Given this view with an image that has an overlay:
struct TestView: View {
var body: some View {
Image("image")
.overlay {
Image("logo")
.position(x: 20, y: 130) // I want to freely position the overlay image
}
}
}
The size of the images shouldn’t matter. I my example they are 150×150 pixels (“image”) and 20×20 pixels (logo).
How can I scale this up to its bounds (like superviews frame), including the overlay?
I need to freely position the overlay image, so I can not use the alignment
parameter of overlay
in conjunction with a padding on the logo.
I also need to position the overlay image absolutely, not relatively. So I can’t use a GeometryReader
(or alignment
).
I need the view to be reusable in different scenarios (different devices, different view hierarchies). That means I don’t know the scale factor, so I can’t use scaleEffect
.
.aspectRatio(contentMode: .fit)
struct TestView: View {
var body: some View {
Image("image")
.resizable()
.overlay {
Image("logo")
.position(x: 20, y: 130)
}
.aspectRatio(contentMode: .fit)
}
}
.scaledToFit()
struct TestView: View {
var body: some View {
Image("image")
.resizable()
.overlay {
Image("logo")
.position(x: 20, y: 130)
}
.scaledToFit()
}
}
struct TestView: View {
var body: some View {
Image("image")
.resizable()
.overlay {
Image("logo")
.resizable()
.position(x: 20, y: 130)
}
.scaledToFit() // or .aspectRatio(contentMode: .fit)
}
}
A and B looking like this:
C looking like this:
Both of which gave me a relative position of the logo that was different from the original (see linked screenshot). The relative size differs as well (it is now too small).
Wrapping in a stack and scale this stack instead also didn’t help.
Apparently not having a real view hierarchy in SwiftUI vs UIKit comes at a price. Scaling a hierarchy shouldn’t be that complicated imho. Instead I still would expect .scaledToFit
(if added at the end) to scale everything before it (see A), B), and C)).
Adapted accepted answer (minus contentSize
and alignment: .topLeading
):
struct ContentView: View {
var body: some View {
Image("image")
.resizable()
.scaledToFit()
.overlay {
GeometryReader { geometry in
let imageSize = CGSize(width: 150, height: 150)
let logoSize = CGSize(width: 20, height: 20)
let logoPosition = CGPoint(x: 20, y: 130)
Image("logo")
.resizable()
.position(
x: logoPosition.x / imageSize.width * geometry.size.width,
y: logoPosition.y / imageSize.height * geometry.size.height
)
.frame(
width: logoSize.width / imageSize.width * geometry.size.width,
height: logoSize.height / imageSize.height * geometry.size.height
)
}
}
}
}
Then like this with GeometryReader:
struct ContentView: View {
let imageSize = CGSize(width: 150, height: 150) // Size of orig. image
let logoPos = CGSize(width: 10, height: 120) // Position of Logo in relation to orig. image
let logoSize = CGSize(width: 20, height: 20) // Size of logo in relation to orig. image
@State private var contentSize = CGSize.zero
var body: some View {
Image("dog")
.resizable()
.scaledToFit()
.overlay(
GeometryReader { geo in
Color.clear.onAppear {
contentSize = geo.size
}
}
)
.overlay(
Image(systemName: "circle.hexagongrid.circle.fill")
.resizable()
.foregroundColor(.pink)
.offset(x: logoPos.width / imageSize.width * contentSize.width,
y: logoPos.height / imageSize.height * contentSize.height)
.frame(width: logoSize.width / imageSize.width * contentSize.width,
height: logoSize.height / imageSize.height * contentSize.height)
, alignment: .topLeading)
}
}