SwiftUI Canvas, Path, Shape, and View
2 min read

SwiftUI Canvas, Path, Shape, and View

Here are some personal notes about the differences between some basic elements of SwiftUI:

  • a Canvas: a struct supporting immediate mode drawing
  • a Path: a struct defining the outline of a 2D shape
  • a Shape: a protocol/type for an Animatable View defining A 2D shape that you can use when drawing a view
  • a View: a protocol/type that represents part of your interface and provides modifiers

Here's my Playground:

import SwiftUI
import PlaygroundSupport

struct CanvasPathShapeView: View {
    var body: some View {
        VStack {
            HStack {
                VStack {
                    Text("Canvas")
                    Canvas { context, size in
                        context.stroke(
                            Path(ellipseIn: CGRect(origin: .zero, size: size)),
                            with: .color(.green),
                            lineWidth: 4)
                    }
                    .frame(width: 300, height: 200)
                    .border(Color.blue)
                }
                VStack {
                    Divider()
                    Text("Path")
                    Path(ellipseIn: CGRect(origin: .zero, size: CGSize(width: 300, height: 200)))
                        .stroke(.green, lineWidth: 4)
                        .border(Color.blue)
                        .frame(width: 300, height: 200)
                }
            }
            HStack {
                VStack {
                    Divider()
                    Text("Shape")
                    EllipsePath()
                        .stroke(.green, lineWidth: 4)
                        .border(Color.blue)
                        .frame(width: 300, height: 200)
                }
                VStack {
                    Divider()
                    Text("View")
                    EllipseView()
                        .frame(width: 300, height: 200)
                }
            }
        }
        VStack {
            Divider()
            Text("Path with size < frame size")
            Path(ellipseIn: CGRect(origin: .zero, size: CGSize(width: 150, height: 100)))
                .stroke(.green, lineWidth: 4)
                .border(Color.blue)
                .frame(width: 300, height: 200)
        }
        VStack {
            Divider()
            Text("Path without frame")
            Path(ellipseIn: CGRect(origin: .zero, size: CGSize(width: 150, height: 100)))
                .stroke(.green, lineWidth: 4)
                .border(Color.blue)
        }
    }
}

struct EllipsePath: Shape {
    func path(in rect: CGRect) -> Path {
        return Path(ellipseIn: rect)
    }
}

struct EllipseView: View {
    var body: some View {
        GeometryReader { geometry in
            Path(ellipseIn: CGRect(origin: .zero, size: CGSize(width: geometry.size.width, height: geometry.size.height)))
                .stroke(.green, lineWidth: 4)
                .border(Color.blue)
        }
    }
}

let view = CanvasPathShapeView()
PlaygroundPage.current.setLiveView(view)

And the result:

Some notes:

  • Canvas: you can see that the ellipse is clipped, which is hinted at by the documentation: "Use a canvas to draw rich and dynamic 2D graphics inside a SwiftUI view"
  • Path with size < frame size: Canvas, Shape, and View use size readers to match the frame they're in; here, unsurprisingly, the Path here won't expand to fill the frame
  • Path without frame: a Path has no intrinsic size, so without a frame matching its target size, it's clipped
  • Apple's notes about the Canvas limitations are worth being aware of
โš ๏ธ
A canvas doesnโ€™t offer interactivity or accessibility for individual elements, including for views that you pass in as symbols. However, it might provide better performance for a complex drawing that involves dynamic data. Use a canvas to improve performance for a drawing that doesnโ€™t primarily involve text or require interactive elements.

๐Ÿซต What do you make of this?

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