tryImage.png, tryImage#2x.png and tryImage-568h#2x.png, but it seems not to be working as we would like.
You can also use a trick like this: https://gist.github.com/3782351

switch background image iphone5 - iphone4

In my FirstViewController I have write this code for switch background if device is iPhone4 or iPhone5:
Filename:
bg-for5-568#2x.png
bg-for4#2x.png
bg-for4.png
- (void)viewDidLoad
{
[super viewDidLoad];
UIImage *backgroundImage = [[UIImage alloc] init];
if([[UIScreen mainScreen]bounds].size.height == 568)
{
backgroundImage = [UIImage imageNamed:#"bg-for5-568h"];
}
else
{
backgroundImage = [UIImage imageNamed:#"bg-for4"];
}
self.view.backgroundColor = [[[UIColor alloc] initWithPatternImage:backgroundImage] autorelease];
[backgroundImage release];
}
When i lanch the app on my simulator, the background for iphone5 show double size, out of the view.
/* RESOLVED THANK YOU */
I am not sure if this is the solution for this problem as I am missing some infos, but:
At first: Strip the .png from your imageNamed: method. Since iOS4, you shouldn't do this anymore. The next thing is: What are the Names of your image? Note that an iPhone5 has a retina display, and your image should be named bg-for5-568h#2x.png but referred in the sourcecode as bg-for5-568h.
Besides that: In almost every case where your image isn't a photograph, what you are doing is a bad idea. And even if it is a photograph, simply use the bigger image for the iPhone 4 and 4S as well. It's not that much bigger, so the memory footprint isn't a problem here! Have a look on UIImageView's contentMode property. You can use this to adjust the position of the larger image. You also might want to check UIImageViews clipSubviews property to clip the image if it isn't fullscreen.
Trust me, in my company we had a loot of hooks for stuff like ~ipad, ~iphone, ~2x and even stretchable images. And all these hooks worked fine till the date, apple announced something similar or simply a new device. So I decided to not do these kind of hooks anymore. They seem to be very helpful in the first place, but the trouble you get when there is something new on the market isn't worth it!
You should append #2x suffix to all of your retina images.
In your case your image should be stored as "bg-for5-568h#2x.png".
Hope it will resolve the issue.
I would not advise doing this, what if Apple change their screensize again and you have to go back and rewrite all your code?
A simple fix is to use:
self.view.backgroundColor = [UIColor colorWithPatternImage:/* your image*/];
This could give you some issues with stretching or tiling.
I prefer using
UIImage* imageName = [[UIImage imageNamed:/*image name*/]resizableImageWithCapInsets:UIEdgeInsetsMake(top,left,bottom,right)];
In iOS 6 you can improve this further by defining if you want the image to stretch or tile. This allows you to create a border which won't change and then the centre of your image by default being tiled and filling the space of your imageview

UIButton not rendering correctly in iOS6 when calling renderInContext on CALayer

I'm having this issue that seems to only be occuring in iOS 6. I am calling renderInContext on a view's layer. This view is fairly simple. It has a few UIButtons. The UIImage I get back from the following code seems to be corrupted. The UIButtons don't seem to be drawing correctly.
UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, self.view.opaque, 0.0);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewSnapShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
This code produces a bitmap that looks like this: http://imgur.com/MyMTX
When I run the app in the iPhone 5.1 simulator this problem doesn't seem to be occurring. I'm starting to wonder if it's just a bug in iOS 6.
Anyone run into a similar issue?

Why UIImage View showing wrong Size of Image

I have image files of dimension 1900x1200. In my code I try to load it as
UIImage *image = [UIImage imageNamed:imageName];
When I try to run this code in iPhone Simulator (Retina Display) my images look out of proportion. I tried to print
image.size.width and image.size.height
and the value I get is 950x600.
What I am doing wrong. Please help me out.
The answer is actually simple: the UIImageView (and the underlying UIImage) are using scale factor 2.0. That is your 1900x1200 pixels image correspond to 950x600 points image with scale factor 2 on retina display. You can double check the UIImage's scale property.