绘制和合成UIImage时如何正确应用scale适配Retina屏幕
适配方案
你代码中仅addCentered方法存在Retina适配问题:UIGraphicsBeginImageContext默认缩放系数固定为1,在2x/3x Retina屏上渲染的图片会出现像素模糊。你现有circularImage方法使用的UIGraphicsBeginImageContextWithOptions第三个参数传0的写法已经符合适配要求,0代表自动匹配当前屏幕的缩放系数,无需额外修改。
修改后的完整扩展代码
extension UIImage { var width: CGFloat { return size.width } var height: CGFloat { return size.height } private static func circularImage(diameter: CGFloat, color: UIColor) -> UIImage { // 此处已适配Retina,最后一个参数0为自动取当前屏幕scale 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 // 替换原来的UIGraphicsBeginImageContext,适配Retina // 第二个参数false代表保留透明通道,如果你的图片不需要透明可以改为true提升渲染性能 UIGraphicsBeginImageContextWithOptions(size, false, 0) 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 } }
补充说明
- 你也可以显式将第三个参数替换为
UIScreen.main.scale,和传0的效果完全一致,传0是系统推荐的更简洁的写法 - 如果你需要在非主屏幕的设备(比如外接显示器)上渲染对应分辨率的图片,才需要手动指定对应屏幕的
scale参数,普通App主屏幕场景传0即可覆盖所有需求
内容的提问来源于stack exchange,提问作者meaning-matters
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