Adding images to iOS/macOS project is not straight forward. You should add 1x
and/or 2x
and/or 3x
based on the screen size/ device. Your designer may give you the required 1x
, 2x
, 3x
files. But what to do if they provide only one size or you downloading it from here. You should resize it with preview and rename, then add to assetcatalog. If you are continuosly adding/ changing images (especially during initial development stage), doing all these repeated tasks may become boring. Assetizer
will help you to do this tasks with a single line command.
$ git clone https://github.com/jkmathew/Assetizer.git
$ cd Assetizer
$ make
With Mint
$ mint install jkmathew/Assetizer assetize
Add following line to your Package.swift
file.
dependencies: [
...,
.package(url: "https://github.com/jkmathew/Assetizer.git", .upToNextMajor(from: "0.1.0"))
]
$ assetize image.png --size 30x30
This will create image.imageset
, which can be directly used with your images.xcassets
.
Additionaly you can pass following options
--output
- Output path, where you want to create the imageset.
If you are working on a project continuously, you can set default output directory by entering,
$ defaults write me.jkmathew.assetizer outputPath /path/to/images.xcassets
if --output
option not passed and no default directory set, will create imageset in the input directory.
--device
- Target device family. Accepted values - [universal
, iphone
, ipad
, watch
, tv
, mac
]
Import package Assetizer
. Now you can use AssetWriter
class like.
let writer = try AssetWriter(imagePath: "/path/to/input.png", size: CGSize(width: 30, height: 30))// you can pass CGSize.zero to take size from input.png
try writer.createAssets()
- Distribute as a package to use in SPM projects.
- Accept different device idioms.
- Create app icons.
- Specify o/p path.
- Ditribute through home brew.
- Support for linux.
Johnykutty - [email protected]