This is part of an ongoing attempt at teaching myself how to create a basic painting app in iOS, like MSPaint. I'm using SwiftUI and CoreImage to do this.
While I have my mind wrapped around the pixel manipulation in CoreImage (I've been looking at this), I'm not sure how to add a drag gesture to SwiftUI so that I can "paint".
With the drag gesture, I'd like to do this:
onBegin and onChanged:
- send the current x,y position of my finger to the function handling the CoreImage manipulation;
- receive and display the updated image;
- repeat until gesture ends.
So in other words, continuously update the image as my finger moves.
UPDATE: I've taken a look at what Asperi below responded with, and added .gesture below .onAppear. However, this results in a warning "Modifying state during view update, this will cause undefined behavior."
struct ContentView: View {
@State private var image: Image?
@GestureState var location = CGPoint(x: 0, y: 0)
var body: some View {
VStack {
image?
.resizable()
.scaledToFit()
}
.onAppear(perform: newPainting)
.gesture(
DragGesture()
.updating($location) { (value, gestureState, transaction) in
gestureState = value.location
paint(location: location)
}
)
}
func newPainting() {
guard let newPainting = createBlankCanvas(size: CGSize(width: 128, height: 128)) else {
print("failed to create a blank canvas")
return
}
image = Image(uiImage: newPainting)
}
func createBlankCanvas(size: CGSize, filledWithColor color: UIColor = UIColor.clear, scale: CGFloat = 0.0, opaque: Bool = false) -> UIImage? {
let rect = CGRect(x: 0, y: 0, width: size.width, height: size.height)
UIGraphicsBeginImageContextWithOptions(size, opaque, scale)
color.set()
UIRectFill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
func paint(location: CGPoint) {
// do the CoreImage manipulation here
// now, take the output of the CI manipulation and
// attempt to get a CGImage from our CIImage
if let cgimg = context.createCGImage(outputImage, from: outputImage.extent) {
// convert that to a UIImage
let uiImage = UIImage(cgImage: cgimg)
// and convert that to a SwiftUI image
image = Image(uiImage: uiImage) // <- Modifying state during view update, this will cause undefined behavior.
}
}
}
Where do I add the gesture and have it repeatedly call the paint() func? How do I get view to update continuously as long as the gesture continues?
Thank you!