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Build ArtMaker Android Weekly

ArtMaker

ArtMaker Logo

A Flexible and Lightweight Drawing Library

ArtMaker is a flexible and customisable Android and iOS (through Kotlin Multiplatform - KMP) library that allows users to draw anything they want on screen and has been built fully with Jetpack Compose. Integrated with advanced features like Palm Rejection, line style customization, exportation, blazing performance, etc, it allows drawing on screen through the Canvas, sharing the drawn Bitmap, or programmatically exposing the Bitmap for use in the calling application.

Demo

Android iOS

Download

Maven central

Setup

Add the following in settings.gradle.kts if it has not been included:

repositories {
    mavenCentral()
}

In Kotlin Multiplatform (KMP) projects, add the following dependency in your commonMain sourceSet:

sourceSets {
    commonMain.dependencies {
        implementation(dependencyNotation = "io.github.fbada006:artmaker:$latest_version")
    }
}

In Android projects, add the following dependency in your app-level (or module-level for modularised Android projects) build.gradle.kts file:

dependencies {
    implementation(dependencyNotation = "io.github.fbada006:artmaker:$latest_version")
}

If you are using Gradle's Version Catalogs, then define the dependency as follows:

[versions]
artmaker = "$latest-version"

[libraries]
artmaker = { module = "io.github.fbada006:artmaker", version.ref = "artmaker" }

Sync your project and then add the dependency as follows:

Kotlin Multiplatform

sourceSets {
    commonMain.dependencies {
        implementation(dependencyNotation = libs.artmaker)
    }
}

Android

dependencies {
    implementation(dependencyNotation = libs.artmaker)
}

Find latest version and release notes here

Usage

ArtMaker implements canvas, which allows you to draw points with custom properties.

Android

You can use ArtMaker with default configuration as the following example:

ArtMaker(
    modifier = Modifier.fillMaxSize(),
)

In the Android project, you also need to call ArtMakerInitializer.initialise(this) inside your activity, otherwise a runtime exception will be thrown:

class MainActivity : ComponentActivity() {
    override fun onCreate(savedInstanceState: Bundle?) {
        super.onCreate(savedInstanceState)
        ArtMakerInitializer.initialise(this) // Do not forget this line
        setContent {
            ArtMakerTheme {
                ArtMaker(
                    modifier = Modifier.fillMaxSize(),
                )
            }
        }
    }
}

You also have full control of ArtMaker and choose how you want the control menu composable (the bar below the drawing area) to be displayed by customizing the ArtMakerConfiguration object as shown below:

ArtMaker(
    modifier = Modifier.fillMaxSize(),
    configuration = ArtMakerConfiguration(
        strokeSliderThumbColor = MaterialTheme.colorScheme.primary,
        strokeSliderActiveTrackColor = MaterialTheme.colorScheme.onPrimary,
        strokeSliderInactiveTickColor = MaterialTheme.colorScheme.inversePrimary,
        strokeSliderTextColor = MaterialTheme.colorScheme.secondaryContainer,
        pickerCustomColors = listOf(
            Color.Red, Color.Blue, Color.Green,
        ),
        canvasBackgroundColor = Color.Green.toArgb(),
        controllerBackgroundColor = Color.Cyan,
        strokeSliderBackgroundColor = Color.Magenta,
        canShareArt = true
    )
)

If you wish to receive the completed image as a bitmap, you can utilise the onFinishDrawing: (Bitmap) -> Unit callback exposed by ArtMaker as follows:

ArtMaker(
    modifier = Modifier.fillMaxSize(),
    onFinishDrawing = { bitmap ->
        // Utilise the bitmap here
    }
)

NOTE: The default Jetpack Compose project created by Android Studio for Android has enableEdgeToEdge() added in the onCreate(). To effectively use the library, please ensure that you remove this line.

iOS

In iOS, you can use the SDK as below:

import UIKit
import SwiftUI
import artmaker

struct ComposeView: UIViewControllerRepresentable {
    func makeUIViewController(context: Context) -> UIViewController {
        MainViewControllerKt.mainViewController()
    }

    func updateUIViewController(_ uiViewController: UIViewController, context: Context) {}
}

struct ContentView: View {
    var body: some View {
        ComposeView()
    }
}

You can then call ContentView as follows in your main entry point for iOS as follows:

import SwiftUI

@main
struct iosAppApp: App {
    var body: some Scene {
        WindowGroup {
            ContentView()
        }
    }
}

Contribute

Do you see any improvements or want to implement a missing feature? Contributions are very welcome!

  • Is your contribution relatively small? You can, make your changes, run the code checks, open a PR and make sure the CI is green. That's it!
  • Are the changes big and do they make a lot of impact? Please open an issue here or reach out to Ferdinand, Emmanuel or Caleb and let's discuss.
  • Ensure your change is properly formatted by running the following command from the terminal:
./gradlew spotlessApply

The CI will fail if the code is not properly formatted. Please correct any failures before requesting a review.

Take into account that changes and requests can be rejected if they don't align with the purpose of the library. To ensure you do not waste any time, you can always open an issue here or talk to us before you start making any changes.

License

 Copyright 2024 ArtMaker, Inc. All Rights Reserved.

 Licensed under the Apache License, Version 2.0 (the "License");
 you may not use this file except in compliance with the License.
 You may obtain a copy of the License at

      http://www.apache.org/licenses/LICENSE-2.0

 Unless required by applicable law or agreed to in writing, software
 distributed under the License is distributed on an "AS IS" BASIS,
 WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 See the License for the specific language governing permissions and
 limitations under the License.