Make edges on graph line round and not "sharp" Swiftui - ios

I am currently working on a graph view for a widget and I don't like the way the edges looks on my graph atm. I would like to make the edges on my graph line rounded instead of sharp (Graph).
I've tried with .cornerRadius(5) and .addQuadCurve() but nothing seems to work.
My code looks like this.
import SwiftUI
#available(iOS 14.0.0, *)
struct Graph: View {
var styling = ViewStyling()
var stockPrices: [CGFloat]
var body: some View {
ZStack {
LinearGradient(gradient:
Gradient(colors: [styling.gradientColor, styling.defaultWhite]), startPoint: .top, endPoint: .bottom)
.clipShape(LineGraph(dataPoints: stockPrices.normalized, closed: true))
LineGraph(dataPoints: stockPrices.normalized)
.stroke(styling.graphLine, lineWidth: 2)
//.cornerRadius(5)
}
}
}
#available(iOS 14.0.0, *)
struct LineGraph: Shape {
var dataPoints: [CGFloat]
var closed = false
func path(in rect: CGRect) -> Path {
func point(at ix: Int) -> CGPoint {
let point = dataPoints[ix]
let x = rect.width * CGFloat(ix) / CGFloat(dataPoints.count - 1)
let y = (1 - point) * rect.height
return CGPoint(x: x, y: y)
}
return Path { p in
guard dataPoints.count > 1 else { return }
let start = dataPoints[0]
p.move(to: CGPoint(x: 0, y: (1 - start) * rect.height))
//p.addQuadCurve(to: CGPoint(x: rect.maxX, y: rect.maxY), control: CGPoint(x: rect.maxX, y: rect.maxY))
for index in dataPoints.indices {
p.addLine(to: point(at: index))
}
if closed {
p.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
p.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
p.closeSubpath()
}
}
}
}
extension Array where Element == CGFloat {
// Return the elements of the sequence normalized.
var normalized: [CGFloat] {
if let min = self.min(), let max = self.max() {
return self.map{ ($0 - min) / (max - min) }
}
return []
}
}

How the joins between line segments are rendered is controlled by the lineJoin property of StrokeStyle, You're stroking with a color and a line width here:
.stroke(styling.graphLine, lineWidth: 2)
but you want something more like:
.stroke(styling.graphline, StrokeStyle(lineWidth: 2, lineJoin: .round))

Related

Is there a way to create a curved arrow that connects two views in SwiftUI?

I would like to connect two SwiftUI Views with an arrow, one pointing to the other. For example, in this View:
struct ProfileIconWithPointer: View {
var body: some View {
VStack {
Image(systemName: "person.circle.fill")
.padding()
.font(.title)
Text("You")
.offset(x: -20)
}
}
}
I have a Text view and an Image view. I would like to have an arrow pointing from one to the other, like this:
However, all the solutions that I could find rely on knowing the position of each element apriori, which I'm not sure SwiftUI's declarative syntax allows for.
you can use the following code to display an arrow.
struct CurvedLine: Shape {
let from: CGPoint
let to: CGPoint
var control: CGPoint
var animatableData: AnimatablePair<CGFloat, CGFloat> {
get {
AnimatablePair(control.x, control.y)
}
set {
control = CGPoint(x: newValue.first, y: newValue.second)
}
}
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: from)
path.addQuadCurve(to: to, control: control)
let angle = atan2(to.y - control.y, to.x - control.x)
let arrowLength: CGFloat = 15
let arrowPoint1 = CGPoint(x: to.x - arrowLength * cos(angle - .pi / 6), y: to.y - arrowLength * sin(angle - .pi / 6))
let arrowPoint2 = CGPoint(x: to.x - arrowLength * cos(angle + .pi / 6), y: to.y - arrowLength * sin(angle + .pi / 6))
path.move(to: to)
path.addLine(to: arrowPoint1)
path.move(to: to)
path.addLine(to: arrowPoint2)
return path
}
}
you can use this in your code as follows.
struct ContentView: View {
var body: some View {
VStack {
Text("You")
.alignmentGuide(.top) { d in
d[.bottom] - 30
}
Image(systemName: "person.circle.fill")
.padding()
.font(.title)
}
.overlay(
CurvedLine(from: CGPoint(x: 50, y: 50),
to: CGPoint(x: 300, y: 200),
control: CGPoint(x: 100, y: -300))
.stroke(Color.blue, lineWidth: 4)
)
}
}
This will looks like as follows.
Depend on your scenario modify the code. Hope this will helps you.

Animate tab bar shape created using UIBezierPath() based on selected index

I have created a tab Bar shape using UIBezierPath(). Im new to creating shapes so in the end I got the desired shape closer to what I wanted, not perfect but it works. It's a shape which has a wave like top, so on the left side there is a crest and second half has a trough. This is the code that I used to create the shape:
func createPath() -> CGPath {
let height: CGFloat = 40.0 // Height of the wave-like curve
let extraHeight: CGFloat = -20.0 // Additional height for top left and top right corners
let path = UIBezierPath()
let width = self.frame.width
// Creating a wave-like top edge for tab bar starting from left side
path.move(to: CGPoint(x: 0, y: extraHeight)) // Start at top left corner with extra height
path.addQuadCurve(to: CGPoint(x: width/2, y: extraHeight), controlPoint: CGPoint(x: width/4, y: extraHeight - height))
path.addQuadCurve(to: CGPoint(x: width, y: extraHeight), controlPoint: CGPoint(x: width*3/4, y: extraHeight + height))
path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.close()
return path.cgPath
}
Above im using -20 so that shape stays above bounds of tab bar and second wave's trough stays above the icons of tab bar. Here is the desired result:
This was fine until I was asked to animate the shape on pressing tab bar items. So if I press second item, the crest should be above second item and if fourth, then it should be above fourth item. So I created a function called updateShape(with selectedIndex: Int) and called it in didSelect method of my TabBarController. In that im passing index of the selected tab and based on that creating new path and removing old and replacing with new one. Here is how im doing it:
func updateShape(with selectedIndex: Int) {
let shapeLayer = CAShapeLayer()
let height: CGFloat = 40.0
let extraHeight: CGFloat = -20.0
let width = self.frame.width
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: extraHeight))
if selectedIndex == 0 {
path.addQuadCurve(to: CGPoint(x: width / 2, y: extraHeight), controlPoint: CGPoint(x: width / 4, y: extraHeight - height))
path.addQuadCurve(to: CGPoint(x: width, y: extraHeight), controlPoint: CGPoint(x: width / 2 + width / 4, y: extraHeight + height))
}
else if selectedIndex == 1 {
path.addQuadCurve(to: CGPoint(x: width / 2 + width / 4, y: extraHeight), controlPoint: CGPoint(x: width / 4 + width / 4, y: extraHeight - height))
path.addQuadCurve(to: CGPoint(x: width, y: extraHeight), controlPoint: CGPoint(x: width * 3 / 4 + width / 4, y: extraHeight + height))
}
else if selectedIndex == 2 {
let xShift = width / 4
path.addQuadCurve(to: CGPoint(x: width / 2 + xShift, y: extraHeight), controlPoint: CGPoint(x: width / 8 + xShift, y: extraHeight + height))
path.addQuadCurve(to: CGPoint(x: width, y: extraHeight), controlPoint: CGPoint(x: width * 7 / 8 + xShift, y: extraHeight - height))
}
else {
path.addQuadCurve(to: CGPoint(x: width / 2, y: extraHeight), controlPoint: CGPoint(x: width / 4, y: extraHeight + height))
path.addQuadCurve(to: CGPoint(x: width, y: extraHeight), controlPoint: CGPoint(x: width / 2 + width / 4, y: extraHeight - height))
}
path.addLine(to: CGPoint(x: width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.close()
shapeLayer.path = path.cgPath
shapeLayer.fillColor = UIColor.secondarySystemBackground.cgColor
if let oldShapeLayer = self.shapeLayer {
self.layer.replaceSublayer(oldShapeLayer, with: shapeLayer)
} else {
self.layer.insertSublayer(shapeLayer, at: 0)
}
self.shapeLayer = shapeLayer
}
And calling it like this:
func tabBarController(_ tabBarController: UITabBarController, didSelect viewController: UIViewController) {
let tabBar = tabBarController.tabBar as! CustomTabBar
guard let index = viewControllers?.firstIndex(of: viewController) else {
return
}
tabBar.updateShape(with: index)
}
This is working fine as you can see below but the problem is I learned creating shapes just now and creating that wave based on width of screen so the crest and trough are exactly half the width of frame so I was able to do it for FourthViewController too and got this:
But the problem arises for remaining 2 indices. Im not able to create same wave which looks like the crest is moving above second or third item instead I get something like this:
It doesn't look like other to waves showing the hump over third item. Also my code is strictly based on 4 items and was wondering if Im asked to add 1 more item so tab bar has 5 or 6 items, it would be trouble. Is there any way to update my function that creates new shapes based on index of tab bar or can anyone help me just create shapes for remaining two items? The shape should look same just the hump should exactly be over the selected item.
So you want something like this:
Here's how I did it. First, I made a WaveView that draws this curve:
Notice that the major peak exactly in the center. Here's the source code:
class WaveView: UIView {
var trough: CGFloat {
didSet { setNeedsDisplay() }
}
var color: UIColor {
didSet { setNeedsDisplay() }
}
init(trough: CGFloat, color: UIColor = .white) {
self.trough = trough
self.color = color
super.init(frame: .zero)
contentMode = .redraw
isOpaque = false
}
override func draw(_ rect: CGRect) {
guard let gc = UIGraphicsGetCurrentContext() else { return }
let bounds = self.bounds
let size = bounds.size
gc.translateBy(x: bounds.origin.x, y: bounds.origin.y)
gc.move(to: .init(x: 0, y: size.height))
gc.saveGState(); do {
// Transform the geometry so the bounding box of the curve
// is (-1, 0) to (+1, +1), with the y axis going up.
gc.translateBy(x: bounds.midX, y: trough)
gc.scaleBy(x: bounds.size.width * 0.5, y: -trough)
// Now draw the curve.
for x in stride(from: -1, through: 1, by: 2 / size.width) {
let y = (cos(2.5 * .pi * x) + 1) / 2 * (1 - x * x)
gc.addLine(to: .init(x: x, y: y))
}
}; gc.restoreGState()
// The geometry is restored.
gc.addLine(to: .init(x: size.width, y: size.height))
gc.closePath()
gc.setFillColor(UIColor.white.cgColor)
gc.fillPath()
}
required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") }
}
Then, I made a subclass of UITabBarController named WaveTabBarController that creates a WaveView and puts it behind the tab bar. It makes the WaveView exactly twice the width of the tab bar, and sets the x coordinate of the WaveView's frame such that the peak is above the selected tab item. Here's the source code:
class WaveTabBarController: UITabBarController {
let waveView = WaveView(trough: 20)
override func tabBar(_ tabBar: UITabBar, didSelect item: UITabBarItem) {
if superclass!.instancesRespond(to: #selector(UITabBarDelegate.tabBar(_:didSelect:))) {
super.tabBar(tabBar, didSelect: item)
}
view.setNeedsLayout()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let shouldAnimate: Bool
if waveView.superview != view {
view.insertSubview(waveView, at: 0)
shouldAnimate = false
} else {
shouldAnimate = true
}
let tabBar = self.tabBar
let w: CGFloat
if let selected = tabBar.selectedItem, let items = tabBar.items {
w = (CGFloat(items.firstIndex(of: selected) ?? 0) + 0.5) / CGFloat(items.count) - 1
} else {
w = -1
}
let trough = waveView.trough
let tabBarFrame = view.convert(tabBar.bounds, from: tabBar)
let waveFrame = CGRect(
x: tabBarFrame.origin.x + tabBarFrame.size.width * w,
y: tabBarFrame.origin.y - trough,
width: 2 * tabBarFrame.size.width,
height: tabBarFrame.size.height + trough
)
guard waveFrame != waveView.frame else {
return
}
if shouldAnimate {
// Don't animate during the layout pass.
DispatchQueue.main.async { [waveView] in
UIView.animate(withDuration: 0.2, delay: 0, options: .curveEaseOut) {
waveView.frame = waveFrame
}
}
} else {
waveView.frame = waveFrame
}
}
}

SwiftUI Custom picker with Arrow Shape

I am trying to create SwiftUI Custom picker with Arrow Shape like
What I have done so far is :
struct SItem: Identifiable, Hashable {
var text: String
var id = UUID()
}
struct BreadCumView: View {
var items: [SItem] = [SItem(text: "Item 1"), SItem(text: "Item 2"), SItem(text: "Item 3")]
#State var selectedIndex: Int = 0
var body: some View {
HStack {
ForEach(self.items.indices) { index in
let tab = self.items[index]
Button(tab.text) {
selectedIndex = index
}.buttonStyle(CustomSegmentButtonStyle())
}
}
}
}
struct CustomSegmentButtonStyle: ButtonStyle {
func makeBody(configuration: Configuration) -> some View {
configuration
.label
.padding(8)
.background(
Color(red: 0.808, green: 0.831, blue: 0.855, opacity: 0.9)
)
}
}
How to create Shape style for Background?
With Selected Stats.
Here's an arrow Shape using #Asperi's comment:
struct ArrowShape: Shape {
func path(in rect: CGRect) -> Path {
Path { path in
let chunk = rect.height * 0.5
path.move(to: .zero)
path.addLine(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: max(rect.width - chunk, rect.width / 2), y: 0))
path.addLine(to: CGPoint(x: rect.width), y: chunk)
path.addLine(to: CGPoint(x: max(rect.width - chunk, rect.width / 2), y: rect.height))
path.addLine(to: CGPoint(x: 0, y: rect.height))
}
}
}

How can I animate my capsule's progress when a button is clicked?

I hope you are all doing good.
I'm very new to this community and I hope we can help each other grow.
I'm currently building a MacOS App with swiftUI and I have this capsule shape, that has a water animation inside. The water animation are just waves that move horizontally created with animatable data and path. My problem is, I have two other buttons on the screen, a play button and a stop button. They are supposed to start filling the capsule with the water and stop doing it respectively, which they do, but they are supposed to do it with an animation, and it's not.
Below is my code for further details. Thanks in advance.
GeometryReader { geometry in
VStack {
Spacer()
BreathingWave(progress: $progressValue, phase: phase)
.fill(Color(#colorLiteral(red: 0.14848575, green: 0.6356075406, blue: 0.5744615197, alpha: 1)))
.clipShape(Capsule())
.border(Color.gray, width: 3)
.frame(width: geometry.size.width / 12)
.onAppear {
withAnimation(.linear(duration: 1).repeatForever(autoreverses: false)) {
self.phase = .pi * 2
}
}
HStack {
Spacer()
Image(systemName: "play.circle.fill")
.resizable()
.renderingMode(.template)
.frame(width: 50, height: 50)
.foregroundColor(Color(#colorLiteral(red: 0.14848575, green: 0.6356075406, blue: 0.5744615197, alpha: 1)))
.scaleEffect(scalePlay ? 1.25 : 1)
.onHover(perform: { scalPlay in
withAnimation(.linear(duration: 0.1)) {
scalePlay = scalPlay
}
})
.onTapGesture {
withAnimation(
.easeInOut(duration: duration)
.repeatForever(autoreverses: true)) {
if(progressValue < 1) {
progressValue += 0.1
}
else {
progressValue = progressValue
}
}
}
Spacer()
Image(systemName: "stop.circle.fill")
.resizable()
.renderingMode(.template)
.frame(width: 50, height: 50)
.foregroundColor(Color(#colorLiteral(red: 0.14848575, green: 0.6356075406, blue: 0.5744615197, alpha: 1)))
.scaleEffect(scaleStop ? 1.25 : 1)
.onHover(perform: { scalStop in
withAnimation(.linear(duration: 0.1)) {
scaleStop = scalStop
}
})
.onTapGesture {
withAnimation(.linear) {
progressValue = 0.0
}
}
Spacer()
}
.padding(.bottom, 50)
}
}
And this is the code of the BreathingWave
struct BreathingWave: Shape {
#Binding var progress: Float
var applitude: CGFloat = 10
var waveLength: CGFloat = 20
var phase: CGFloat
var animatableData: CGFloat {
get { phase }
set { phase = newValue }
}
func path(in rect: CGRect) -> Path {
var path = Path()
let width = rect.width
let height = rect.height
let minWidth = width / 2
let progressHeight = height * (1 - CGFloat(progress))
path.move(to: CGPoint(x: 0, y: progressHeight))
for x in stride(from: 0, to: width + 5, by: 5) {
let relativeX = x / waveLength
let normalizedLength = (x - minWidth) / minWidth
let y = progressHeight + sin(phase + relativeX) * applitude * normalizedLength
path.addLine(to: CGPoint(x: x, y: y))
}
path.addLine(to: CGPoint(x: width, y: progressHeight))
path.addLine(to: CGPoint(x: width, y: height))
path.addLine(to: CGPoint(x: 0, y: height))
path.addLine(to: CGPoint(x: 0, y: progressHeight))
return path
}
}
The problem you are running into is simply that you never told BreathingWave how to animate for progress. You set a single dimension animation, when you really want it to animate in two dimensions. The fix is straightforward: use AnimatablePair to supply the variables to animatableData.
struct BreathingWave: Shape {
var applitude: CGFloat = 10
var waveLength: CGFloat = 20
// progress is no longer a Binding. Using #Binding never did anything
// as you were not changing the value to be used in the parent view.
var progress: Float
var phase: CGFloat
var animatableData: AnimatablePair<Float, CGFloat> { // <- AnimatablePair here
get { AnimatablePair(progress, phase) } // <- the getter returns the pair
set { progress = newValue.first // <- the setter sets each individually from
phase = newValue.second // the pair.
}
}
func path(in rect: CGRect) -> Path {
...
}
}
Lastly, you now call it like this:
BreathingWave(progress: progressValue, phase: phase)
One final thing. Please provide a Minimal Reproducible Example (MRE) in the future. There was a lot of code that was unnecessary to debug this, and I had to implementment the struct header to run it. Strip as much out as possible, but give us something that we can copy, paste and run.

SwiftUI rotate together with addArc doesn't work correctly in some cases

Swift 5, iOS 13
Using addArc to draw a semi-circle and then using rotation3DEffect to rotate it. On the y axis it works perfectly, but in the x axis is seems broken. Am I doing something wrong here.
I got this code to work. But it is a kludge.
I want to us the x axis on the MyArc2 and not have to use an offset+rotationEffect. The first image is what you see with this code as is.
However if I do use x axis it doesn't draw it correctly.
import SwiftUI
struct ContentView: View {
#State var turn:Double = 0
var body: some View {
return VStack {
Image(systemName: "circle")
.foregroundColor(Color.blue)
.onTapGesture {
withAnimation(.linear(duration: 36)) {
self.turn = 360
}
}
Globe2View(turn: $turn)
} // VStack
}
}
struct Globe2View: View {
struct MyArc : Shape {
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(center: CGPoint(x: UIScreen.screenWidth/2, y:UIScreen.screenHeight/2), radius: 64, startAngle: .degrees(90), endAngle: .degrees(270), clockwise: true)
return p
}
}
struct MyArc2 : Shape {
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(center: CGPoint(x: UIScreen.screenWidth/2, y:UIScreen.screenHeight/2), radius: 64, startAngle: .degrees(90), endAngle: .degrees(270), clockwise: true)
return p
}
}
#Binding var turn:Double
var body: some View {
ZStack {
ForEach(0..<12) { loop in
MyArc()
.stroke(Color.blue, lineWidth: 2)
.rotation3DEffect(.degrees(self.turn + Double((loop * 30))), axis: (x: 0, y: -1, z: 0), anchor: UnitPoint.center, anchorZ: 0, perspective: 0)
}
ForEach(0..<12) { loop in
MyArc2()
.stroke(Color.green, lineWidth: 2)
.rotation3DEffect(.degrees(self.turn + Double((loop * 30))), axis: (x: 0, y: -1, z: 0), anchor: UnitPoint.center, anchorZ: 0, perspective: 0)
.rotationEffect(.degrees(90))
.offset(x: 20, y: 20)
}
}
}
}
If I change the last few lines so they look like this...
struct MyArc2 : Shape {
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(center: CGPoint(x: UIScreen.screenWidth/2, y:UIScreen.screenHeight/2), radius: 64, startAngle: .degrees(0), endAngle: .degrees(180), clockwise: true)
return p
}
}
ForEach(0..<12) { loop in
MyArc2()
.stroke(Color.green, lineWidth: 2)
.rotation3DEffect(.degrees(self.turn + Double((loop * 30))), axis: (x: 1, y: 0, z: 0), anchor: UnitPoint.center, anchorZ: 0, perspective: 0)
// .rotationEffect(.degrees(90))
// .offset(x: 20, y: 20)
}
It is not clear why it is needed MyArc2 as it is the same, but the following, with simple fix in shape, just works as expected (to my mind).
Tested with Xcode 11.4 / iOS 13.4
struct Globe2View: View {
struct MyArc : Shape {
func path(in rect: CGRect) -> Path {
var p = Path()
// used provided dynamic rect instead of hardcoded NSScreen
p.addArc(center: CGPoint(x: rect.width/2, y:rect.height/2), radius: 64, startAngle: .degrees(90), endAngle: .degrees(270), clockwise: true)
return p
}
}
#Binding var turn:Double
var body: some View {
ZStack {
ForEach(0..<12) { loop in
MyArc()
.stroke(Color.blue, lineWidth: 2)
.rotation3DEffect(.degrees(self.turn + Double((loop * 30))), axis: (x: 0, y: -1, z: 0), anchor: UnitPoint.center, anchorZ: 0, perspective: 0)
}
ForEach(0..<12) { loop in
MyArc()
.stroke(Color.green, lineWidth: 2)
.rotation3DEffect(.degrees(self.turn + Double((loop * 30))), axis: (x: 0, y: -1, z: 0), anchor: UnitPoint.center, anchorZ: 0, perspective: 0)
.rotationEffect(.degrees(90))
}
}
}
}

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