问题
What I have
For my game I'm creating several animations using view.animationImages = imagesArray; [view startAnimating];
In my animation helper class I use this
- (UIImage *)loadRetinaImageIfAvailable:(NSString *)path
{
NSString *retinaPath = [[path stringByDeletingLastPathComponent] stringByAppendingPathComponent:[NSString stringWithFormat:@"%@@2x.%@", [[path lastPathComponent] stringByDeletingPathExtension], [path pathExtension]]];
if ([UIScreen mainScreen].scale == 2.0 && [[NSFileManager defaultManager] fileExistsAtPath:retinaPath] == YES)
return [[UIImage alloc] initWithCGImage:[[UIImage imageWithData:[NSData dataWithContentsOfFile:retinaPath]] CGImage] scale:2.0 orientation:UIImageOrientationUp];
else
return [UIImage imageWithContentsOfFile:path];
}
- (NSMutableArray *)generateCachedImageArrayWithFilename:(NSString *)filename extension:(NSString *)extension andImageCount:(int)count
{
_imagesArray = [[NSMutableArray alloc] init];
_fileExtension = extension;
_imageName = filename;
_imageCount = count;
for (int i = 0; i < count; i++)
{
NSString *tempImageNames = [NSString stringWithFormat:@"%@%i", filename, i];
NSString *imagePath = [[NSBundle mainBundle] pathForResource:tempImageNames ofType:extension];
UIImage *frameImage = [self loadRetinaImageIfAvailable:imagePath];
UIGraphicsBeginImageContext(frameImage.size);
CGRect rect = CGRectMake(0, 0, frameImage.size.width, frameImage.size.height);
[frameImage drawInRect:rect];
UIImage *renderedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[_imagesArray addObject:renderedImage];
if (_isDoublingFrames)
{
[_imagesArray addObject:renderedImage];
}
else if (_isTriplingFrames)
{
[_imagesArray addObject:renderedImage];
[_imagesArray addObject:renderedImage];
}
NSLog(@"filename = %@", filename);
}
return _imagesArray;
}
Problem and facts
- Without caching images I got retina versions of images byt my animations are not fluent
- If I cache images this way, animations are ok, but uses non-retina versions of images
Please is there some other way to cache and get retina versions?
回答1:
Are these images located in your application bundle? If so this logic is all unnecessary because the imageWithContentsOfFile: method will already detect and load the @2x image on a retina device.
Also, you'd be better off using the [UIImage imageNamed:] method instead because this automatically caches the image for re-use, and decompresses it immediately, avoiding the need for manually caching the images, or for that trickery with drawing it into an offscreen CGContext.
来源:https://stackoverflow.com/questions/16427908/issue-with-loading-and-caching-retina-images-for-uiimageview-animation