SwiftUI: animate changes that depend on #ObjectBinding - swiftui

SwiftUI has implicit animations with .animate(), and explicit ones using .withAnimation(). However, I can't figure out how to animate an image change:
struct ImageViewWidget : View {
#ObjectBinding var imageLoader: ImageLoader
init(imageURL: URL) {
imageLoader = ImageLoader(imageURL: imageURL)
}
var body: some View {
Image(uiImage:
(imageLoader.data.count == 0) ? UIImage(named: "logo-old")! : UIImage(data: imageLoader.data)!)
.resizable()
.cornerRadius(5)
.frame(width: 120, height:120)
}
}
This Image's uiImage argument is passed the old-logo (placeholder) if there's no data in imageLoader (a BindableObject), and replaces it with the correct one once that's asynchronously loaded:
class ImageLoader : BindableObject {
let didChange = PassthroughSubject<Data, Never>()
var data = Data() {
didSet {
didChange.send(data)
}
}
init(imageURL: URL) {
print("Image loader being initted!")
let url = imageURL
URLSession.shared.dataTask(with: url) { (data, _, _) in
guard let data = data else { return }
DispatchQueue.main.async {
self.data = data
}
}.resume()
}
}
How can I animate this change, the moment where data.count stops being 0, and we have the image? say I want a fade out-in animation..

If you want to use explicit animations based on environment objects (or observable objects), you need to create some state in your view.
You can react to changes to an observable in your view using onReceive, and then modify your state using explicit animation.
struct ImageViewWidget: View {
#ObservedObject var imageLoader: ImageLoader
#State var uiImage: UIImage = UIImage(named: "logo-old")!
init(imageURL: URL) {
imageLoader = ImageLoader(imageURL: imageURL)
}
var body: some View {
Image(uiImage: uiImage)
.resizable()
.cornerRadius(5)
.frame(width: 120, height: 120)
.onReceive(imageLoader.$data) { data in
if data.count != 0 {
withAnimation {
self.uiImage = UIImage(data: data)!
}
}
}
}
}

You don't necessarily have to call .animate() or .withAnimation() because you are simply switching the images, you can use .transition() instead.
Assuming you have already successfully updated your image with your #ObjectBinding(#ObservedObject in Beta5), you can do this:
var body: some View {
if imageLoader.data.count == 0 {
Image(uiImage: UIImage(named: "logo-old")!)
.resizable()
.cornerRadius(5)
.frame(width: 120, height:120)
.transition(.opacity)
.animation(.easeInOut(duration:1))
} else {
Image(uiImage: UIImage(data: imageLoader.data)!)
.resizable()
.cornerRadius(5)
.frame(width: 120, height:120)
.transition(.opacity)
.animation(.easeInOut(duration:1))
}
}
or you can use a custom view modifier if you want to make the transition fancier:
struct ScaleAndFade: ViewModifier {
/// True when the transition is active.
var isEnabled: Bool
// fade the content view while transitioning in and
// out of the container.
func body(content: Content) -> some View {
return content
.scaleEffect(isEnabled ? 0.1 : 1)
.opacity(isEnabled ? 0 : 1)
//any other properties you want to transition
}
}
extension AnyTransition {
static let scaleAndFade = AnyTransition.modifier(
active: ScaleAndFade(isEnabled: true),
identity: ScaleAndFade(isEnabled: false))
}
and then inside your ImageViewWidget, add .transition(.scaleAndFade) to your Image as its view modifier

Related

SwiftUI - modifiying variable foreach on View before onTapGesture()

Foreach on view must be presented with a View to process.
struct Home : View {
private var numberOfImages = 3
#State var isPresented : Bool = false
#State var currentImage : String = ""
var body: some View {
VStack {
TabView {
ForEach(1..<numberOfImages+1, id: \.self) { num in
Image("someimage")
.resizable()
.scaledToFill()
.onTapGesture() {
currentImage = "top_00\(num)"
isPresented.toggle()
}
}
}.fullScreenCover(isPresented: $isPresented, content: {FullScreenModalView(imageName: currentImage) } )
}
}
I'm trying to display an image in fullScreenCover. My problem is that the first image is empty. Yes, we can solve this defining at the beginning, however, this will complicate the code according to my experiences.
My question is, is it possible to assign a value to currentImage before the onTapGesture processed.
In short, what is the good practice here.
What you need is to use this modifier to present your full screen modal:
func fullScreenCover<Item, Content>(item: Binding<Item?>, onDismiss: (() -> Void)? = nil, content: #escaping (Item) -> Content) -> some View where Item : Identifiable, Content : View
You pass in a binding to an optional and uses the non optional value to construct a destination:
struct ContentView: View {
private let imageNames = ["globe.americas.fill", "globe.europe.africa.fill", "globe.asia.australia.fill"]
#State var selectedImage: String?
var body: some View {
VStack {
TabView {
ForEach(imageNames, id: \.self) { imageName in
Image(systemName: imageName)
.resizable()
.scaledToFit()
.padding()
.onTapGesture() {
selectedImage = imageName
}
}
}
.tabViewStyle(.page(indexDisplayMode: .automatic))
.fullScreenCover(item: $selectedImage) { imageName in
Destination(imageName: imageName)
}
}
}
}
struct Destination: View {
let imageName: String
var body: some View {
ZStack {
Color.blue
Image(
systemName: imageName
)
.resizable()
.scaledToFit()
.foregroundColor(.green)
}
.edgesIgnoringSafeArea(.all)
}
}
You will have to make String identifiable for this example to work (not recommended):
extension String: Identifiable {
public var id: String { self }
}
Building upon #LuLuGaGa’s answer (accept that answer, not this one), instead of making String Identifiable, create a new Identifiable struct to hold the image info. This guarantees each image will have a unique identity, even if they use the same base image name. Also, the ForEach loop now becomes ForEach(imageInfos) since the array contains Identifiable objects.
Use map to turn image name strings into [ImageInfo] by calling the ImageInfo initializer with each name.
This example also puts the displayed image into its own view which can be dismissed with a tap.
import SwiftUI
struct ImageInfo: Identifiable {
let name: String
let id = UUID()
}
struct ContentView: View {
private let imageInfos = [
"globe.americas.fill",
"globe.europe.africa.fill",
"globe.asia.australia.fill"
].map(ImageInfo.init)
#State var selectedImage: ImageInfo?
var body: some View {
VStack {
TabView {
ForEach(imageInfos) { imageInfo in
Image(systemName: imageInfo.name)
.resizable()
.scaledToFit()
.padding()
.onTapGesture() {
selectedImage = imageInfo
}
}
}
.tabViewStyle(.page(indexDisplayMode: .automatic))
.fullScreenCover(item: $selectedImage) { imageInfo in
ImageDisplay(info: imageInfo)
}
}
}
}
struct ImageDisplay: View {
let info: ImageInfo
#Environment(\.dismiss) var dismiss
var body: some View {
ZStack {
Color.blue
Image(
systemName: info.name
)
.resizable()
.scaledToFit()
.foregroundColor(.green)
}
.edgesIgnoringSafeArea(.all)
.onTapGesture {
dismiss()
}
}
}

get the right index onTapGesture with AsyncImage

While iterating over images and loading AsyncImages, the .onTapGesture does not refer to the clicked element.
Is this due to View refresh on image loading? How to bypass this issue?
var images: [String] = [
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_eglise.jpg",
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_brousset.jpg",
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_sommet-ts-crete.jpg",
"https://www.trinum.com/ibox/ftpcam/mega_mtgenevre_sommet-des-gondrans.jpg"
]
struct thumbnail: View {
#State var mainImageUrl: String = images[0];
var body: some View {
VStack {
AsyncImage(url: URL(string: mainImageUrl)) { image in
image
.resizable().scaledToFit().frame(height: 350)
} placeholder: {
ProgressView()
}.frame(height: 350).cornerRadius(10)
HStack {
ForEach(images, id: \.self) { imageUrl in
AsyncImage(url: URL(string: imageUrl)) { sourceImage in
sourceImage
.resizable()
.aspectRatio(contentMode: .fill)
.frame(width: 100, height: 100, alignment: .center)
.clipped()
} placeholder: {
ProgressView()
}.onTapGesture {
self.mainImageUrl = imageUrl
}
}
}
}
}
}
It sort of works if you just flip the frame and aspectRatio as in the code below.
However it is very slow and you are constantly re-downloading the images whenever you click on a thumbnail.
The last image is specially slow.
struct ContentView: View {
var body: some View {
Thumbnail()
}
}
struct Thumbnail: View {
var images: [String] = [
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_eglise.jpg",
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_brousset.jpg",
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_sommet-ts-crete.jpg",
"https://www.trinum.com/ibox/ftpcam/mega_mtgenevre_sommet-des-gondrans.jpg"
]
#State var mainImageUrl: String = "https://www.trinum.com/ibox/ftpcam/small_montgenevre_eglise.jpg"
var body: some View {
VStack {
AsyncImage(url: URL(string: mainImageUrl)) { image in
image.resizable().scaledToFit().frame(height: 350)
} placeholder: {
ProgressView()
}.frame(height: 350).cornerRadius(10)
HStack {
ForEach(images, id: \.self) { imageUrl in
AsyncImage(url: URL(string: imageUrl)) { sourceImage in
sourceImage
.resizable()
.frame(width: 100, height: 100) // <--- here
.aspectRatio(contentMode: .fill) // <--- here
.clipped()
} placeholder: {
ProgressView()
}.onTapGesture {
self.mainImageUrl = imageUrl
}
}
}
}
}
}
IMHO, a better way is to use a different approach to avoid the constant downloading of images.
You could download the pictures in parallel only once, using swift async/await concurrency.
Such as in this code:
struct Thumbnail: View {
#StateObject var loader = ImageLoader()
#State var selectedPhoto: PhotoImg?
var body: some View {
VStack {
if loader.images.count < 1 {
ProgressView()
} else {
Image(uiImage: selectedPhoto?.image ?? UIImage(systemName: "smiley")!)
.frame(height: 350).cornerRadius(10)
ScrollView {
HStack (spacing: 10) {
ForEach(loader.images) { photo in
Image(uiImage: photo.image)
.resizable()
.frame(width: 100, height: 100)
.aspectRatio(contentMode: .fill)
.onTapGesture {
selectedPhoto = photo
}
}
}
}
.onAppear {
if let first = loader.images.first {
selectedPhoto = first
}
}
}
}
.task {
await loader.loadParallel()
}
}
}
class ImageLoader: ObservableObject {
#Published var images: [PhotoImg] = []
let urls: [String] = [
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_eglise.jpg",
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_brousset.jpg",
"https://www.trinum.com/ibox/ftpcam/small_montgenevre_sommet-ts-crete.jpg",
"https://www.trinum.com/ibox/ftpcam/mega_mtgenevre_sommet-des-gondrans.jpg"
]
func loadParallel() async {
return await withTaskGroup(of: (String, UIImage).self) { group in
for str in urls {
if let url = URL(string: str) {
group.addTask { await (url.absoluteString, self.loadImage(url: url)) }
}
}
for await result in group {
DispatchQueue.main.async {
self.images.append(PhotoImg(url: result.0, image: result.1))
}
}
}
}
private func loadImage(url: URL) async -> UIImage {
do {
let (data, _) = try await URLSession.shared.data(from: url)
if let img = UIImage(data: data) { return img }
}
catch { print(error) }
return UIImage()
}
}
struct PhotoImg: Identifiable, Hashable {
let id = UUID()
var url: String
var image: UIImage
}
This was very useful. Thanks. I simply had to lines flipped:
.scaledToFill()
.frame(width: 80, height: 80)
Yet it seemed those two lines in the order presented above caused this to work properly. Any idea why this is the case?

Having user add multiple Images to SwiftUI view

I am practicing with SwiftUI and making a meme maker which has labels that are produced from a textField and can be moved and resized. I also want to be able to do this with images from the users Photo library. I am able to get one image, but if I try and get more it just replaces the first image. I tried having the images added to an array, but then the images will not show up on the memeImageView.
Image property
#State private var image = UIImage()
Button
Button {
self.isShowPhotoLibrary = true
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
MemeUmageView
var memeImageView: some View {
ZStack {
KFImage(URL(string: meme.url ?? ""))
.placeholder {
ProgressView()
}
.resizable()
.aspectRatio(contentMode: .fit)
.frame(height: UIScreen.main.bounds.height / 2.5)
ForEach(addedLabels, id:\.self) { label in
DraggableLabel(text: label)
}
DraggableImage(image: image)
}
.clipped()
}
Attempt with using an array. I also tried making three buttons to add up to three images, each as its own property thinking that the initial property was being overridden.
My image array
#State private var addedImages = [UIImage?]()
Button
Button {
self.isShowPhotoLibrary = true
addedImages.append(image)
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
var memeImageView: some View {
ZStack {
KFImage(URL(string: meme.url ?? ""))
.placeholder {
ProgressView()
}
.resizable()
.aspectRatio(contentMode: .fit)
.frame(height: UIScreen.main.bounds.height / 2.5)
ForEach(addedLabels, id:\.self) { label in
DraggableLabel(text: label)
}
ForEach(0..<addedImages.count) { index in
DraggableImage(image: addedImages[index]!)
}
}
.clipped()
}
Where I call MemeImageView.
var body: some View {
VStack(spacing: 12) {
memeImageView
ForEach(0..<(meme.boxCount ?? 0)) { i in
TextField("Statement \(i + 1)", text: $addedLabels[i])
.padding(.horizontal, 8)
.padding(.vertical, 4)
.background(Color.gray.opacity(0.25))
.cornerRadius(5)
.onTapGesture {
self.endEditing()
}
}
.padding(.horizontal)
}.onTapGesture {
self.endEditing()
}
// Gets a new Image
Button {
self.isShowPhotoLibrary = true
addedImages.append(image)
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
Spacer()
// Saves Image
Button {
// takes a screenshot and crops it
if let image = memeImageView.takeScreenshot(origin: CGPoint(x: 0, y: UIApplication.shared.windows[0].safeAreaInsets.top + navBarHeight + 1), size: CGSize(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2.5)) {
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil)
presentationMode.wrappedValue.dismiss() // dismisses the view
}
}
label: {
Text("Save image")
.foregroundColor(Color.yellow)
}.frame( width: 150, height: 50)
.overlay(
RoundedRectangle(cornerRadius: 25)
.stroke(Color.red, lineWidth: 3)
)
.navigationBarTitle(meme.name ?? "Meme", displayMode: .inline)
.background(NavBarAccessor { navBar in
self.navBarHeight = navBar.bounds.height
})
}
For Reproducing(as close to how mine actual project is setup):
Content View
import SwiftUI
struct ContentView: View {
var body: some View {
DragImageView()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
DragImageView:
import SwiftUI
struct DragImageView: View {
//===================
// MARK: Properties
//===================
#State private var addedImages = [UIImage?]()
#State private var isShowPhotoLibrary = false
#State private var image = UIImage()
var body: some View {
VStack(spacing: 12) {
imageView
}
// Gets a new Image
Button {
self.isShowPhotoLibrary = true
addedImages.append(image)
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: self.$image)
}
Spacer()
}
var imageView: some View {
ZStack {
DraggableImage(image: image)
}
//.clipped()
}
// This will dismiss the keyboard
private func endEditing() {
UIApplication.shared.endEditing()
}
}
// Allows fot the keyboard to be dismissed
extension UIApplication {
func endEditing() {
sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
DraggableImage:
import SwiftUI
struct DraggableImage: View {
// Drag Gesture
#State private var currentPosition: CGSize = .zero
#State private var newPosition: CGSize = .zero
// Roation Gesture
#State private var rotation: Double = 0.0
// Scale Gesture
#State private var scale: CGFloat = 1.0
// The different states the frame of the label could be
private enum WidthState: Int {
case full, half, third, fourth
}
#State private var widthState: WidthState = .full
#State private var currentWidth: CGFloat = 100 //UIScreen.main.bounds.width
var image: UIImage
var body: some View {
VStack {
Image(uiImage: self.image)
.resizable()
.scaledToFill()
.frame(width: self.currentWidth)
.lineLimit(nil)
}
.scaleEffect(scale) // Scale based on our state
.rotationEffect(Angle.degrees(rotation)) // Rotate based on the state
.offset(x: self.currentPosition.width, // Offset from the drag difference from it's current position
y: self.currentPosition.height)
.gesture(
// Two finger rotation
RotationGesture()
.onChanged { angle in
self.rotation = angle.degrees // keep track of the angle for state
}
// We want it to work with the scale effect, so they could either scale and rotate at the same time
.simultaneously(with:
MagnificationGesture()
.onChanged { scale in
self.scale = scale.magnitude // Keep track of the scale
})
// Update the drags new position to be wherever it was last dragged to. (we don't want to reset it back to it's current position)
.simultaneously(with: DragGesture()
.onChanged { value in
self.currentPosition = CGSize(width: value.translation.width + self.newPosition.width,
height: value.translation.height + self.newPosition.height)
}
.onEnded { value in
self.newPosition = self.currentPosition
})
)
/// Have to do double tap first or else it will never work with the single tap
.onTapGesture(count: 2) {
// Update our widthState to be the next on in the 'enum', or start back at .full
self.widthState = WidthState(rawValue: self.widthState.rawValue + 1) ?? .full
self.currentWidth = UIScreen.main.bounds.width / CGFloat(self.widthState.rawValue)
}
}
}
ImagePicker:
import UIKit
import SwiftUI
struct ImagePicker: UIViewControllerRepresentable {
var sourceType: UIImagePickerController.SourceType = .photoLibrary
#Binding var selectedImage: UIImage
#Environment(\.presentationMode) private var presentationMode
func makeUIViewController(context: UIViewControllerRepresentableContext<ImagePicker>) -> UIImagePickerController {
let imagePicker = UIImagePickerController()
imagePicker.allowsEditing = false
imagePicker.sourceType = sourceType
imagePicker.delegate = context.coordinator
return imagePicker
}
func updateUIViewController(_ uiViewController: UIImagePickerController, context: UIViewControllerRepresentableContext<ImagePicker>) {
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
final class Coordinator: NSObject, UIImagePickerControllerDelegate, UINavigationControllerDelegate {
var parent: ImagePicker
init(_ parent: ImagePicker) {
self.parent = parent
}
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [UIImagePickerController.InfoKey : Any]) {
if let image = info[UIImagePickerController.InfoKey.originalImage] as? UIImage {
parent.selectedImage = image
}
parent.presentationMode.wrappedValue.dismiss()
}
}
}
I should add this is to make memes, so the user picked images go on top the view that I save to the camera roll.
I'm not 100% clear on what the exact desired output should be, but this should get you started (explained below):
struct DragImageView: View {
//===================
// MARK: Properties
//===================
#State private var addedImages = [UIImage]()
#State private var isShowPhotoLibrary = false
var bindingForImage: Binding<UIImage> {
Binding<UIImage> { () -> UIImage in
return addedImages.last ?? UIImage()
} set: { (newImage) in
addedImages.append(newImage)
print("Images: \(addedImages.count)")
}
}
var body: some View {
VStack(spacing: 12) {
imageView
}
// Gets a new Image
Button {
self.isShowPhotoLibrary = true
} label: {
Text("Add Image")
.foregroundColor(Color.yellow)
}.sheet(isPresented: $isShowPhotoLibrary) {
ImagePicker(sourceType: .photoLibrary, selectedImage: bindingForImage)
}
Spacer()
}
var imageView: some View {
VStack {
ForEach(addedImages, id: \.self) { image in
DraggableImage(image: image)
}
}
}
// This will dismiss the keyboard
private func endEditing() {
UIApplication.shared.endEditing()
}
}
addedImages is now an array of non-optional UIImages
There's a custom Binding for the image picker. When it receives a new image, it appends it to the end of the array.
In var imageView, there's a VStack instead of a ZStack so that multiple images can get displayed (instead of stacked on top of each other) and a ForEach loop to iterate through the images.

How to save a finished image from a SwiftUI 2.0 scroll view after it's been resized and repositioned by the user

Using Swift 2.0 I am hoping to find a way to capture the resized image after the user has selected how they want to see it in the frame from the scroll view (ZoomScrollView).
I know there are complex examples out there from Swift but was hoping to find a simpler way to capture this in Swift 2.0. In all my searching I've heard references to using ZStack and some masks or overlays but can't find a simple good example.
I am hoping someone can update my example with the ZStack, masks, etc and how to extract the image for saving or provide a better example.
import SwiftUI
struct ContentView: View {
#Environment(\.presentationMode) var presentationMode
#State var isAccepted: Bool = false
#State var isShowingImagePicker = false
#State var isShowingActionPicker = false
#State var sourceType:UIImagePickerController.SourceType = .camera
#State var image:UIImage?
var body: some View {
HStack {
Color(UIColor.systemYellow).frame(width: 8)
VStack(alignment: .leading) {
HStack {
Spacer()
VStack {
if image != nil {
ZoomScrollView {
Image(uiImage: image!)
.resizable()
.scaledToFit()
}
.frame(width: 300, height: 300, alignment: .center)
.clipShape(Circle())
} else {
Image(systemName: "person.crop.circle")
.resizable()
.font(.system(size: 32, weight: .light))
.frame(width: 300, height: 300, alignment: .center)
.cornerRadius(180)
.foregroundColor(Color(.systemGray))
.clipShape(Circle())
}
}
Spacer()
}
Spacer()
HStack {
Button(action: {
self.isShowingActionPicker = true
}, label: {
Text("Select Image")
.foregroundColor(.blue)
})
.frame(width: 130)
.actionSheet(isPresented: $isShowingActionPicker, content: {
ActionSheet(title: Text("Select a profile avatar picture"), message: nil, buttons: [
.default(Text("Camera"), action: {
self.isShowingImagePicker = true
self.sourceType = .camera
}),
.default(Text("Photo Library"), action: {
self.isShowingImagePicker = true
self.sourceType = .photoLibrary
}),
.cancel()
])
})
.sheet(isPresented: $isShowingImagePicker) {
imagePicker(image: $image, isShowingImagePicker: $isShowingImagePicker ,sourceType: self.sourceType)
}
Spacer()
// Save button
Button(action: {
// Save Image here... print for now just see if file dimensions are the right size
print("saved: ", image!)
self.presentationMode.wrappedValue.dismiss()
}
) {
HStack {
Text("Save").foregroundColor(isAccepted ? .gray : .blue)
}
}
.frame(width: 102)
.padding(.top)
.padding(.bottom)
//.buttonStyle(RoundedCorners())
.disabled(isAccepted) // Disable if if already isAccepted is true
}
}
Spacer()
Color(UIColor.systemYellow).frame(width: 8)
}
.padding(.top, UIApplication.shared.windows.first?.safeAreaInsets.top)
.background(Color(UIColor.systemYellow))
}
}
struct ZoomScrollView<Content: View>: UIViewRepresentable {
private var content: Content
init(#ViewBuilder content: () -> Content) {
self.content = content()
}
func makeUIView(context: Context) -> UIScrollView {
// set up the UIScrollView
let scrollView = UIScrollView()
scrollView.delegate = context.coordinator // for viewForZooming(in:)
scrollView.maximumZoomScale = 20
scrollView.minimumZoomScale = 1
scrollView.bouncesZoom = true
// create a UIHostingController to hold our SwiftUI content
let hostedView = context.coordinator.hostingController.view!
hostedView.translatesAutoresizingMaskIntoConstraints = true
hostedView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
hostedView.frame = scrollView.bounds
scrollView.addSubview(hostedView)
return scrollView
}
func makeCoordinator() -> Coordinator {
return Coordinator(hostingController: UIHostingController(rootView: self.content))
}
func updateUIView(_ uiView: UIScrollView, context: Context) {
// update the hosting controller's SwiftUI content
context.coordinator.hostingController.rootView = self.content
assert(context.coordinator.hostingController.view.superview == uiView)
}
// MARK: - Coordinator
class Coordinator: NSObject, UIScrollViewDelegate {
var hostingController: UIHostingController<Content>
init(hostingController: UIHostingController<Content>) {
self.hostingController = hostingController
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return hostingController.view
}
}
}
struct imagePicker:UIViewControllerRepresentable {
#Binding var image: UIImage?
#Binding var isShowingImagePicker: Bool
typealias UIViewControllerType = UIImagePickerController
typealias Coordinator = imagePickerCoordinator
var sourceType:UIImagePickerController.SourceType = .camera
func makeUIViewController(context: Context) -> UIImagePickerController {
let picker = UIImagePickerController()
picker.sourceType = sourceType
picker.delegate = context.coordinator
return picker
}
func makeCoordinator() -> imagePickerCoordinator {
return imagePickerCoordinator(image: $image, isShowingImagePicker: $isShowingImagePicker)
}
func updateUIViewController(_ uiViewController: UIImagePickerController, context: Context) {}
}
class imagePickerCoordinator: NSObject, UINavigationControllerDelegate, UIImagePickerControllerDelegate {
#Binding var image: UIImage?
#Binding var isShowingImagePicker: Bool
init(image:Binding<UIImage?>, isShowingImagePicker: Binding<Bool>) {
_image = image
_isShowingImagePicker = isShowingImagePicker
}
func imagePickerController(_ picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [UIImagePickerController.InfoKey : Any]) {
if let uiimage = info[UIImagePickerController.InfoKey.originalImage] as? UIImage {
image = uiimage
isShowingImagePicker = false
}
}
func imagePickerControllerDidCancel(_ picker: UIImagePickerController) {
isShowingImagePicker = false
}
}
Just want to return the image that's zoomed in the circle. The image can be square (re: the 300x300 frame), that's fine just need the zoomed image not whole screen or the original image.
the following changes were successful based the comments:
Add the following State variables:
#State private var rect: CGRect = .zero
#State private var uiimage: UIImage? = nil // resized image
Added "RectGetter" to the picked image frame after image selected selected
if image != nil {
ZoomScrollView {
Image(uiImage: image!)
.resizable()
.scaledToFit()
}
.frame(width: 300, height: 300, alignment: .center)
.clipShape(Circle())
.background(RectGetter(rect: $rect))
Here is the struct and extension I added
extension UIView {
func asImage(rect: CGRect) -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: rect)
return renderer.image { rendererContext in
layer.render(in: rendererContext.cgContext)
}
}
}
struct RectGetter: View {
#Binding var rect: CGRect
var body: some View {
GeometryReader { proxy in
self.createView(proxy: proxy)
}
}
func createView(proxy: GeometryProxy) -> some View {
DispatchQueue.main.async {
self.rect = proxy.frame(in: .global)
}
return Rectangle().fill(Color.clear)
}
}
Last I set the image to save
self.uiimage = UIApplication.shared.windows[0].rootViewController?.view.asImage(rect: self.rect)
This assumes the root controller. However, in my production app I had to point to self
self.uiimage = UIApplication.shared.windows[0].self.asImage(rect: self.rect)
Then I was able to save that image.
A couple of notes. The image returned is the rectangle which is fine. However due to the way the image is captured the rest of the rectangle outside the cropShape of a circle has the background color. In this case yellow at the for corners outside the circle. There is probably a way to have some sort of ZOrder mask that overlays the image for display when you are resizing the image but then this accesses the right layer and saves the full rectangle picture. If anyone wants to suggest further that would be a cleaner solution but this works assuming you will always display the picture in the same crop shape it was saved in.

GeometryReader inside ScrollView - scroll doesn't work anymore [duplicate]

With the new ScrollViewReader, it seems possible to set the scroll offset programmatically.
But I was wondering if it is also possible to get the current scroll position?
It seems like the ScrollViewProxy only comes with the scrollTo method, allowing us to set the offset.
Thanks!
It was possible to read it and before. Here is a solution based on view preferences.
struct DemoScrollViewOffsetView: View {
#State private var offset = CGFloat.zero
var body: some View {
ScrollView {
VStack {
ForEach(0..<100) { i in
Text("Item \(i)").padding()
}
}.background(GeometryReader {
Color.clear.preference(key: ViewOffsetKey.self,
value: -$0.frame(in: .named("scroll")).origin.y)
})
.onPreferenceChange(ViewOffsetKey.self) { print("offset >> \($0)") }
}.coordinateSpace(name: "scroll")
}
}
struct ViewOffsetKey: PreferenceKey {
typealias Value = CGFloat
static var defaultValue = CGFloat.zero
static func reduce(value: inout Value, nextValue: () -> Value) {
value += nextValue()
}
}
I found a version without using PreferenceKey. The idea is simple - by returning Color from GeometryReader, we can set scrollOffset directly inside background modifier.
struct DemoScrollViewOffsetView: View {
#State private var offset = CGFloat.zero
var body: some View {
ScrollView {
VStack {
ForEach(0..<100) { i in
Text("Item \(i)").padding()
}
}.background(GeometryReader { proxy -> Color in
DispatchQueue.main.async {
offset = -proxy.frame(in: .named("scroll")).origin.y
}
return Color.clear
})
}.coordinateSpace(name: "scroll")
}
}
I had a similar need but with List instead of ScrollView, and wanted to know wether items in the lists are visible or not (List preloads views not yet visible, so onAppear()/onDisappear() are not suitable).
After a bit of "beautification" I ended up with this usage:
struct ContentView: View {
var body: some View {
GeometryReader { geometry in
List(0..<100) { i in
Text("Item \(i)")
.onItemFrameChanged(listGeometry: geometry) { (frame: CGRect?) in
print("rect of item \(i): \(String(describing: frame)))")
}
}
.trackListFrame()
}
}
}
which is backed by this Swift package: https://github.com/Ceylo/ListItemTracking
The most popular answer (#Asperi's) has a limitation:
The scroll offset can be used in a function
.onPreferenceChange(ViewOffsetKey.self) { print("offset >> \($0)") }
which is convenient for triggering an event based on that offset.
But what if the content of the ScrollView depends on this offset (for example if it has to display it). So we need this function to update a #State.
The problem then is that each time this offset changes, the #State is updated and the body is re-evaluated. This causes a slow display.
We could instead wrap the content of the ScrollView directly in the GeometryReader so that this content can depend on its position directly (without using a State or even a PreferenceKey).
GeometryReader { geometry in
content(geometry.frame(in: .named(spaceName)).origin)
}
where content is (CGPoint) -> some View
We could take advantage of this to observe when the offset stops being updated, and reproduce the didEndDragging behavior of UIScrollView
GeometryReader { geometry in
content(geometry.frame(in: .named(spaceName)).origin)
.onChange(of: geometry.frame(in: .named(spaceName)).origin,
perform: offsetObserver.send)
.onReceive(offsetObserver.debounce(for: 0.2,
scheduler: DispatchQueue.main),
perform: didEndScrolling)
}
where offsetObserver = PassthroughSubject<CGPoint, Never>()
In the end, this gives :
struct _ScrollViewWithOffset<Content: View>: View {
private let axis: Axis.Set
private let content: (CGPoint) -> Content
private let didEndScrolling: (CGPoint) -> Void
private let offsetObserver = PassthroughSubject<CGPoint, Never>()
private let spaceName = "scrollView"
init(axis: Axis.Set = .vertical,
content: #escaping (CGPoint) -> Content,
didEndScrolling: #escaping (CGPoint) -> Void = { _ in }) {
self.axis = axis
self.content = content
self.didEndScrolling = didEndScrolling
}
var body: some View {
ScrollView(axis) {
GeometryReader { geometry in
content(geometry.frame(in: .named(spaceName)).origin)
.onChange(of: geometry.frame(in: .named(spaceName)).origin, perform: offsetObserver.send)
.onReceive(offsetObserver.debounce(for: 0.2, scheduler: DispatchQueue.main), perform: didEndScrolling)
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
.coordinateSpace(name: spaceName)
}
}
Note: the only problem I see is that the GeometryReader takes all the available width and height. This is not always desirable (especially for a horizontal ScrollView). One must then determine the size of the content to reflect it on the ScrollView.
struct ScrollViewWithOffset<Content: View>: View {
#State private var height: CGFloat?
#State private var width: CGFloat?
let axis: Axis.Set
let content: (CGPoint) -> Content
let didEndScrolling: (CGPoint) -> Void
var body: some View {
_ScrollViewWithOffset(axis: axis) { offset in
content(offset)
.fixedSize()
.overlay(GeometryReader { geo in
Color.clear
.onAppear {
height = geo.size.height
width = geo.size.width
}
})
} didEndScrolling: {
didEndScrolling($0)
}
.frame(width: axis == .vertical ? width : nil,
height: axis == .horizontal ? height : nil)
}
}
This will work in most cases (unless the content size changes, which I don't think is desirable). And finally you can use it like that :
struct ScrollViewWithOffsetForPreviews: View {
#State private var cpt = 0
let axis: Axis.Set
var body: some View {
NavigationView {
ScrollViewWithOffset(axis: axis) { offset in
VStack {
Color.pink
.frame(width: 100, height: 100)
Text(offset.x.description)
Text(offset.y.description)
Text(cpt.description)
}
} didEndScrolling: { _ in
cpt += 1
}
.background(Color.mint)
.navigationTitle(axis == .vertical ? "Vertical" : "Horizontal")
}
}
}