![]() At the very basic level, this is what two common. SwiftUI’s built-in frame modifier can both be used to assign a static width or height to a given view, or to apply constraints-like bounds within which the view can grow or shrink depending on its contents and surroundings. In a sentence, the TimelineView allow us to refresh a SwiftUI view at a given time internal, like every minute, every second or specific dates in the future. Using SwiftUI’s frame modifier to resize and align views. If you’re not familiar with it, here is my previous article on the subject. I can add some animation too, by moving them every second via a TimelineView. This is a sample effect, I want to draw 20 images of a clock with a different opacity. Let’s end the article with another example: drawing some images on the screen inside a Canvas. SwiftUI’s Image view lets us load any of the 2400+ icons from SF Symbols, with many of them working in multi-color too. ![]() It is even possible to use a CGContext, so you may be able to use some old code that uses CGContext inside SwiftUI without bridging to UIKit. black) Slider(value: sliderValue, minimumValueLabel: Image(systemName: 'tortoise'), maximumValueLabel: Image(systemName: 'hare'). For example, if you want to use one of the default text styles (which I recommend, since they adapt to the user's Dynamic Type setting), you can do it like this: Image (systemName: 'arrow.right'). You can also fill a shape, or draw an image or text in the context. 8 Answers Sorted by: 170 When using the font modifier, set a weight to the font you're passing. We can use a for loop instead of ForEach, and we call the stroke method on the context to draw a shape. SwiftUI Image(systemName: '') UIKit UIImage(systemName: '') We can then apply different configurations to the image. There isn’t a view builder here, inside the closure you don’t return a View, we just interact with the context. Showing a symbol image To show a symbol, all we need to do is to copy the name of the symbol from the SF Symbols app and then initialize an image with it. This is why I don’t need a GeometryReader this time, the size is provided by Canvas itself.Īs I mentioned at the beginning of the article this view is different from other SwiftUI views. We have a GraphicsContext we can use to draw on the screen and the CGSize of the view. This is all the code necessary to perform the same drawing.Ĭanvas provides a closure with two variables. This is the code of the old implementation (see here) but is it similar for Canvas except I don’t need the GeometryReader.Įnter fullscreen mode Exit fullscreen mode In order to get the user’s finger position on the screen we can use a gesture recogniser. In particular you can find the Canvas part here and the old implementation in this project. I’ll capture the user’s touches the same way, so you’ll only see a different way of drawing a set of shapes with SwiftUI.Īs usual, all the code is available on GitHub. The example is quite simple, we want our user to draw on the screen with the finger. ![]() In this article I’ll show the same example with Canvas (requires iOS 15 as you may guess) and without it, by using only SwiftUI views. That’s why I said a more “traditional” way, you’re not going to put SwiftUI views inside a Canvas, maybe you can think of it like the draw method in a UIView. foregroundColor(. The Canvas is a SwiftUI view, but it doesn’t work with a ViewBuilder like other views. To complete recolor an SF Symbol using SwiftUI i.e., to change all parts of it to one color use the foregroundColor () modifier like this: Image(systemName: 'doc'). In a sentence, the new Canvas view is a particular view in SwiftUI that enables you to draw in GraphicContext in a more “traditional” way. Important: Apple explicitly recommends against using too many prominent buttons, because when everything is prominent nothing is.This article is about another nice introduction in SwiftUI at WWDC21, the Canvas view.Ĭanvas is also the name Apple gave to the live preview of SwiftUI views in Xcode, so you may find this post by accident while looking for that specific feature. The simplest way to make a button is one we’ve looked at previously: when it just contains some text you pass in the title of the button, along with a closure that should be run when the button is tapped: Button("Delete selection") We’ve looked at SwiftUI’s buttons briefly previously, but they are remarkably flexible and can adapt to a huge range of use cases.
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