PaintCodeKit manage your converted images in PaintCode. You will be able to use your images directly in the views using extensions with correct sizes. Use it to maintain your code clean!
- Import your code from PaintCodeKit
- Customizable images
- Clean code!
- Easy usage
- Supports iOS, developed in Swift 5
Table of Contents
Installation
PaintCodeKit is available through CocoaPods. To install
it, simply add the following line to your Podfile and run pod install:
Then you can import it when you need
Usage
In the example you can see how to include you own images in UIImageViews and how to create an UIImage with PaintCodeManager. Once you've installed the pod, follow next steps. It's really simple:
Fill your UIImageView
Use PaintCodeImage enum to fill with images preloaded in this pod.
// This will get imageView frame to get default image size imageView.draw(PaintCodeImage.user) // Extended mode imageView.draw(PaintCodeImage.user, size: CGSize(width: 10, height: 10), color: .white, cached: true)
In other case, make your own enum type with PaintCodeDraw protocol implementing draw method. Follow next example:
enum Icon: PaintCodeDraw { case shareApp case bell func draw(size: CGSize, color: UIColor) { switch self { case .shareApp: PaintCodeImages.drawShareApp(frame: CGRect(origin: .zero, size: size), resizing: .aspectFit) case .bell: PaintCodeImages.drawBell(frame: CGRect(origin: .zero, size: size), resizing: .aspectFit) } } }
As you can see above, draw method, will draw your custom image from PaintCode code. So you must extend PaintCodeImages and paste PaintCode code generated draw methods:
extension PaintCodeImages { class func drawShareApp(frame targetFrame: CGRect = CGRect(x: 0, y: 0, width: 400, height: 400), resizing: ResizingBehavior = .aspectFit) { /// General Declarations let context = UIGraphicsGetCurrentContext()! /// Resize to Target Frame context.saveGState() let resizedFrame = resizing.apply(rect: CGRect(x: 0, y: 0, width: 24, height: 24), target: targetFrame) context.translateBy(x: resizedFrame.minX, y: resizedFrame.minY) context.scaleBy(x: resizedFrame.width / 24, y: resizedFrame.height / 24) /// Combined Shape let combinedShape = UIBezierPath() combinedShape.move(to: CGPoint(x: 10, y: 3.41)) combinedShape.addLine(to: CGPoint(x: 10, y: 14)) combinedShape.addCurve(to: CGPoint(x: 9, y: 15), controlPoint1: CGPoint(x: 10, y: 14.55), controlPoint2: CGPoint(x: 9.55, y: 15)) combinedShape.addCurve(to: CGPoint(x: 8, y: 14), controlPoint1: CGPoint(x: 8.45, y: 15), controlPoint2: CGPoint(x: 8, y: 14.55)) combinedShape.addLine(to: CGPoint(x: 8, y: 3.41)) [...] context.restoreGState() } }
Generate a UIImage
Simple ;)
let image = PaintCodeManager.image(PaintCodeImage.user)
Defaults
You can change some default values in PaintCodeManager:
/// Image size PaintCodeManager.shared.defaultSize = CGSize(width: 30, height: 30) /// Default image color PaintCodeManager.shared.defaultColor = UIColor.black /// Cache generated images PaintCodeManager.shared.defaultCached = true
Extra
Also you can make use of anyone of the included images in PaintCodeKit.
/// Example PaintCodeImage.user
| PaintCodeImage | Preview |
|---|---|
.user |
Author
Alberto Aznar, info@alberdev.com
Contributing
- Fork it!
- Create your feature branch:
git checkout -b my-new-feature - Commit your changes:
git commit -am 'Add some feature' - Push to the branch:
git push origin my-new-feature - Submit a pull request :D
License
PaintCodeKit is available under the MIT license. See the LICENSE file for more info.







