I have this code that renders a custom slidebar handle with a dynamic text inside. The problem is that I cannot get it to scale to retina resolution. It draws right on all devices and has the right size, but the resolution is low on retina. How do I change this code to double the end image resolution?
-(UIImage *)addText:(UIImage *)img{
int w = img.size.width;
int h = img.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 0, colorSpace,kCGImageAlphaPremultipliedFirst);
CGContextDrawImage(context, CGRectMake(0, 0, w, h), img.CGImage);
char* text= (char *)[[NSString stringWithFormat:@"$%d", (int)betSlider.value * 5] cStringUsingEncoding:NSASCIIStringEncoding];
CGContextSetShouldAntialias(context, true);
CGContextSelectFont(context, "TimesNewRomanPS-BoldMT",mainFrame.size.width/22, kCGEncodingMacRoman);
CGContextSetTextDrawingMode(context, kCGTextFill);
CGContextSetRGBFillColor(context,255,255,255, 1);
CGContextShowTextAtPoint(context,(img.size.width-(strlen(text)*strlen(text)*(img.size.width/27)))/2.5,img.size.width/2.5,text, strlen(text));
CGImageRef imgCombined = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
UIImage *retImage = [UIImage imageWithCGImage:imgCombined];
CGImageRelease(imgCombined);
return retImage;
}
Change creating context like this:
CGFloat scale = [[UIScreen mainScreen] scale]
CGContextRef context = CGBitmapContextCreate(NULL, w * scale, h * scale, 8, 0, colorSpace,kCGImageAlphaPremultipliedFirst);