![]() ![]() ![]() Now for the complex part: what actually is an Image? As you know, it’s a view, which means it’s something we can position and size inside our SwiftUI view hierarchy. I’m going to structure this in a slightly odd way, but it will make sense once we mix in Core Image: we’re going to create the Image view as an optional property, force it to be the same width as the screen, then add an onAppear() modifier to actually load the image.Īdd an example image to your asset catalog, then modify your ContentView struct to this: struct ContentView: View private var image: Image?įirst, notice how smoothly SwiftUI handles optional views – it just works! However, notice how I attached the onAppear() modifier to a VStack around the image, because if the optional image is nil then it won’t trigger the onAppear() function.Īnyway, when that code runs it should show the example image you added, neatly scaled to fit the screen. Stick with me, though: the results are quite brilliant once you understand how it all works, and you’ll find it opens up a whole range of functionality for your apps in the future.įirst, we’re going to put in some code to give us a basic image. In fact, I wouldn’t even say it integrates into UIKit very well – Apple did some work to provide helpers, but it still takes quite a bit of thinking. However, Core Image doesn’t integrate into SwiftUI very well. If you ever used all the various photo effects available in Apple’s Photo Booth app, that should give you a good idea of what Core Image is good for! This isn’t drawing, or at least for the most part it isn’t drawing, but instead it’s about changing existing images: applying sharpening, blurs, vignettes, pixellation, and more. Just like Core Data is Apple’s built-in framework for manipulating data, Core Image is their framework for manipulating images.
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