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An iOS Developer's Guide to SwiftUI

You're reading from  An iOS Developer's Guide to SwiftUI

Product type Book
Published in May 2024
Publisher Packt
ISBN-13 9781801813624
Pages 446 pages
Edition 1st Edition
Languages
Author (1):
Michele Fadda Michele Fadda
Profile icon Michele Fadda

Table of Contents (25) Chapters

Preface 1. Part 1: Simple Views
2. Chapter 1: Exploring the Environment – Xcode, Playgrounds, and SwiftUI 3. Chapter 2: Adding Basic UI Elements and Designing Layouts 4. Chapter 3: Adding Interactivity to a SwiftUI View 5. Part 2: Scrollable Views
6. Chapter 4: Iterating Views, Scroll Views, FocusState, Lists, and Scroll View Reader 7. Chapter 5: The Art of Displaying Grids 8. Part 3: SwiftUI Navigation
9. Chapter 6: Tab Bars and Modal View Presentation 10. Chapter 7: All About Navigation 11. Part 4: Graphics and Animation
12. Chapter 8: Creating Custom Graphics 13. Chapter 9: An Introduction to Animations in SwiftUI 14. Part 5: App Architecture
15. Chapter 10: App Architecture and SwiftUI Part I: Practical Tools 16. Chapter 11: App Architecture and SwiftUI Part II – the Theory 17. Part 6: Beyond Basics
18. Chapter 12: Persistence with Core Data 19. Chapter 13: Modern Structured Concurrency 20. Chapter 14: An Introduction to SwiftData 21. Chapter 15: Consuming REST Services in SwiftUI 22. Chapter 16: Exploring the Apple Vision Pro 23. Index 24. Other Books You May Enjoy

Drawing with the Canvas

According to Apple documentation, the Canvas is a view type that supports immediate mode drawing. In simpler and more familiar terms, if you have previous experience with UIKit, this is a view that allows you to implement custom bidimensional graphics that you are more accustomed to by using Core Graphics. It allows you to create custom and intricate graphics that you can use in your own user interface.

The programming is basically the same as in Core Graphics. The Canvas requires you to write a closure defining its contents. This closure receives two parameters, GraphicsContext and a size expressed in CGSize that can be used to customize the size of what you want to draw.

You can think about the context as a kind of “handle” of the drawing “pencil” inside the canvas, and you determine what you want to draw by calling the different methods supported by the canvas.

These are graphical primitives that allow you to draw different...

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