How can I draw custom graphics on Apple Watch?
If I understand it correctly, we can only use images and standard controls on Apple Watch. If so, is it possible to draw custom graphics on images in the memory and then put these images on the screen?
In watchOS2 you can draw on WKInterfaceImage
using some CoreGraphics
.
For reference, check out awesome watchOS2 Sampler
Example of drawing image:
// Create a graphics context
let size = CGSizeMake(100, 100)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
CGContextSetStrokeColorWithColor(context, UIColor.whiteColor().CGColor)
CGContextSetLineWidth(context, 4.0)
// Draw lines
CGContextBeginPath (context);
CGContextMoveToPoint(context, 0, 0);
CGContextAddLineToPoint(context, 100, 100);
CGContextMoveToPoint(context, 0, 100);
CGContextAddLineToPoint(context, 100, 0);
CGContextStrokePath(context);
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
Example of using Bezier Path:
// Create a graphics context
let size = CGSizeMake(100, 100)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
UIColor.greenColor().setStroke()
UIColor.whiteColor().setFill()
// Draw an oval
let rect = CGRectMake(2, 2, 96, 96)
let path = UIBezierPath(ovalInRect: rect)
path.lineWidth = 4.0
path.fill()
path.stroke()
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
And finally displaying SVG with PocketSVG
// Create a graphics context
let size = CGSizeMake(512, 512)
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()
// Setup for the path appearance
UIColor.yellowColor().setFill()
// Convert SVG -> CGPath -> UIBezierPath
let pocketSvg = PocketSVG(fromSVGFileNamed: "sample")
let path = pocketSvg.bezier
print(path)
path.fill()
// Convert to UIImage
let cgimage = CGBitmapContextCreateImage(context);
let uiimage = UIImage(CGImage: cgimage!)
// End the graphics context
UIGraphicsEndImageContext()
image.setImage(uiimage)
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