I am experiencing a weird spacing behavior that I'm hoping someone can explain. I have two views, the main view (ContentView) contains a child view called PlayerToolbar. The desired behavior is for ContentView take up the entire screen with PlayerToolbar being rendered at the very bottom of the screen. PlayerToolbar contains image buttons and spacers. The issue I am running into is ContentView only takes up a portion of the screen and PlayerToolbar is not aligned to the bottom as shown in the image.
Here is the code for ContentView
struct ContentView: View {
var body: some View {
VStack{
Spacer()
Text("Main Content")
Spacer()
PlayerToolBar()
}.background(Color.blue)
}
}
And here is the code for PlayerToolbar:
struct PlayerToolBar: View {
var body: some View {
HStack{
Spacer()
Button(action: {
print("backward button pressed")
}){
Image(systemName: "gobackward.10").renderingMode(.original) .resizable().aspectRatio(contentMode: .fit)
}
Spacer()
Button(action: {
print("play button pressed")
}){
Image(systemName: "play.circle").renderingMode(.original) .resizable().aspectRatio(contentMode: .fit)
}
Spacer()
Button(action: {
print("go forward button pressed")
}){
Image(systemName: "goforward.10").renderingMode(.original) .resizable().aspectRatio(contentMode: .fit)
}
Spacer()
Button(action: {
print("jot button pressed")
}){
Image(systemName: "pencil.circle").renderingMode(.original) .resizable().aspectRatio(contentMode: .fit)
}
Spacer()
}.background(Color(UIColor.secondarySystemBackground))
}
}
I have found that if add one Text object in my PlayerToolbar between the first Spacer and Button, the screen renders as I expect
...
Spacer()
Text(" ")
Button(action: {
print("backward button pressed")
}){
Image(systemName: "gobackward.10").renderingMode(.original) .resizable().aspectRatio(contentMode: .fit)
}
...
Any idea of why it is behaving the way it is and why a Text makes it act the way I prefer?
The problem, I think, is because your PlayerToolbar has no height and it is hard for the layout logic to determine one. Nothing in your PlayerToolbar has an explicit height. Your images are made resizable, but nothing in your views is telling how to resize them.
By adding a Text() view, your images now have some height to match, and so it works as you expect it.
Other solutions to break the ambiguity are (choose any, not all):
Set a frame height to the PlayerToolbar:
PlayerToolBar().frame(height: 40)
Set the height for at least one of your images:
Image(systemName: "gobackward.10")
.renderingMode(.original)
.resizable()
.frame(height: 40)
.aspectRatio(contentMode: .fit)
Set the height to one of your buttons:
Button(action: {
print("backward button pressed")
}){
Image(systemName: "gobackward.10")
.renderingMode(.original)
.resizable()
.aspectRatio(contentMode: .fit)
}.frame(height: 40)
Set the height of the HStack in your PlayerToolbar.
Remove the resizable() modifier in at least one of your images.
Image(systemName: "pencil.circle").renderingMode(.original).aspectRatio(contentMode: .fit)
All these alternatives aim at the same thing, making sure your images know how much to grow/shrink. There are of course many other options. These are just a few.
Related
This is an example of what I am trying to do.Link to image of design to implement. I am unsure how to position a button and text at the top of the screen in this manner coding in swiftui. Alternatively I thought I could use the navigation bar inline and customise that but I am unsure.
var body: some View {
VStack (alignment: .trailing) {
HStack(spacing:10) {
Button(action: {
}) {
Image(systemName: "line.horizontal.3")
.font(.headline)
}
Text("WeCollab")
.foregroundColor(.white)
.font(.title)
//padding(.leading,40)
Spacer()
}
.padding(.top,UIApplication.shared.windows.first?.safeAreaInsets.top)
.background(customPurpleColour)
Spacer()
}
.edgesIgnoringSafeArea(.top)
}
}
Seems like you're on the right track. In order to keep the title centered, it seemed easier to make a ZStack. The menu button gets it's own .leading-aligned VStack and then the title goes on top of that.
The edgesIgnoringSafeArea and padding can be simplified so that you don't have to use the screen size safe areas.
struct ContentView: View {
var body: some View {
VStack {
ZStack {
VStack {
Button(action: { }) {
Image(systemName: "line.horizontal.3")
.font(.headline)
}.padding(.leading)
}.frame(maxWidth: .infinity, alignment: .leading)
Text("WeCollab")
.foregroundColor(.white)
.font(.title)
}
.background(Color.purple.edgesIgnoringSafeArea(.top))
Spacer() //other content goes here
}
}
}
I have a ZStack in which an Image is presented.
The image needs to be scaled in some cases.
I am failing on aligning the scaled image on the bottom of the ZStack, it is always presented in the middle.
I tried ZStack(alignment: .bottom) in combination with .alignmentGuide(.bottom) for the image, but this does not change the outcome.
Also putting a VStack around the image and placing a Spacer() above it does not change the result.
The HStack is not relevant and is only shown, because I need an ZStack in this construct. But The main issue is with the VStack, that it does not move after scaling in the Space of the ZStack.
It seems like .scaleEffect just uses position and frame of the original image and places the scaled image in the middle. Is this a limitation of scaleEffect? What other function can be used?
This is my View (reduced code): // I colored the background purple, to show the full size of the ZStack
var body: some View {
ZStack(alignment: .bottom) {
Color.purple
Image(battlingIndividual.getMonster().getStatusImageName(battlingIndividual.status))
.resizable()
.scaledToFill()
.scaleEffect(battlingIndividual.getMonster().size.scaleValue)
HStack() {
SkillViews(battlingIndividual: battlingIndividual)
Spacer()
}
}
}
The outcome is this:
But it should look like this:
EDIT: I added a Background to the image, in order to show that the image is centered in the ZStack.
Solution:
We don´t need an alignment in this case, we need an anchor:
.scaleEffect(battlingIndividual.getMonster().size.scaleValue, anchor: .bottom)
Solution Image:
I figured it out.
.scaleEffect uses its own anchor, which can be set to .bottom.
scaleEffect(_:anchor:) Apple Developer
Therefore I needed only to add "ancor: .bottom" to the scaleEffect.
.scaleEffect(battlingIndividual.getMonster().size.scaleValue, anchor:
.bottom)
for the following result:
I assume this view container ZStack is a one cell view, so you need to align not ZStack which tights to content, but entire HStack containing those monster cells, like
HStack(alignment: .bottom) { // << here !!
ForEach ... {
MonsterCellView()
}
}
Please, put your Image in a VStack and a Spacer() above the image and your Images will be on the bottom of the Stack. The alignment .bottom is only to aline multiple views with each other, but you are not having multiple views in your Stack. The HStack doesn't count for the alignment.
If I try this out in my example and scale the image down,
import SwiftUI
struct ContentView: View {
var body: some View {
ZStack {
Color.purple
VStack {
Spacer()
Image(systemName: "ladybug")
.resizable()
.scaledToFit()
.frame(width: 100, height: 100, alignment:
HStack {
Image(systemName: "hare")
.resizable()
.frame(width: 50, height: 50)
Image(systemName: "hare")
.resizable()
.frame(width: 50, height: 50)
Image(systemName: "hare")
.resizable()
.frame(width: 50, height: 50)
Spacer()
}
}
}
}
}
I get this.
Kind regards,
MacUserT
how to remove top space from navigation view
Note1: with out navigation it shows full screen
Note2: if i use this(.edgesIgnoringSafeArea(.all)) inside image it shows full screen but image not fill properly please check both image view.
Here is my code:
var body: some View {
NavigationView {
GeometryReader { geometry in
ZStack {
Image("splash_screen")
.resizable()
.aspectRatio(geometry.size, contentMode: .fill)
// .edgesIgnoringSafeArea(.all)
//.frame(height: geometry.size.height)
}
}
}
.navigationBarHidden(true)
.navigationBarTitle("")
.navigationBarBackButtonHidden(true)
//.edgesIgnoringSafeArea([.top, .bottom])
.edgesIgnoringSafeArea(.all)
.background(Color .red)
}
Works with this. Add property .scaledToFill() to Imageview.
ZStack {
Image("LandingBg")
.resizable()
.scaledToFill()
.edgesIgnoringSafeArea(.all)
// .edgesIgnoringSafeArea(.all)
//.frame(height: geometry.size.height)
}
Added on the 24th of July:
This line of code fixes the space in the detail view. However... in the list view the title has become a lot smaller too.
.navigationBarTitle(Text("Egg management"), displayMode: .inline)
Added on the 23th of July:
Thanks to the tips I made a lot of progress. Especially the tip to add borders does wonders. You see exactly what happens!
However, there seems to be a difference between the Xcode Preview canvas, the simulator and the physical device. Is this a bug because -after all- it is still beta? Or is there anything I can do?
As you can see in the images... only in the Xcode Preview canvas the view connects to the top of the screen.
I believe it has something to do with the tabbar. Since when I look at the Xcode Preview canvas with the tabbar... that space above is also there. Any idea how to get rid of that?
Original postings:
This is my code for a detailed list view:
import SwiftUI
struct ContentDetail : View {
#State var photo = true
var text = "Een kip ..."
var imageList = "Dag-3"
var day = "3.circle"
var date = "9 augustus 2019"
var imageDetail = "Day-3"
var weight = "35.48"
var body: some View {
VStack (alignment: .center, spacing: 10) {
Text(date)
.font(.title)
.fontWeight(.medium)
ZStack (alignment: .topLeading){
Image(photo ? imageDetail : imageList)
.resizable()
.aspectRatio(contentMode: .fit)
.background(Color.black)
.padding(.trailing, 0)
.tapAction {
self.photo.toggle() }
HStack {
Image(systemName: day)
.resizable()
.padding(.leading, 10)
.padding(.top, 10)
.frame(width: 40, height: 32)
.foregroundColor(.white)
Spacer()
Image(systemName: photo ? "photo" : "pencil.circle")
.resizable()
.padding(.trailing, 10)
.padding(.top, 10)
.frame(width: 32, height: 32)
.foregroundColor(.white)
}
}
Text(text)
.lineLimit(6)
.frame(minWidth: 0, maxWidth: .infinity, alignment: .leading)
.padding(.leading, 6)
} .padding(20)
}
}
#if DEBUG
struct ContentDetail_Previews : PreviewProvider {
static var previews: some View {
ContentDetail()
}
}
#endif
Also included is the preview canvas. What I don't get is how I can make sure the text and photo are aligned to the top (instead of the middle). I tried with Spacers, padding etc.
I must be overseeing something small I guess... but. Can somebody point me in the right direction? Thanks.
Added:
After both answers I added a Spacer() after the last text. In Xcode in the preview canvas everything looks okay now. But on my connected iPhone 7 Plus there are some problems: the view is not aligned to the top, and the image is cropped (icon on the right is gone; white banding to the right).
Adding a Spacer() after the last text shifts everything to the top. Tested on iPhone Xr simulator (not preview).
...
Text(text)
.lineLimit(6)
.frame(minWidth: 0, maxWidth: .infinity, alignment: .leading)
.padding(.leading, 6)
Spacer()
}
To remove the space at the top:
VStack {
...
}
.padding(20)
.navigationBarTitle("TITLE", displayMode: .inline)
Think in terms of what a Spacer() does. It "moves" the views as far apart as it can - at least, without a specific space.
So you have this:
VStack {
Text
ZStack {
Image
HStack {
Image
Spacer()
Image
}
}
Text
}
All told, going from inner to outer, you have a horizontal stack of two images placed as far apart (the spacer is between them) inside of a "Z axis" stack that places an image on top of them, inside of a vertical stack that has some text above it.
So if you want to move everything in that vertical stack to the top, you simply need to add one last spacer:
VStack {
Text
ZStack {
Image
HStack {
Image
Spacer()
Image
}
}
Text
Spacer() // <-- ADD THIS
}
Last note: Don't be afraid to adding additional "stacks" to your view. In terms of memory footprint, it's really just a single view with no performance hit.
EDIT: I took your original view and changed everything to placeholders...
var body: some View {
VStack (alignment: .center, spacing: 10) {
Text("Text #1")
.font(.title)
.fontWeight(.medium)
ZStack (alignment: .topLeading) {
Text( "Image #1")
HStack {
Text("Image #2")
Spacer()
Text("Image #3")
}
}
Text("Text #2")
.lineLimit(6)
.frame(minWidth: 0, maxWidth: .infinity, alignment: .leading)
.padding(.leading, 6)
} .padding(20)
}
As expected, everything is vertically centered. Adding a Spacer() below "Text #2" throws everything to the top. A couple of thoughts:
Starting there, and add in your Image views one by one. Add in the modifiers like that also.
I don't have the specific images you are rendering, so maybe put a noticeable background color on various things (orange is my personal favorite) and see if the top Image is actually on top but the image makes it appear as though it isn't. A border would work pretty well too.
I'm trying to center a bunch of views in a VStack within a ScrollView in SwiftUI. To simplify things, I'm just trying to get it to work with a single Text view. Here's what I've come up with so far:
var body: some View {
ScrollView(alwaysBounceVertical: true){
HStack(alignment: .center) {
Spacer()
Text("This Is a Test")
Spacer()
} //HStack
.background(Color.green)
} //ScrollView
.background(Color.gray)
}
This results in this:
I want the text to be in the middle like this:
So the HStack should be full-width and the Text should be centered within it. It seems like this should be easy, but I don't get what I'm doing wrong. :)
Using GeometryReader, you can get information about the size of the containing view and use that to size your view.
var body: some View {
GeometryReader { geometry in <--- Added
ScrollView(alwaysBounceVertical: true){
HStack(alignment: .center) {
Spacer()
Text("This Is a Test")
Spacer()
} //HStack
.frame(width: geometry.size.width) <--- Added
.background(Color.green)
} //ScrollView
.background(Color.gray)
}
}
edit: after looking into this more, it seems that part of the problem is that you are using a ScrollView. If you remove that parent, the spacers in the HStack will automatically cause stretching to fill the view. I'm guessing the automatic stretching doesn't happen in ScrollViews because there's no finite limit to how big it can be, how much would it stretch? (because a ScrollView can scroll in any direction)
This seems to be a bug in Xcode 11.0 beta, ScrollView content wouldn't fill the scroll view. If you replace the ScrollView with a List it will work as expected. But if you have to use a scroll view, one workaround is to fix the scroll view's content width.
So your code will look something like this:
ScrollView(alwaysBounceVertical: true) {
HStack(alignment: .center) {
Spacer()
Text("This Is a Test")
Spacer()
} // HStack
.frame(width: UIScreen.main.bounds.width) // set a fixed width
.background(Color.green)
} // ScrollView
.background(Color.gray)
Result:
You should use the modifier frame and set its maxWidth: .infinity.
So it tells its parent: "the wider, the better" :)
var body: some View {
ScrollView(.vertical, showsIndicators: true){
HStack(alignment: .center) {
Spacer()
Text("This Is a Test")
.frame(maxWidth: .infinity) // <- this
Spacer()
} //HStack
.background(Color.green)
} //ScrollView
.background(Color.gray)
}
And this works regardless its parent.
Scrollview or whatever View it's set in.
Paul is doing a great job clarifying it to all of us here:
https://www.hackingwithswift.com/quick-start/swiftui/how-to-give-a-view-a-custom-frame
Answer compatible with Xcode 12.1 (12A7403)
I hope this helps 👍
dsa