Split a Rectangle View Using the Diagonal in Swift UI - ios

I'm new to SwiftUI and I'm trying to achieve something that is quite easy using UIKit. Basically, I want to draw something like this in a View:
I figured that I could use GeometryScanner but I didn't manage to make it work. Any help would be appreciated.

You can create your own Triangle:
struct Triangle: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
return path
}
}
and use it like this:
Rectangle()
.fill(Color.white)
.frame(width: 300, height: 200)
.overlay(
Triangle()
.fill(Color.red)
)

Related

SwiftUI: Custom shape material fill does not work

I made a custom shape in SwiftUI with the following code:
struct CustomShape: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addQuadCurve(to: CGPoint(x: 0, y: rect.minY), control: CGPoint(x: rect.midX, y: rect.minY - 25))
return path
}
}
The usage of this shape looks like the following:
CustomShape()
.fill(.ultraThickMaterial)
.frame(height: 200)
The problem is that if I try to fill it with a color it works perfectly. If I try to fill it with a material only the rectangle seems to get filled, the arc portion remains white:
Do you have an idea how to solve this?
It seems that clipping is being applied when you are using a material, but not when you are using a color. The arc of your path is extending outside the frame of the view.
You can fix this by making the path fully contained within the rect parameter of the shape:
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY + 25))
path.addQuadCurve(to: CGPoint(x: 0, y: rect.minY + 25), control: CGPoint(x: rect.midX, y: rect.minY))
path.closeSubpath()
return path
}
If you really want the material to extend outside the frame then you'll need to use a container view of some sort.
I'd say that expected effect should be achieved with background and clipShape (assuming that CustomShape is constructed correctly)
Here is a demo for better visibility (tested with Xcode 13.3 / iOS 15.4)
Image("background").overlay(
Rectangle()
.background(.thinMaterial) // << here !! (thin for demo)
.frame(height: 200)
.clipShape(CustomShape()) // << here !!
)

How to create Bézier curve using Path in SwiftUI

I want to achieve a path like this in the picture using Path in SwiftUI, but my understanding of the Bezier curve is minimal, and I cannot reproduce the drawing on the image.
I am talking about the background drawing, which is hard to notice; it's like a mountain or staircase.
Any help will be appreciated!
Image to reproduce:
Here is my code:
struct BezierCurveView: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint.zero)
path.addCurve(to: CGPoint(x: rect.maxX / 3, y: rect.minY), control1: CGPoint(x: rect.minX + 40, y: rect.minY - 90), control2: CGPoint(x: rect.minX + 80, y: rect.minY - 90))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
return path
}
}
Here is the result of my code:

SwiftUI: clipping an image to shape

I'm currently working on some loading screen in SwiftUI and want to implement some kind of image animation with a simple path. I've done a simple Shape-animation with the path, but Ive stuck with clipping an image to it. Is it possible?
I just want my image to simply fly over the screen (with a configurable path). Imagine that the stroke has a color of background, so we won't see it. Thanks!
struct loadingPath: Shape {
func path(in rect: CGRect) -> Path {
let path =
Path { path in
path.move(to: CGPoint(x: rect.midX, y: rect.midY))
path.addQuadCurve(to: CGPoint(x: 230, y: 200), control: CGPoint(x: -100, y: 300))
path.addQuadCurve(to: CGPoint(x: 90, y: 400), control: CGPoint(x: 400, y: 130))
path.addLine(to: CGPoint(x: 90, y: 600))
}
return path
}
}
.........
var body: some View {
ZStack {
loadingPath()
.trim(from: 0, to: x)
.stroke(Color.purple)
.frame(width: 200, height: 200)
.onAppear() {
withAnimation(Animation.easeInOut(duration: 3).delay(0.5)) {
self.x = 1
}
}
}
If you want to give shape and then want to clipped it then use following :
.clipShape(RoundedRectangle(cornerRadius: 55,
style: .continuous))
Or if you you want to clipped image according to it's frame then you can simply clipped it after give it frame like following :
.
.
loadingPath()
.trim(from: 0, to: x)
.stroke(Color.purple)
.frame(width: 200, height: 200)
.clipped()
.onAppear() { ... }

BezierPath clipShape issue

I added curves on the right and left sides. When you look at the stroke function, everything is normal, but when the stroke function is removed, the curve on the right works normally, but the curve on the left does not work. is this a bug?
ContentView
struct ContentView: View {
#State var viewState: CGSize = .zero
var body: some View {
ZStack {
Color.orange
.clipShape(FooBezierPath(rightOffset: viewState).stroke())//remove stroke
.edgesIgnoringSafeArea(.all)
.overlay(
HStack {
Image(systemName: "chevron.right")
.font(.largeTitle)
.offset(y: 115)
.edgesIgnoringSafeArea(.all)
Spacer()
Image(systemName: "chevron.left")
.font(.largeTitle)
.contentShape(Rectangle())
.gesture(DragGesture().onChanged({ (value) in
withAnimation(.spring(response: 0.5, dampingFraction: 0.6, blendDuration: 0)) {
self.viewState = value.translation
}
}).onEnded({ (value) in
withAnimation(.spring(response: 0.5, dampingFraction: 0.6, blendDuration: 0)) {
self.viewState = .zero
}
}))
.edgesIgnoringSafeArea(.all)
.offset(y: 70)
}
,alignment: .topTrailing
)
.padding(.horizontal)
}
}
}
BezierPath
struct FooBezierPath: Shape {
var rightOffset: CGSize
func path(in rect: CGRect) -> Path {
return Path { path in
let width = rect.width + rightOffset.width
let height = rect.height
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.addLine(to: CGPoint(x: 0, y: rect.height))
path.addLine(to: CGPoint(x: 0, y: 0))
//MARK: - Left Curve
path.move(to: CGPoint(x: 0, y: 80))
path.addCurve(to: CGPoint(x: 0, y: 180), control1: CGPoint(x: 50, y: 130), control2: CGPoint(x: 50, y: 130))
//MARK: - Right Curve
path.move(to: CGPoint(x: width, y: 80))
path.addCurve(to: CGPoint(x: width, y: 180), control1: CGPoint(x: width - 50, y: 130), control2: CGPoint(x: width - 50, y: 130))
}
}
}
It Helps to Draw the entire shape without moving points, otherwise the clip malfunctions for some reason. Try this:
struct FooBezierPath: Shape {
var rightOffset: CGSize
func path(in rect: CGRect) -> Path {
return Path { path in
let width = rect.width + rightOffset.width
let height = rect.height
// Draw left Edge of Shape
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 0, y: 80))
path.addCurve(to: CGPoint(x: 0, y: 180), control1: CGPoint(x: 50, y: 130), control2: CGPoint(x: 50, y: 130))
path.addLine(to: CGPoint(x: 0, y: height))
// Draw Bottom Edge of Shape
path.addLine(to: CGPoint(x: width, y: height))
// Draw Right Edge of Shape
path.addLine(to: CGPoint(x: width, y: 180))
path.addCurve(to: CGPoint(x: width, y: 80), control1: CGPoint(x: width - 50, y: 130), control2: CGPoint(x: width - 50, y: 130))
path.addLine(to: CGPoint(x: width, y: 0))
// Draw Top Edge of Shape
path.addLine(to: CGPoint(x:0, y: 0))
}
}
}
Tried and tested the code, the results are:
Without Stroke
With Stroke

How to combine shapes in SwiftUI?

I need to create a shape from several other shapes, and ideally, I'd get a single shape struct at the end which would have two shapes stacked as ZStack would. I haven't noticed an obvious implementation of this anywhere, so maybe somebody has some ideas on how to implement it?
Here's what I want to have:
struct CustomShape: Shape {
func path(in rect: CGRect) -> Path {
// Add shapes here???? For example, combine Rectangle with Circle?
}
}
You can use func addPath(_ path: Path, transform: CGAffineTransform = .identity) to create a new Shape like this :
struct CustomShape: Shape {
func path(in rect: CGRect) -> Path {
var customShape = Path { p in
p.move(to: CGPoint(x: 0, y: 0))
p.addQuadCurve(to: CGPoint(x: 0, y: 100),
control: CGPoint(x: 0, y: 0))
p.addCurve(to: CGPoint(x: 100, y: 400),
control1: CGPoint(x: 0, y: 200),
control2: CGPoint(x: 100, y: 200))
p.addCurve(to: CGPoint(x: 200, y: 100),
control1: CGPoint(x: 100, y: 200),
control2: CGPoint(x: 200, y: 200))
p.addQuadCurve(to: CGPoint(x: 200, y: 0),
control: CGPoint(x: 200, y: 0))
}
let rectangle = Rectangle()
.path(in: customShape.boundingRect)
.offsetBy(dx: 100, dy: 0)
customShape.addPath(rectangle, transform: .init(scaleX: 0.5, y: 0.35))
return customShape
}
}
And use it like this :
struct SwiftUIView: View {
var body: some View {
CustomShape()
}
}

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