Scale a pdf vector icon in iOS - ios

In my project I am using an image asset that is based on a PDF icon:
I am now using this image in a UIButton but the image takes up too much space. Is there an elegant way to set the size of the image:

Xcode converts PDF image assets to bitmaps at build time, so at runtime you actually aren't dealing with a vector image. Hence you can't actually do perfect scaling. For this reason it's best to have a separate image asset for your button if its size is different.

Related

How do I get an iOS vector image without aliasing?

So I added my images as vector PDFs to the assets since I thought this should get me the highest quality. But when I actually use them as button images they show up very aliased:
But if I replace the vector PDFs with PNGs the size of 50x50px for 2x and 100x100px for 3x, I get a perfect image without any aliasing:
But why is this? Is there any way to get the vector image smoother? And if not why would you use vector images at all?
Btw, my code is nothing special I just set the button image somewhat like this, but in Xamarin.Ios:
myBtn.setImage( UIImage.init(named: "imagename"), for: .selected)
Also note that the reason the white background isn't there in the second image is, because I removed it when I created the PNGs.
In Xcode in your assets catalog select your PDF image, then on the inspector pane (right one), check the box 'Preserve Vector Data'.
It could be hidden when using Xamarin.iOS, documentation can be found here.

Xcode #2x image suffix not showing as Retina in iOS

I am having difficulties with retina images.
The screenshot below shows the UICollectionView with a UIImageView contained within each UICollectionViewCell.
Within the app I have a large image 512x512 pixels called travel.png.
The green circle shows what is displayed on the app when I name this file: travel.png. The blue circle shows what I see when I update the image name to be travel#2x.png (i.e. retina naming).
I was hoping due to the large size of the image (512x512) that simply adding the #2x suffix would be enough to convert it to twice the definition (i.e. retina) but as you can see from the two screenshots, both version images show as non-retina.
How can I update the image so that it will display in retina?
travel.png:
travel#2x.png:
* Updated *
Following request in comments below:
I load this image by calling the following function:
// Note - when this method is called: contentMode is set to .scaleAspectFit & imageName is "travel"
public func setImageName(imageName: String, contentMode: ContentMode) {
self.contentMode = contentMode
if let image = UIImage(named: imageName) {
self.image = image
}
}
Here is how the image appears in Xcode before the app renders it (as you can see it is high enough definition):
The reason why you see the low quality image is anti-aliasing. When you provide images bigger then an actual frame of UIImageView (scaleAspectFit mode) the system will automatically downscale them. During scaling some anti-aliasing effects can be added at curve shapes. To avoid the effect you should provide the exact image size you want to display on the screen.
To detect if UIImageView autoscale the image you can switch on Debug->Color Misaligned Images at Simulator menu:
Now all scaled images will highlight at simulator with yellow color. Each highlighted image may have anti-aliasing artifacts and affect CPU usage for scaling algorithms:
To resolve the issue you should use exact sizes. So the system will use them directly without any additional calculations. For example, if your button have 80x80px size you should add three images to assert catalog with following sizes and dpi: 80x80px (72 dpi), 160x160px (144 dpi) and 240x240px (216 dpi):
Now the image will be drawn at the screen without downscaling with much better visual quality:
If your intention is to have just one image for all the sizes, I would suggest it having under Assets.xcassets. It is easy to create the folder structures and manage media assets here.
Steps
On clicking + icon, you will displayed a list of actions. Choose to create a New folder.
Choosing the new folder that is created, click on the + icon again and click on New Image Set.
Choose the imageset. And choose the attributes inspector.
Select Single Scale, under Scales.
Drag and drop the image.
Rename the image name and folder names as you wish.
Now you can use this image using the image name for all the screen sizes.
TL;DR;
Change the view layer's minificationFilter to .trilinear
imageView.layer.minificationFilter = .trilinear
as illustrated by the device screenshot below
As Anton's answer correctly pointed out, the aliasing effet you observe is caused by the large difference in dimensions between the source image and the image view it's displayed in. Adding the #2x suffix won't change anything if you do not change the dimensions of the source image itself.
That said there is an easy way to improve the situation without resizing the original image: CALayer offers some control over the method used by the graphics back-end to resize images : minificationFilter and magnificationFilter. The first one is relevant in your case since the image size is being reduced. The default value is CALayerContentsFilter.linear, just switch to .trilinear for a much better result (more info on those wikipedia pages). This will require more GPU power (thus battery), especially if you apply it on many images.
You should really consider resizing the images before displaying them, either statically or at run-time (and maybe cache the resized versions). In addition to the bad visual quality, using such large images in quantities in your UI will decrease performance and waste lots of memory, leading to potentially other issues.
I have fixed, #DarshanKunjadiya issue.
Make sure (if you are already using assets):
Make sure images are not un-assigned
Now use images in storyboard or code without extensions. (e.g. "image" NOT "image.png")
If you are not using images from assets, move them to assets.
Demo Projects
Hope it helps.
Let me know of your feedback.
I think images without the #2x and #3x are rendered for devices with low resolutions (like the iphone 4 an 3G).
The solution I think is to always use the .xcassets file or to add the #2x or #3X in the names of your images.
In iOS, content is placed on the screen based on the iOS coordinate system. for displaying an image on a standard resolution system having 1:1 pixel density we should supply image at #1x resolution. for higher resolution displays the pixel density will be a scale factor of 2.0, 3.0 which refers in the iOS system as #2x and #3x respectively. That is high-resolution displays demands images with higher density.
For example, if you want to display an image of size 128x128 in standard resolution. You have to supply the #2x and #3x size image of the same. ie., 256x256 at #2x version and 384x384 image at #3x version.
In the following screenshot, I have supplied an image of size 256x256 for 2x version to display a 128x128 pixel image in iPhone 6s. iPhone 6s render images at #2x size. Using the three version of images such as 1x, 2x and 3x with asset catalogue will resolve your issues. So the iPhone will automatically render the correct sized image automatically with the screen resolution.

What is the correct procedure to create images/sprite for iPhone/iPad apps/games?

I am new in developing games with Xcode for iPhone/iPad. Thus I need some help with the correct procedure to create images/sprites for the game.
By now I have created my sprites with Illustrator and I exported them as PDF files. In Xcode I created this single scale asset and put the PDF in it.
If I understand the documentation correctly, Xcode automatically generates image files at #1x, #2x and #3x from the PDF. Does it generate PNG files?
Then I create a SKSpriteNode and set the size like this: abc.size = CGSize(width: 123, height: 123). Instead of 123, I fill in the width and height corresponding to the frame/image size I set up in Illustrator. Is this correct? I think so, because this is #1x version?!
But if I need the same image for iPhone and iPad in different sizes, i can't simply resize it, because the #1x image version isn't a vector anymore and bounded to the frame size I chose in Illustrator? What to do then? Do I have to resize my image in Illustrator and export it in a different size?
What is the correct procedure? Do I have to draw a sketch with pencil at the very beginning on a paper and the measure it with ruler? Then I would go to illustrator and set the frame width height at that what I measured manually?
So many questions. I am very confused with this images sizes, resolutions and #1x, #2x and #3x version. I am not sure why I should use vector files, if I still can't resize the images in the developing process as I would like to, because they are still bound to the frame size I chose in Illustrator.
Is there no possibility to set ratios between all my images and then just use the vector PDF file? How should I setup my Illustrator?
I hope somebody can bring some light into the dark. Thank you.
Your pdf should be sized in points #1x (not pixels). The points should be the same physical size on the phone and the ipad, but if you want them smaller on the phone you need a second set of images; the asset catalog lets you swap out images based on iphone/ipad. Xcode renders your pdf to png's #1x, #2x and #3x and your app will pick the correct png based on the resolution of the device. You are correct that these are no longer vector assets and that scaling them up could leave you with blurry/pixelated images. You have a couple of choices:
1) include a scaled up version of your image at its maximum scale in app and use this version only when you need to scale up (otherwise its a waste of memory and processing if you are always rendering a much smaller image). This is probably the easiest solution.
2) leave your assets as vectors and load them as vectors, You still can render them to images for performance at a constant scale or range of scales, but you can always re-render them at any scale if needed. Most likely you want to use an SVG library for this.
3) You can directly import your assets as code using a program such as paint code. There used to be similar plugins for illustrator but I haven't seen one for Swift 3/Illustrator CC. This is obviously faster than #2 since there is no need to decode the vector file. If your file has a lot of overdraw you may still want to rasterize to images for performance.
Here's what I've found from my experience:
1) Xcode does not generate #2x and #3x from .png files. It can't really - you need to manually supply #1x, #2x, and #3x sizes.
2) Whatever size you use for the CGSize(...), that should be your #1x image, then generate #2x, and #3x from that. I started by designing the size of a level in the scene editor, then made a generic SKSpriteNode shape just to get the size I wanted, then I started making the image from the size I found that looks good.
3) Xcode supports vector based graphics (svg, pdf), but you can't use them as part of a texture atlas, which makes them much less useful in my opinion.

How to get rid of empty transparent areas in a PNG image so that it conforms to actual image size?

I have a series of images that I would look to loop through using iOS's [UIView startAnimating]. My trouble is that, when I exported the images, they all came standard in a 240x160 size, although only 50x50 contains the actual image, the rest being transparent parts that are just taking up space.
When I set the frame of the image automatically using image.size.width and image.size.height, iOS takes into images' original size of 240x160, so I am unable to get a frame that conforms to the actual parts of the image. I was wondering if there is a way using Illustrator or Photoshop, or any other graphics editing software for me to export the images based on their natural dimensions, and not a fixed dimension. Thanks!
I am a fan of vector graphics and thinks everything in the world should be vector ;-) so here is what you do in illustrator: file - document setup - edit artboards. Then click on the image, and the artboard should adjust to the exact size. You can of course have multiple artboards, or simply operate with one artboard and however-many images.

iOS bar button higher resolution images?

The uibarbuttonitem has an image size of ~15x15, however when creating images of that size, they are somewhat pixilated compared to the default images (add/search). I am using photoshop to create these, and saving as a PNG format. Is there a way to get these images as detailed as the default ones?
You'll want to create 30x30 versions too, and call them filename#2x.png. There are the retina-specific versions of the images.

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