我希望能够使用watchOS保存在Apple Watch上创建的UIImage数组,并将这一系列图像作为动画播放作为组背景。我可以制作图像阵列并播放它,但我无法弄清楚如何存储/保存这些图像,以便我可以在下次运行应用程序时检索/加载它们,这样我就不必在每次应用程序时都构建它们运行。
以下是我使用Core Graphics(Swift 3)构建图像的示例:
import WatchKit
import Foundation
class InterfaceController: WKInterfaceController
{
@IBOutlet var colourGroup: WKInterfaceGroup!
override func awake(withContext context: AnyObject?)
{
super.awake(withContext: context)
}
override func willActivate()
{
var imageArray: [UIImage] = []
for imageNumber in 1...250
{
let newImage: UIImage = drawImage(fade: CGFloat(imageNumber)/250.0)
imageArray.append(newImage)
}
let animatedImages = UIImage.animatedImage(with:imageArray, duration: 10)
colourGroup.setBackgroundImage(animatedImages)
let imageRange: NSRange = NSRange(location: 0, length: 200)
colourGroup.startAnimatingWithImages(in: imageRange, duration: 10, repeatCount: 0)
super.willActivate()
}
func drawImage(fade: CGFloat) -> UIImage
{
let boxColour: UIColor = UIColor(red: 1.0, green: 1.0, blue: 1.0, alpha: fade)
let opaque: Bool = false
let scale: CGFloat = 0.0
let bounds: CGRect = WKInterfaceDevice.current().screenBounds
let imageSize: CGSize = CGSize(width: bounds.width, height: 20.0)
UIGraphicsBeginImageContextWithOptions(imageSize, opaque, scale)
let radius: CGFloat = imageSize.height/2.0
let rect: CGRect = CGRect(x: 0.0, y: 0.0, width: imageSize.width, height: imageSize.height)
let selectorBox: UIBezierPath = UIBezierPath(roundedRect: rect, cornerRadius: radius)
let boxLineWidth: Double = 0.0
selectorBox.lineWidth = CGFloat(boxLineWidth)
boxColour.setFill()
selectorBox.fill()
// return the image
let result: UIImage = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return result
}
override func didDeactivate()
{
// This method is called when watch view controller is no longer visible
super.didDeactivate()
}
}
基本上我正在寻找一种方法来保存和加载[UIImage]的方式,我可以使用UIImage.animatedImage(带有:[UIImage],持续时间:TimeInterval)和数组
有没有办法保存图像数组,以便下次运行应用程序时加载它而不是重建图像?
由于
格雷格
答案 0 :(得分:1)
NSKeyedArchiver和NSKeyedUnarchiver做了这个伎俩。这是XCode 8b4的Swift代码:
override func willActivate()
{
var imageArray: [UIImage] = []
let fileName: String = "TheRings"
let fileManager = FileManager.default
let url = fileManager.urls(for: .documentDirectory, in: .userDomainMask).first! as NSURL
let theURL: URL = url.appendingPathComponent(fileName)!
if let rings = NSKeyedUnarchiver.unarchiveObject(withFile: theURL.path) as? [UIImage]
{
print("retrieving rings - found rings")
imageArray = rings
}
else
{
print("retrieving rings - can't find rings, building new ones")
for imageNumber in 1...250
{
let newImage: UIImage = drawImage(fade: CGFloat(imageNumber)/250.0)
imageArray.append(newImage)
}
NSKeyedArchiver.archiveRootObject(imageArray, toFile: theURL.path)
}
let animatedImages = UIImage.animatedImage(with:imageArray, duration: 10)
colourGroup.setBackgroundImage(animatedImages)
let imageRange: NSRange = NSRange(location: 0, length: 200)
colourGroup.startAnimatingWithImages(in: imageRange, duration: 10, repeatCount: 0)
super.willActivate()
}