I'm trying to write a public init that takes a UIImage, but I want to allow both a normal, actual UIImage made from say a photo (or otherwise drawn) OR use the SF Symbols, but I am stumped as to why the SF Symbols are blurred. What am I missing?
Here is the code I've got:
struct TempUIImageView: View {
var defaultImage: UIImage = UIImage(systemName: "globe")!
var defaultImageString: String = "globe"
var body: some View {
VStack {
Image(uiImage: defaultImage)
.resizable()
.scaledToFill()
.aspectRatio(contentMode: .fit)
Image(systemName: defaultImageString)
.resizable()
.scaledToFill()
.aspectRatio(contentMode: .fit)
}
.padding()
}
}
i'm hoping to use a solution in this:
@State private var displayedImage: UIImage?
...
private var displayImage: some View {
Image(uiImage: displayedImage!)
.resizable()
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .center)
.scaledToFill()
.aspectRatio(contentMode: .fit)
.clipShape(Circle())
.shadow(radius: 4)
}
But displayedImage could be a UIImage OR an SF Symbol.
(The forced unwrap is dealt with in other code, but this is preliminary code anyways)
When you use Image(systemName:)
the system draws to the screen using vector graphics, resulting in sharp, un-blurry renderings.
However, UIImage
, including, it seems UIImage(systemName:)
is a bitmapped image, at a set resolution. If you scale it up (as you're doing in your second block of code), you'll get blurriness, because you're not getting the benefits of the vector graphics.
Using a pattern like the following would allow you to conditionally display a Image(uiImage:)
or Image(systemName:)
and still use the same set of modifiers for each:
struct ContentView: View {
@State var displayedImage : UIImage?
var imageToDisplay: Image {
if let displayedImage = displayedImage {
return Image(uiImage: displayedImage)
} else {
return Image(systemName: "camera.circle")
}
}
var body: some View {
imageToDisplay
.resizable()
.scaledToFill()
.aspectRatio(contentMode: .fit)
.frame(width: 400, height: 400)
}
}