I have a custom UIView
that draws something in an overwritten
- (void)drawRect:(CGRect)rect
this works fine and gives sharp results on retina screens.
However, now I would like to make the properties on which the drawing is based animatable. Creating animatable properties seems to be possible only on the CALayer
, so instead of doing the drawing in UIView
, I create a custom CALayer
subclass and do the drawing inside
- (void) drawInContext:(CGContextRef)ctx
I use pretty much the exact same drawing code in this function as I used in the drawRect
function of the custom UIView
.
The result looks the same - however, it's not retina resolution but pixelated (large square pixels)
if I put
self.contentsScale = [UIScreen mainScreen].scale;
To the beginning of my drawInContext
implementation, then instead of a pixelated result, I get a blurry result (as if the rendering is still performed in non-retina resolution and then upscaled to retina resolution).
what's the correct way to render sharp retina paths in CALayers
drawInContext
?
here are some screenshots (the blue line is part of the custom drawing in question. the yellow part is just an image)
Drawn inside custom UIView's drawRect
:
Drawn inside custom CALayer's drawInContext
:
Drawin inside custom CALayer's drawInContext
, with setting self.contentScale
first:
For completeness, here's (a stripped down version of the) drawing code:
//if drawing inside custom UIView sublcass:
- (void)drawRect:(CGRect)rect
{
CGContextRef currenctContext = UIGraphicsGetCurrentContext();
[[UIColor blackColor] set];
CGContextSetLineWidth(currenctContext, _lineWidth);
CGContextSetLineJoin(currenctContext,kCGLineJoinRound);
CGContextMoveToPoint(currenctContext,x1, y1);
CGContextAddLineToPoint(currenctContext,x2, y2);
CGContextStrokePath(currenctContext);
}
//if drawing inside custom CALayer subclass:
- (void) drawInContext:(CGContextRef)ctx {
{
//self.contentsScale = [UIScreen mainScreen].scale;
CGContextRef currenctContext = ctx;
CGContextSetStrokeColorWithColor(currenctContext, [UIColor blackColor].CGColor);
CGContextSetLineWidth(currenctContext, _lineWidth);
CGContextSetLineJoin(currenctContext,kCGLineJoinRound);
CGContextMoveToPoint(currenctContext,x1, y1);
CGContextAddLineToPoint(currenctContext,x2, y2);
CGContextStrokePath(currenctContext);
}
To restate what I want to achieve: I want to achieve the same crisp retina rendering as in the UIView
approach, but when rendering in CALayer
self.contentsScale = [UIScreen mainScreen].scale
to layer initialization method? – Hilel