Simple-Draw | A canvas you can draw on with different colors | Canvas library

 by   SimpleMobileTools Kotlin Version: 6.9.3 License: GPL-3.0

kandi X-RAY | Simple-Draw Summary

kandi X-RAY | Simple-Draw Summary

Simple-Draw is a Kotlin library typically used in User Interface, Canvas applications. Simple-Draw has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

A canvas you can draw on with different colors. Want to draw something but you have no paper? This app will suit you perfectly. Just pick a color and draw. You can either save the drawing or share it directly through email or social networks. Contains no ads or unnecessary permissions. It is fully opensource, provides customizable colors. This app is just one piece of a bigger series of apps. You can find the rest of them at
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            kandi-support Support

              Simple-Draw has a low active ecosystem.
              It has 459 star(s) with 151 fork(s). There are 13 watchers for this library.
              There were 1 major release(s) in the last 12 months.
              There are 29 open issues and 77 have been closed. On average issues are closed in 265 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Simple-Draw is 6.9.3

            kandi-Quality Quality

              Simple-Draw has 0 bugs and 0 code smells.

            kandi-Security Security

              Simple-Draw has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Simple-Draw code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Simple-Draw is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Simple-Draw releases are available to install and integrate.
              It has 3015 lines of code, 105 functions and 80 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

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            Simple-Draw Key Features

            No Key Features are available at this moment for Simple-Draw.

            Simple-Draw Examples and Code Snippets

            No Code Snippets are available at this moment for Simple-Draw.

            Community Discussions

            QUESTION

            iOS 13.0 Touch begin delayed increased compare to ios 12
            Asked 2019-Oct-10 at 15:17

            In my project I have tap gesture with following setup

            ...

            ANSWER

            Answered 2019-Sep-28 at 10:13

            This was iOS 13.0 bug

            After update to the iOS 13.1 Will fix this issue automatically

            Hopefully helpful to someone :)

            Source https://stackoverflow.com/questions/58144084

            QUESTION

            How to prevent multiple lines being drawn at once (swift)?
            Asked 2019-Mar-30 at 08:41

            When I draw a line slowly, I believe it detects it as multiple lines instead of one, so it darkens the line too much.

            I’m following this tutorial https://www.raywenderlich.com/5895-uikit-drawing-tutorial-how-to-make-a-simple-drawing-app

            ...

            ANSWER

            Answered 2019-Mar-30 at 05:48

            You can change the blend mode of draw line context to .copy for get the same color

            From

            Source https://stackoverflow.com/questions/55428201

            QUESTION

            ImageView changes coordinates when I draw on that swift ios
            Asked 2018-Nov-07 at 16:25

            I am following this tutorial, at the first when app launches everything is alright imagView is set where I set it. But the problem is when I start drawing on imageView the size of imageView resizes to ambiguous coordinates and it enlarges and occupy to much space result in ambiguous view, even I have set the auto layout. May be I am missing something, here is the code :

            ...

            ANSWER

            Answered 2018-Nov-06 at 10:13
            tempImageView.image?.draw(in: CGRect(x: 0, y: 0, width: view.frame.size.width, height: view.frame.size.height))
            

            Source https://stackoverflow.com/questions/53169386

            QUESTION

            Erasing a stroke path with Quartz2D is deleting more than just the path
            Asked 2018-Mar-23 at 01:08

            I'm trying to set an eraser tool for a drawing app. I've been following this tutorial for the basics, but the drawings happen in a white background so the deletion part is not covered (they draw in white color to delete) I've been implementing a method to delete my drawings, and it works pretty well. I draw a circle, set the color and the blend mode to clear and set the path where I want to draw that circle. Then I get an image returned by the method UIGraphicsGetImageFromCurrentImageContext() that updates my current image, with the new drawing over it. The drawn circle it's doing it's job and it deletes where it has been drawn. But the problem is the image begins to get deleted from the right to the left, covering all it's height, and this is certainly not set anywhere in my code. I don't know if it's a bug. I've tried everything and I can't get a new image from context without this new deletion line in the right. And the more I draw, the more the new line grows.

            As you can see in the gif, it looks like I'm drawing in gray over a white background, but the white color is an image that has been filled with white color, and it's background color it's gray, so I'm deleting. The code:

            In a UIView (blue background) I initialize and add two white columns as subviews:

            ...

            ANSWER

            Answered 2018-Mar-23 at 01:08

            Finally found the solution

            changing

            Source https://stackoverflow.com/questions/49439654

            QUESTION

            UIImageView drawing with opaque drawing and transparent background
            Asked 2017-Feb-07 at 01:18

            I am using a tutorial to create the beginnings of a drawing app. The drawing occurs on one image view, and after a stroke is completed, it merges with an image view below and clears the top image.

            Currently, my app can draw black figures on a white background. However, I would like for it to eventually draw figures on a transparent background so that any backgrounds/images/UIViews behind the main drawing views can be seen behind the figures. Would that be possible using the drawing method I've used?

            my .m code: ...

            ANSWER

            Answered 2017-Feb-07 at 01:18

            You can create a transparent image context (and make it the current context) with the WithOptions variant of the begin context method you're using, setting the opaque parameter to NO.

            Source https://stackoverflow.com/questions/42076353

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Simple-Draw

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/SimpleMobileTools/Simple-Draw.git

          • CLI

            gh repo clone SimpleMobileTools/Simple-Draw

          • sshUrl

            git@github.com:SimpleMobileTools/Simple-Draw.git

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