SwiftUI Dynamic Image Sizing - swiftui

Problem:I have a View that I needed to place multiple (2) views that contained: 1 Image + 1 Text. I decided to break that up into a ClickableImageAndText structure that I called on twice. This works perfectly if the image is a set size (64x64) but I would like this to work on all size classes. Now, I know that I can do the following:
if horizontalSizeClass == .compact {
Text("Compact")
} else {
Text("Regular")
}
but I am asking for both Different Size Classes and Same Size Classes such as the iPhone X and iPhone 13 which are the same.
Question:How do I alter the image for dynamic phone sizes (iPhone X, 13, 13 pro, etc) so it looks appropriate for all measurements?
Code:
import SwiftUI
struct ClickableImageAndText: View {
let image: String
let text: String
let tapAction: (() -> Void)
var body: some View {
VStack {
Image(image)
.resizable()
.scaledToFit()
.frame(width: 64, height: 64)
Text(text)
.foregroundColor(.white)
}
.contentShape(Rectangle())
.onTapGesture {
tapAction()
}
}
}
struct InitialView: View {
var topView: some View {
Image("Empty_App_Icon")
.resizable()
.scaledToFit()
}
var bottomView: some View {
VStack {
ClickableImageAndText(
image: "Card_Icon",
text: "View Your Memories") {
print("Tapped on View Memories")
}
.padding(.bottom)
ClickableImageAndText(
image: "Camera",
text: "Add Memories") {
print("Tapped on Add Memories")
}
.padding(.top)
}
}
var body: some View {
ZStack {
GradientView()
VStack {
Spacer()
topView
Spacer()
bottomView
Spacer()
}
}
}
}
struct InitialView_Previews: PreviewProvider {
static var previews: some View {
InitialView()
}
}
Image Note:My background includes a GradientView that I have since removed (thanks #lorem ipsum). If you so desire, here is the GradientView code but it is unnecessary for the problem above.
GradientView.swift
import SwiftUI
struct GradientView: View {
let firstColor = Color(uiColor: UIColor(red: 127/255, green: 71/255, blue: 221/255, alpha: 1))
let secondColor = Color(uiColor: UIColor(red: 251/255, green: 174/255, blue: 23/255, alpha: 1))
let startPoint = UnitPoint(x: 0, y: 0)
let endPoint = UnitPoint(x: 0.5, y: 1)
var body: some View {
LinearGradient(gradient:
Gradient(
colors: [firstColor, secondColor]),
startPoint: startPoint,
endPoint: endPoint)
.ignoresSafeArea()
}
}
struct GradientView_Previews: PreviewProvider {
static var previews: some View {
GradientView()
}
}
Effort 1:Added a GeometryReader to my ClickableImageAndText structure and the view is automatically changed incorrectly.
struct ClickableImageAndText: View {
let image: String
let text: String
let tapAction: (() -> Void)
var body: some View {
GeometryReader { reader in
VStack {
Image(image)
.resizable()
.scaledToFit()
.frame(width: 64, height: 64)
Text(text)
.foregroundColor(.white)
}
.contentShape(Rectangle())
.onTapGesture {
tapAction()
}
}
}
}
Effort 2:Added a GeometryReader as directed by #loremipsum's [deleted] answer and the content is still being pushed; specifically, the topView is being push to the top and the bottomView is taking the entire space with the addition of the GeometryReader.
struct ClickableImageAndText: View {
let image: String
let text: String
let tapAction: (() -> Void)
var body: some View {
GeometryReader{ geo in
VStack {
Image(image)
.resizable()
.scaledToFit()
//You can do this and set strict size constraints
//.frame(minWidth: 64, maxWidth: 128, minHeight: 64, maxHeight: 128, alignment: .center)
//Or this to set it to be percentage of the size of the screen
.frame(width: geo.size.width * 0.2, alignment: .center)
Text(text)
}.foregroundColor(.white)
//Everything moves to the left because the `View` expecting a size vs stretching.
//If yo want the entire width just set the View with on the outer most View
.frame(width: geo.size.width, alignment: .center)
}
.contentShape(Rectangle())
.onTapGesture {
tapAction()
}
}
}

The possible solution is to use screen bounds (which will be different for different phones) as reference value to calculate per-cent-based dynamic size for image. And to track device orientation changes we wrap our calculations into GeometryReader.
Note: I don't have your images, so added white borders for demo purpose
struct ClickableImageAndText: View {
let image: String
let text: String
let tapAction: (() -> Void)
#State private var size = CGFloat(32) // some minimal initial value (not 0)
var body: some View {
VStack {
Image(image)
.resizable()
.scaledToFit()
// .border(Color.white) // << for demo !!
.background(GeometryReader { _ in
// GeometryReader is needed to track orientation changes
let sizeX = UIScreen.main.bounds.width
let sizeY = UIScreen.main.bounds.height
// Screen bounds is needed for reference dimentions, and use
// it to calculate needed size as per-cent to be dynamic
let width = min(sizeX, sizeY)
Color.clear // % (whichever you want)
.preference(key: ViewWidthKey.self, value: width * 0.2)
})
.onPreferenceChange(ViewWidthKey.self) {
self.size = max($0, size)
}
.frame(width: size, height: size)
Text(text)
.foregroundColor(.white)
}
.contentShape(Rectangle())
.onTapGesture {
tapAction()
}
}
}

Related

Position an image randomly on a view in swiftui and pass the position of the image to another fullscreen transparent view

I have a view in SwiftUI. This view has some random images on it in various random positions. Check the code below.
struct ContentView: View {
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
var body: some View {
ZStack {
ForEach(0..<5) { _ in
Image(systemName: "plus")
.frame(width: 30, height: 30)
.background(Color.green)
.position(
x: CGFloat.random(in: 0..<screenWidth),
y: CGFloat.random(in: 0..<screenHeight)
)
}
}
.ignoreSafeArea()
}
}
I need to get the exact position of these random added images and pass the positions to another transparent view that shows up with a ZStack on top of the previous view. In the transparent popup fullscreen ZStack view i need to point to the position of the images i randomly put in the previous view using arrow images. Is this somehow possible in swiftui? I am new in swiftui so any help or suggestion appreciated.
Store the random offsets in a #State var and generate them in .onAppear { }. Then you can use them to position the random images and pass the offsets to the overlay view:
struct ContentView: View {
#State private var imageOffsets: [CGPoint] = Array(repeating: CGPoint.zero, count: 5)
#State private var showingOverlay = true
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
var body: some View {
ZStack {
ForEach(0..<5) { index in
Image(systemName: "plus")
.frame(width: 30, height: 30)
.background(Color.green)
.position(
x: imageOffsets[index].x,
y: imageOffsets[index].y
)
}
}
.ignoresSafeArea()
.onAppear {
for index in 0..<5 {
imageOffsets[index] = CGPoint(x: .random(in: 0..<screenWidth), y: .random(in: 0..<screenHeight))
}
}
.overlay {
if showingOverlay {
OverlayView(imageOffsets: imageOffsets)
}
}
}
}
struct OverlayView: View {
let imageOffsets: [CGPoint]
var body: some View {
ZStack {
Color.clear
ForEach(0..<5) { index in
Circle()
.stroke(.blue)
.frame(width: 40, height: 40)
.position(
x: imageOffsets[index].x,
y: imageOffsets[index].y
)
}
}
.ignoresSafeArea()
}
}

How to dynamically get view's origin in swiftui

Background
Using SwiftUI, I want to implement tutorial(Coach marks) functionalities for some view( like button, text, image and so on) which was defined without specifying origin and sizes
for modifier frame. especially such functionalities will be asked for several difference screen.
My Test Code
1. Definition of PreferenceKey
struct MyPreferenceKey: PreferenceKey {
static var defaultValue: CGRect = .zero
static func reduce(value: inout CGRect, nextValue: () -> CGRect) {
value = nextValue()
}
}
main view
struct ContentView: View {
#State var rating : Int = 3
var body: some View {
GeometryReader { geometry in
let origin = geometry.frame(in: .global).origin
let size = geometry.frame(in: .global).size
VStack {
HStack{
Text("Test1") // for testing following target,just add some view hierachy
.padding()
.background(Color.yellow)
VStack{
Text("test2")
.padding()
.background(Color.purple)
Text("") // here is my target, i want to get the origin of this view
.frame(width: 100, height: 200) // just for having spece to show value of frame
.background(Color.green)
.overlay(
GeometryReader { proxy in
let frm = proxy.frame(in: .global)
let size = proxy.size
Color.clear.preference(key: MyPreferenceKey.self,value: proxy.frame(in: .global))
Text(verbatim: "X=\(String(format: "%.2f", frm.midX)) y=\(String(format: "%.2f", frm.midY) ) width=\(String(format: "%.2f", frm.width)) height=\(String(format: "%.2f", frm.height))")
}
)
}
}
.onPreferenceChange(MyPreferenceKey.self){
print("\($0)")
}
}
.frame(width: 200, height: 300, alignment: .center)
}
}
}
3. Ran result (Xcode)
4.Ran result (Log)
(89.83333333333331, 127.16666666666669, 100.0, 200.0)
5. Problem
the view with green background says it's origin.x is 139, but logs printed above is 89 in modifier onPreferenceChange.
My Question:
how can i get real origin.x with 139 using like modifier onPreferenceChange.
is there a way to get value shown by above Text view
thanks.

How to draw a rectangle to a specific area of the screen based on user search input?

I am trying to make a program where the user enters a certain set of characters into the search bar (for example "AP1") and the program draws a rectangle on top of an image I have.
I will have a bunch of if statements testing what the user entered and giving the coordinates for where the rectangle will be drawn. I am just having trouble with the "scopes" and the ZStack and VStack for the image overlay not wanting to cooperate with how I have the if statement(s) set up. Here is my entire program:
This is my third day doing any type of iOS development
import SwiftUI
struct ContentView: View {
private var listOfBins = binList
#State var searchText = ""
var body: some View {
// MAP
VStack {
Image("map")
.resizable()
.scaledToFit()
.position(x: 195, y: 175)
.overlay(ImageOverlay(), alignment: .bottomTrailing)
Spacer()
}
NavigationView {
List {
ForEach(bins, id: \.self) { bin in
HStack {
Text(bin.capitalized)
.textCase(.uppercase)
Spacer()
Image(systemName: "figure.walk")
.foregroundColor(Color.blue)
}
.padding()
}
}
.searchable(text: $searchText)
.navigationTitle("Bins")
if (searchText.elementsEqual("AP1")) {
drawBox(width: 50, height: 50, x: 50, y: 50)
}
}
}
func drawBox(width: Int, height: Int, x: Int, y: Int) -> Rectangle{
struct ImageOverlay: View{
var body: some View {
ZStack {
Rectangle()
.fill(.green)
.frame(width: 100, height: 100)
.position(x: 200, y: 300)
}
}
}
}
// DISPLAY LIST OF BINS AND SEARCH BAR
var bins: [String] {
let upBins = listOfBins.map {$0.uppercased()}
return searchText == "" ? upBins : upBins.filter{
$0.contains(searchText.uppercased())
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
}
Could not run your provided code, so I replicated a temp view.
Is this something you wanted? (code is below the image)
struct SSContentView: View {
#State var searchText = ""
var images = ["Swift", "Ww", "Luffy"]
var body: some View {
NavigationView {
List {
TextField("Search Here", text: $searchText)
ForEach(0...5, id: \.self) { _ in
ForEach(images, id: \.self) { image in
ZStack {
Image(image)
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: 50)
.overlay {
if searchText == image {
OverlayImage
}
}
}
}
}
}
.navigationTitle("My Pictures")
}
}
var OverlayImage: some View {
ZStack {
Rectangle()
.fill(.clear)
.frame(width: 60, height: 60)
.border(.green)
}
}
}

Edited: How we can alignment Image with Images and Text withTexts in SwiftUI, Multi-alignment?

I have a VStack which has some HStack as you can see in my codes, inside my each Hstack there is an Image and Text, after running my codes the Alignmet of all codes is ugly, I want the Image alignment center together and Text alignment leading. How I can solve the problem?
I can make all Image .center Alignment, and also all Text .leading Alignment. But I can not make both happen at same time.
struct CustomAlignment: AlignmentID
{
static func defaultValue(in context: ViewDimensions) -> CGFloat
{
return context[HorizontalAlignment.center]
}
}
struct CustomAlignment2: AlignmentID
{
static func defaultValue(in context: ViewDimensions) -> CGFloat
{
return context[HorizontalAlignment.leading]
}
}
extension HorizontalAlignment
{
static let custom: HorizontalAlignment = HorizontalAlignment(CustomAlignment.self)
static let custom2: HorizontalAlignment = HorizontalAlignment(CustomAlignment2.self)
}
import SwiftUI
struct ContentView: View {
var body: some View {
VStack(alignment: .custom)
{
HStack()
{
Image(systemName: "folder")
.alignmentGuide(.custom) { $0[HorizontalAlignment.center] }
Text("Some texts here.")
.alignmentGuide(.custom2) { $0[HorizontalAlignment.leading] }
Spacer()
}
HStack()
{
Image(systemName: "music.note")
.alignmentGuide(.custom) { $0[HorizontalAlignment.center] }
Text("Some texts here.")
.alignmentGuide(.custom2) { $0[HorizontalAlignment.leading] }
Spacer()
}
HStack()
{
Image(systemName: "person.fill.questionmark")
.alignmentGuide(.custom) { $0[HorizontalAlignment.center] }
Text("Some texts here.")
.alignmentGuide(.custom2) { $0[HorizontalAlignment.leading] }
Spacer()
}
}
.padding()
Spacer()
}
}
Use custom alignment guide if you want precise control.
About your comment on using fixed frame, here is an article which explains how frame works in SwiftUI.
Basically, frame modifier just adds a fixed size frame around the SF in this case, but it won't alter the intrinsic size.
struct ContentView: View {
var body: some View {
VStack(alignment: .sfView) {
SFView(title: "This is some text", image: "folder")
SFView(title: "SwiftUI is cool. Combine is cooler.", image: "snow")
SFView(title: "This is a music note. This has a different length.", image: "music.note")
}
}
}
private struct SFView: View {
let title: String
let image: String
var body: some View {
HStack(spacing: 8) {
Image(systemName: image)
.font(.system(size: 20))
.frame(width: 32, height: 32)
.alignmentGuide(.sfView) { d in d[HorizontalAlignment.center] }
Text(title)
.alignmentGuide(.sfView) { d in d[HorizontalAlignment.leading] }
}
}
}
private extension HorizontalAlignment {
struct SFViewAlignment: AlignmentID {
static func defaultValue(in d: ViewDimensions) -> CGFloat {
d[HorizontalAlignment.leading]
}
}
static let sfView = HorizontalAlignment(SFViewAlignment.self)
}
You have to give a frame to the image as some SF Symbols are larger than others, also try to create reusable views.
try something like this:
struct ContentView: View {
var body: some View {
VStack {
RowView(title: "Some texts here.", image: "folder")
RowView(title: "Some texts here.", image: "person.fill.questionmark")
RowView(title: "Some texts here.", image: "snow")
RowView(title: "Some texts here.", image: "forward.end.alt.fill")
}
.padding()
Spacer()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
struct RowView: View {
let title: String
let image: String
var body: some View {
// Option 1 with Label
// Label(
// title: {
// Text(title)
// },
// icon: {
// Image(systemName: image)
// .frame(width: 30, height: 30)
// }
// )
// Option 2 with HStack
HStack {
Image(systemName: image)
.frame(width: 30, height: 30)
Text(title)
Spacer()
}
}
}
You are WAY overcomplicating it. You don't need to use all these custom alignments and constraints for something this simple.
Go back to basics and use a regular VStack / HStack and just set the icon to be an exact frame. The issue was arising because the icons had slightly different widths.
struct TestView: View {
var body: some View {
VStack(alignment: .leading) {
HStack {
Image(systemName: "folder")
.frame(width: 30, height: 30, alignment: .center)
Text("Some text here")
}
HStack {
Image(systemName: "person.fill.questionmark")
.frame(width: 30, height: 30, alignment: .center)
Text("Some text here")
}
HStack {
Image(systemName: "snow")
.frame(width: 30, height: 30, alignment: .center)
Text("Some text here")
}
HStack {
Image(systemName: "music.note")
.frame(width: 30, height: 30, alignment: .center)
Text("Some text here")
}
}
}
}

Content hugging priority behaviour in SwiftUI

I have a List made of cells, each containing an image, and a column of text, which I wish laid out in a specific way. Image on the left, taking up a quarter of the width. The rest of the space given to the text, which is left-aligned.
Here's the code I got:
struct TestCell: View {
let model: ModelStruct
var body: some View {
HStack {
Image("flag")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: UIScreen.main.bounds.size.width * 0.25)
VStack(alignment: .leading, spacing: 5) {
Text("Country: Moldova")
Text("Capital: Chișinău")
Text("Currency: Leu")
}
.frame(minWidth: 0, maxWidth: .infinity, alignment: .leading)
}
}
}
struct TestCell_Previews: PreviewProvider {
static var previews: some View {
TestCell()
.previewLayout(.sizeThatFits)
.previewDevice("iPhone 11")
}
}
And here are 2 examples:
As you can see, the height of the whole cell varies based on the aspect ratio of the image.
$1M question - How can we make the cell height hug the text (like in the second image) and not vary, but rather shrink the image in a scaleAspectFit manner inside the allocated rectangle
Note!
The text's height can vary, so no hardcoding.
Couldn't make it work with PreferenceKeys, as the cells will be part of a List, and there's some peculiar behaviour I'm trying to grasp around cell reusage, and onPreferenceChange not being called when 2 consecutive cells have the same height. To exhibit all this combined behaviour, make sure your model varies between cells when you test it.
Here is a possible solution, however it uses GeometryReader inside the background property of the VStack, to detect their height. That height is being applied to the Image then. I used SizePreferenceKey from this solution.
struct SizePreferenceKey: PreferenceKey {
typealias Value = CGSize
static var defaultValue: Value = .zero
static func reduce(value _: inout Value, nextValue: () -> Value) {
_ = nextValue()
}
}
struct ContentView6: View {
#State var childSize: CGSize = .zero
var body: some View {
HStack {
Image("image1")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(width: UIScreen.main.bounds.size.width * 0.25, height: self.childSize.height)
VStack(alignment: .leading, spacing: 5) {
Text("Country: Moldova")
Text("Capital: Chișinău")
Text("Currency: Leu")
}
.frame(minWidth: 0, maxWidth: .infinity, alignment: .leading)
.background(
GeometryReader { proxy in
Color.clear.preference(key: SizePreferenceKey.self, value: proxy.size)
}
)
}
.onPreferenceChange(SizePreferenceKey.self) { preferences in
self.childSize = preferences
}
.border(Color.yellow)
}
}
Will look like this.. you can apply different aspect ratios for the Image of course.
This is what worked for me to constrain a color view to the height of text content in a cell:
A height reader view:
struct HeightReader: View {
#Binding var height: CGFloat
var body: some View {
GeometryReader { proxy -> Color in
update(with: proxy.size.height)
return Color.clear
}
}
private func update(with value: CGFloat) {
guard value != height else { return }
DispatchQueue.main.async {
height = value
}
}
}
You can then use the reader in a compound view as a background on the view you wish to constrain to, using a state object to update the frame of the view you wish to constrain:
struct CompoundView: View {
#State var height: CGFloat = 0
var body: some View {
HStack(alignment: .top) {
Color.red
.frame(width: 2, height: height)
VStack(alignment: .leading) {
Text("Some text")
Text("Some more text")
}
.background(HeightReader(height: $height))
}
}
}
struct CompoundView_Previews: PreviewProvider {
static var previews: some View {
CompoundView()
}
}
I have found that using DispatchQueue to update the binding is important.