![]() Head over to menu item view and replace the circle with the pizza Image("Pizza")Īnd once you do, if you check the preview. Which autiomatically scales the image to fit the size of the containg view. To size the image to sometihing reasonable we’ll use two modifiers. We get a huge image of the surfer painting. You add images by thier name in a string. In contentView, change the image to this: Image("SurfGirl1") Hold down the name of the surfer, tap Rename and change to surfGirl1.ĭo the same to the pizza and name it Pizza. ![]() Release and she appears in the files list. ![]() Open photos in the second pane.įind the surfer and drag her over to the sidebar. Tap the three dots at top to go into multipane mode. On large images, you’ll get a warning about reducing the size. We’ve been using the placeholder, but, tap the custom selection. Open the side bar a tap the app settings button. As a bonus, this also gives us a second closure to customize the placeholder as needed.įor example, we could make the finished image view be both resizable and scaled to fit, and use Color.red as the placeholder so it’s more obvious while you’re learning.First we’ll add the surfer to the app icon. To adjust our image, you need to use a more advanced form of AsyncImage that passes us the final image view once it’s ready, which we can then customize as needed. You can actually see the placeholder just briefly when your app runs – that 200x200 gray square is it, and it will automatically go away once loading finishes. That will ultimately contain our finished image, but it will also contain a placeholder that gets used while the image is loading. Instead, we’re applying modifiers to a wrapper around the image, which is the AsyncImage view. ![]() You see, the modifiers we’re applying here don’t apply directly to the image that SwiftUI downloads – they can’t, because SwiftUI can’t know how to apply them until it has actually fetched the image data. …except that won’t work either, and in fact it’s worse because now our code won’t even compile. So you might try to make it resizable, like this: AsyncImage(url: URL(string: "")) That won’t work, but perhaps that won’t even surprise you because it wouldn’t work with a regular Image either. When you run the code now you’ll see the resulting image is a much more reasonable size.Īnd if you wanted to give it a precise size? Well, then you might start by trying this: AsyncImage(url: URL(string: "")) To fix this, we can tell SwiftUI ahead of time that we’re trying to load a 3x scale image, like this: AsyncImage(url: URL(string: ""), scale: 3) As it is, SwiftUI loads that image as if it were designed to be shown at 1200 pixels high – it will be much bigger than our screen, and will look a bit blurry too. If I were to include that 1200px image in my project, I’d actually name it then also add an 800px image that was SwiftUI would then take care of loading the correct image for us, and making sure it appeared nice and sharp, and at the correct size too. This gets straight to one of the fundamental complexities of using AsyncImage: SwiftUI knows nothing about the image until our code is run and the image is downloaded, and so it isn’t able to size it appropriately ahead of time. I created that picture to be 1200 pixels high, but when it displays you’ll see it’s much bigger. So, the simplest image we can create looks like this: AsyncImage(url: URL(string: "")) These are created using an image URL rather than a simple asset name or Xcode-generated constant, but SwiftUI takes care of all the rest for us – it downloads the image, caches the download, and displays it automatically. SwiftUI’s Image view works great with images in your app bundle, but if you want to load a remote image from the internet you need to use AsyncImage instead.
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