I want to add images from phone's photo library into a collage layout that I made. First I made the collage layout as a separate view in SwiftUI called CollageLayoutOne.
import SwiftUI
struct CollageLayoutOne: View {
var uiImageOne: UIImage
var uiImageTwo: UIImage
var uiImageThree: UIImage
var body: some View {
Rectangle()
.fill(Color.gray)
.aspectRatio(1.0, contentMode: .fit)
.overlay {
HStack {
Rectangle()
.fill(Color.gray)
.overlay {
Image(uiImage: uiImageOne)
.resizable()
.aspectRatio(contentMode: .fill)
}
.clipped()
VStack {
Rectangle()
.fill(Color.gray)
.overlay {
Image(uiImage: uiImageTwo)
.resizable()
.aspectRatio(contentMode: .fill)
}
.clipped()
Rectangle()
.fill(Color.gray)
.overlay {
Image(uiImage: uiImageThree)
.resizable()
.aspectRatio(contentMode: .fill)
}
.clipped()
}
}
.padding()
}
}
}
Then I have a separate view (PageView) where I want to show the CollageLayoutOne view and it also hosts the button to get to the image library.
struct PageView: View {
@State private var photoPickerIsPresented = false
@State var pickerResult: [UIImage] = []
var body: some View {
NavigationView {
ScrollView {
if pickerResult.isEmpty {
} else {
CollageLayoutOne(uiImageOne: pickerResult[0], uiImageTwo: pickerResult[1], uiImageThree: pickerResult[2])
}
}
.edgesIgnoringSafeArea(.bottom)
.navigationBarTitle("Select Photo", displayMode: .inline)
.navigationBarItems(trailing: selectPhotoButton)
.sheet(isPresented: $photoPickerIsPresented) {
PhotoPicker(pickerResult: $pickerResult,
isPresented: $photoPickerIsPresented)
}
}
}
@ViewBuilder
private var selectPhotoButton: some View {
Button(action: {
photoPickerIsPresented = true
}, label: {
Label("Select", systemImage: "photo")
})
}
}
My problem is that for some unknown reason the app crashes every time I select the photos and try to add them. If I do pickerResult[0]
for all three it works just fine, but displays only the first selected photo on all 3 spots. Also if I start with all 3 as pickerResult[0]
and then change them to [0], [1], [2]
while the preview is running it doesn't crash and displays correctly.
I'm just starting with Swift and SwiftUI, so excuse me if it's some elementary mistake. Below I am also adding my code for PhotoPicker that I got from an article I found.
PhotoPicker.swift:
import SwiftUI
import PhotosUI
struct PhotoPicker: UIViewControllerRepresentable {
@Binding var pickerResult: [UIImage]
@Binding var isPresented: Bool
func makeUIViewController(context: Context) -> some UIViewController {
var configuration = PHPickerConfiguration(photoLibrary: PHPhotoLibrary.shared())
configuration.filter = .images // filter only to images
if #available(iOS 15, *) {
configuration.selection = .ordered //number selection
}
configuration.selectionLimit = 3 // ignore limit
let photoPickerViewController = PHPickerViewController(configuration: configuration)
photoPickerViewController.delegate = context.coordinator
return photoPickerViewController
}
func updateUIViewController(_ uiViewController: UIViewControllerType, context: Context) { }
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: PHPickerViewControllerDelegate {
private let parent: PhotoPicker
init(_ parent: PhotoPicker) {
self.parent = parent
}
func picker(_ picker: PHPickerViewController, didFinishPicking results: [PHPickerResult]) {
parent.pickerResult.removeAll()
for image in results {
if image.itemProvider.canLoadObject(ofClass: UIImage.self) {
image.itemProvider.loadObject(ofClass: UIImage.self) { [weak self] newImage, error in
if let error = error {
print("Can't load image \(error.localizedDescription)")
} else if let image = newImage as? UIImage {
self?.parent.pickerResult.append(image)
}
}
} else {
print("Can't load asset")
}
}
parent.isPresented = false
}
}
}
image.itemProvider.loadObject
is an asynchronous function, and it loads images one by one.
When the first image is processed, you add it to pickerResult
and your pickerResult.isEmpty
check becomes false
, but your array contains only one item so far.
The safe thing to do here is to check the count:
if pickerResult.count == 3 {
CollageLayoutOne(uiImageOne: pickerResult[0], uiImageTwo: pickerResult[1], uiImageThree: pickerResult[2])
}
Also, in such cases, it's a good idea to wait until all asynchronous requests are complete before updating the UI, for example, like this:
var processedResults = [UIImage]()
var leftToLoad = results.count
let checkFinished = { [weak self] in
leftToLoad -= 1
if leftToLoad == 0 {
self?.parent.pickerResult = processedResults
self?.parent.isPresented = false
}
}
for image in results {
if image.itemProvider.canLoadObject(ofClass: UIImage.self) {
image.itemProvider.loadObject(ofClass: UIImage.self) { newImage, error in
if let error = error {
print("Can't load image \(error.localizedDescription)")
} else if let image = newImage as? UIImage {
processedResults.append(image)
}
checkFinished()
}
} else {
print("Can't load asset")
checkFinished()
}
}