I place a play.png image onto my view. When the view initially loads, the iPhone 4 grabs the corresponding [email protected] file and it looks great. However, when I tap the play button my code swaps it out for the pause.png file. Then, when I tap the pause.png to bring back the play.png it uses the original play.png file (not the @2x version like I thought it would automatically reference).
This is the code I tried to use:
[button setImage:[UIImage imageNamed:@"play.png"] forState:UIControlStateNormal];
So, if I swap files after the initial view load, do I have to manually specify the @2x version inside an IF statement? If so, is the UIScreen.scale the best attribute to use for this?
I'm currently using code like this:
if ([UIScreen mainScreen].scale > 1.0)
{
[button setImage:[UIImage imageNamed:@"[email protected]"] forState:UIControlStateNormal];
}
else
{
[button setImage:[UIImage imageNamed:@"play.png"] forState:UIControlStateNormal];
}
It's working fine but having the IF statement in there is annoying and seems a little fragile.
Thanks in advance to all you smarties out there.
The conditional statement is unnecessary. The following line is sufficient:
[button setImage:[UIImage imageNamed:@"play.png"] forState:UIControlStateNormal];
In iOS 4.0, the imageNamed: method automatically looks for the "@2x" filename suffix if the device is an iPhone 4 and has the retina display. In previous versions of iPhone OS, the imageNamed: method only looks for what you write (i.e., the lower-resolution image). This works because the iPhone 4 can't have a lower OS version then 4.0, so your retina display users will always have the higher resolution artwork.