Rendering engine to draw your UI on a Skia canvas, with gestures and animations, designed to draw pixel-perfect custom controls instead of using native ones, powered by SkiaSharp😍. Create and render your custom controls on a hardware-accelerated Skia canvas with an improved common MAUI layout system.
Supports iOS, MacCatalyst, Android, Windows.
- To use inside a usual MAUI app, consume drawn controls here and there inside
Canvas
views. - Create a totally drawn app with just one
Canvas
as root view,SkiaShell
is provided for navigation. - Drawn controls are totally virtual, these are commands for the engine on what and how to draw on a skia canvas.
- Free to use under the MIT license, a nuget package is available.
- A Light version for Xamarin is there too.
The current development state is ALPHA, features remain to be implemented, documentation incoming.
for SkiaSharp 2.88.9-preview.2.2
- ImageDoubleBuffered rendering gets faster
- TextTransform property for SkiaLabel: Lowercase, Uppercase, Titlecase, Phrasecase
- SkiaButton TinColor removed, applying Background and BackgroundColor to button frame
- Nuget iOS 17 compatibility restored
- Some more fixes
- Still using SkiaSharp 2.88.9-preview.2.2 until scaling issue is solved for Windows
demoapp.mp4
Please star ⭐ if you like it!
-
Draw your UI using SkiaSharp with hardware acceleration
-
Easily create your controls and animations
-
Design in MAUI XAML or code-behind
-
2D and 3D Transforms
-
Animations targeting max fps
-
Visual effects for every control
-
Gestures support for panning, scrolling and zooming (rotation on the roadmap)
-
Caching system for elements and images
-
Optimized for performance, rendering only visible elements, recycling templates etc
-
Navigate on canvas using MAUI familiar Shell techniques
-
Designed for YOU to create your drawn controls with ease !
-
Port existing native controls to be drawn - easy as a pie!
-
Shipped with pre-built contols:
- SkiaControl Your lego brick to create anything
- SkiaShape Path, Rectangle, Circle, Ellipse, Gauge etc, can wrap other elements to be clipped inside
- SkiaLabel, multiline with many options like dropshadow, gradients etc
- SkiaImage with many options and filters
- SkiaSvg with many options
- SkiaLayout (Absolute, Grid, Vertical stack, Horizontal stack, todo Masonry) with templates support
- SkiaScroll (Horizontal, Vertical, Both) with header, footer, zoom support and adjustable inertia, bounce, snap and much more. Can act like a collectionview with custom refresh indicator, load more etc
- SkiaHotspot to handle gestures in a lazy way
- SkiaBackdrop to apply effects to background below, like blur etc
- SkiaMauiElement to embed maui controls in your canvas
- SkiaScrollLooped for neverending scrolls
- RefreshIndicator can use lottie and anything for your scroll refresh view
- SkiaDrawer to swipe in and out your controls
- SkiaCarousel swipe and slide controls inside a carousel
- SkiaDecoratedGrid to draw shapes between rows and columns
- ScrollPickerWheel for creating wheel pickers
- SkiaTabsSelector create top and bottom tabs
- SkiaViewSwitcher switch your views, pop, push and slide
- SkiaLottie with tint customization
- SkiaGif a dedicated lightweight GIF-player with playback properties
- SkiaMediaImage a subclassed
SkiaImage
for displaying any kind of images (image/animated gif/more..) - SkiaRive (actually Windows only)
- SkiaButton include anything inside, text, images etc
- SkiaSlider incuding range selction capability
- SkiaHoverMask to overlay a clipping shape
- SkiaLabelFps for developement
- Create your own!
-
Animated Effects
- Ripple
- Shimmer
- BlinkColors
- Commit yours!
-
Transforms
- TranslationX
- TranslationY
- TranslationZ (none-affine)
- ScaleX
- ScaleY
- Rotation
- RotationX (none-affine)
- RotationY (none-affine)
- RotationZ (none-affine)
- SkewX
- SkewY
- Perspective1
- Perspective2
-
Keyboard support for desktop platforms.
- Not just accelerators, but full keyboard support, usage example inside SpaceShooter game below. :)
A small article about the library and why it was created
- This repo includes a Sandbox project for some custom controls, with playground examples, custom controls, maps etc
- More creating custom controls examples inside the Engine Demo 🤩 Updated with latest nuget!
- A dynamic arcade game drawn with this engine, uses preview nuget with SkiaSharp v3.
- A drawn CollectionView demo where you could see how simple and profitable it is to convert an existing recycled cells list into a drawn one
- Shaders Carousel Demo featuring SkiaSharp v3 capabilities
- For production published apps list - scroll to bottom!
ShaderEffect.webm
V3 preview: subclassed SkiaShaderEffect
, implementing ISkiaGestureProcessor
, IStateEffect
and IPostRendererEffect
when compiled for SkiaSharp v3 preview.
- To compile the v3 version that supports NEW SHADERS you must set
<UseSkiaSharp3>true</UseSkiaSharp3>
insideDirectory.Build.props
file. - All files to be consumed (images etc) must be placed inside the MAUI app Resources/Raw folder, subfolders allowed. If you need to load from the native app folder use prefix "file://".
- Accessibility support is compatible and is on the roadmap.
Install the package AppoMobi.Maui.DrawnUi from NuGet, please install stable versions only, avoid -pre.
After that initialize the library inside your MauiProgram.cs file:
builder.UseDrawnUi();
You will be mainly using Maui view Canvas
that will wrap your SkiaControls.
Anywhere in your existing Maui app you can include a Canvas
and start drawing your UI.
The Canvas
control is aware of its children's size and will resize accordingly.
At the same time, you could set a fixed size for the Canvas
and its children will adapt to it.
Import the namespace:
xmlns:draw="http://schemas.appomobi.com/drawnUi/2023/draw"
Consume:
<draw:Canvas>
<draw:SkiaSvg
Source="Svg/dotnet_bot.svg"
LockRatio="1"
TintColor="White"
WidthRequest="44" />
</draw:Canvas>
As you can see in this example the Maui view Canvas
will adapt its size to drawn content and should take 44x44 pts. LockRatio="1"
tells the engine to take the highest calculated dimension and multiply it by 1, so even if we omitted HeightRequest
it was set to 44.
Can use basic FluentExtensions will be adding more
Canvas = new Canvas()
{
Gestures = GesturesMode.Enabled,
HardwareAcceleration = HardwareAccelerationMode.Enabled,
HorizontalOptions = LayoutOptions.Fill,
VerticalOptions = LayoutOptions.Fill,
BackgroundColor = Colors.Black,
Content = new SkiaLayout()
{
HorizontalOptions = LayoutOptions.Fill,
VerticalOptions = LayoutOptions.Fill,
Children = new List<SkiaControl>()
{
new SkiaShape()
{
BackgroundColor = Colors.DodgerBlue,
CornerRadius = 16,
WidthRequest = 150,
HeightRequest = 150,
HorizontalOptions = LayoutOptions.Center,
VerticalOptions = LayoutOptions.Center,
Content = new SkiaLabel()
{
TextColor = Colors.White,
HorizontalOptions = LayoutOptions.Center,
VerticalOptions = LayoutOptions.Center,
Text="Oyee"
}
}
}
}
};
Please check the Sandbox and Demo apps, they contain many examples of usage.
HorizontalOptions
andVerticalOptions
defaults are notFill
butStart
. Request size explicitly or set some options toFill
, otherwise your control will take zero space.Grid
layout type default Row- and ColumnSpacing are not 8 but 1.
Use a simple SkiaControl
with height and background color set. For complex shapes use SkiaShape
or SkiaPath
.
SkiaLayout
of Grid
type, set children properties as usual (Grid.
something)
SkiaScroll
+ SkiaLayout
of type Column
/Row
. Its up to you to decide whether to cache the layout or its children only. It's best not to cache the layout for large stacks and the virtualisation will enter the game.
SkiaScroll
+ SkiaLayout
of type Column
/Row
(ItemTemplate
=...). Set cache of the cell to ImageDoubleBuffered
or other appropriate.
You might also what to order to create ItemTemplate
in background not to freeze the UI by using InitializeTemplatesInBackgroundDelay
property.
An important property here is VirtualisationInflated
how mocj of the content outside the visible bounds should still be rendered, better not be 0 to have
more recycled cells in use and make scroll more smooth.
IMPORTANT: Remember default layout properties are Start
and not Fill
like in standart MAUI.
SkiaScroll
with Virtualisation
=Disabled
+ SkiaLayout
of type Column
/Row
(ItemTemplate
=...) do not forget to cache your cell template.
- Binding RelativeSource with FindAncestorBindingContext not working yet.
-
Images loaded and converted for skia format are cached on a per-app run basis.
-
When an image fails to load then if the app was offline the image will get its method
ReloadSource
invoked. So when you go online your missing images will get automatically loaded! -
'SkiaScroll' can also control the loading of images via
VelocityImageLoaderLock
property, that would lock and unlock loading of images globally in case of a huge velocity scroll.
Base control for using images is SkiaImage
with many virtuals to be easily subclassed for your needs. The Source
property is a usual maui ImageSource
.
SkiaImageManager
loads platform sources and converts them to skia format. It falls back to default MAUI methods for loading ImageSource
in some cases.
On Android the Glide
library is used for loading urls. It caches images, making it so that if the app is offline it still gets its images from cache if they were loaded previously.
To make your root Canvas
catch gestures you need to attach a TouchEffect
to it. This can be done automatically by setting GesturesEnabled="True"
for the Canvas
.
After that skia controls can process gestures in multiple ways:
- At low level by implementing an
ISkiaGestureListener
interface and overridingOnGestureReceived
. - At control level by overriding
ProcessGestures
, recommended for custom controls. - Attaching an
AddGestures
effect that has properties similar toSkiaHotspot
. - Including a
SkiaHotspot
as a child. - Using a
SkiaButton
.
Parent controls have full control over gestures and passing them to children.
In a base scenario, a gesture would be passed all along to the ends of a view tree to its ends for every top-level control.
If a gesture is marked as consumed (by returning the reference of the consumer, not consumed if null
) a control would typically stop processing gestures at its level.
By overriding ProcessGestures
any control might process gestures with or without passing them to children.
When creating a custom control the standard code for the override would be to pass gestures below by calling base
then processing at the current level. You might choose to do it differently according to your needs.
The engine is designed to pass the ending gestures to those who already returned "consumed" for preceding gestures even if the following gestures are out of their hitbox.
More docs will be added on this matter.
! Without caching animations going beyond simple wouldn't be possible. Caching makes complicated processing needed just once for layout calculation and then the caching result is redrawn on every frame.
Caching is controlled using a property UseCache
of the following type:
public enum SkiaCacheType
{
/// <summary>
/// True and old school
/// </summary>
None,
/// <summary>
/// Create and reuse SKPicture. Try this first for labels, svg etc.
/// Do not use this when dropping shadows or with other effects, better use Bitmap.
/// </summary>
Operations,
/// <summary>
/// Will use simple SKBitmap cache type, will not use hardware acceleration.
/// Slower but will work for sizes bigger than graphics memory if needed.
/// </summary>
Image,
/// <summary>
/// Using `Image` cache type with double buffering. Best for fast animated scenarios, this must be implemented by a specific control, not all controls support this, will fallback to 'Image' if anything.
/// </summary>
ImageDoubleBuffered,
/// <summary>
/// The way to go when dealing with images surrounded by shapes etc.
/// The cached surface will use the same graphic context as your canvas.
/// If hardware acceleration is enabled will try to cache as Bitmap inside graphics memory. Will fallback to simple Bitmap cache type if not possible. If you experience issues using it, switch to Memory cache type.
/// </summary>
GPU,
}
You should tweak your design caching to avoid unnecessary re-drawing of elements. The basic approach here is to cache small elements at some level. When you start using any kind of animations you should start using caching to max your FPS. You can check the DemoApp for such examples.
- Cache shapes, svg and text as
Operations
. - Prefer caching shadows and gradients as
Image
instead ofOperations
. - Cache large static overlays as
GPU
, large static blocks asImage
. - For dynamically changing controls consider
ImageDoubleBuffered
, it consumes double the memory asImage
but doesn't slow down rendering: you would see the latest prepared cache until the actual state wouldn't finish rendering itsself to a hidden cache layer in background. - Do not include controls cached with
GPU
inside controls that use different type of cache, except forDisabled
, will get a native crash otherwise.
We are using the EasyCaching.InMemory library for caching loaded bitmaps. Its impact can much be seen when using recycled cells inside a scroll. todo add options and link to ImageLoader and SkiaImage docs
! When using images inside dynamic scenes, like a templated stack with scroll or other
you should try to set the image cache to Image
this would most probably climb your fps.
This is due to the fact that image sources are usually of the wrong size and they need processing
before being drawn. When using Image
cache the image would be processed only once and
then just redrawn.
- TranslationX
- TranslationY
- TranslationZ
- ScaleX
- ScaleY
- Rotation
- RotationX
- RotationY
- RotationZ
- SkewX
- SkewY
- Perspective1
- Perspective2
One would create animations and effects using animators. Animators are attached to controls, but technically register themselves at the root canvas level and their code is executed on every rendering frame. If the canvas is not redrawing then animators will not be executed. When the canvas has a registered animator running it would constantly force re-drawing itself until all animators are stopped.
There are two types of animators:
- Animators are executed before the drawing, so you can move and transform elements before the are rendered on the canvas.
- PostAnimators are executed after their parent element was drawn, so you can paint an effect over the existing result, or execute any other post-drawing logic.
For initial items positioning you would be using SkiaLayout
.
Its Absolute
layout type is already built-in inside every skia control..
You can position your children using familiar properties like
HorizonalOptions
, VerticalOptions
, Margin
, parent Padding
,
WidthRequest
, HeightRequest
,MinimumWidthRequest
, MinimumHeightRequest
and additional MaximumWidthRequest
, MaximumHeightRequest
, HorizontalFillRatio
, VerticalFillRatio
and LockRatio
properties.
LockRatio
will be used to calculate the width when the height is set or vice versa. If it's above 0 the max value will be applied, if it's below 0 the min value will be applied. If it's 0 then the ratio will be ignored.HorizontalFillRatio
,VerticalFillRatio
will let you take a percent and the available size if you don't set a numeric request. For example ifHorizontalFillRatio
is set to 0.5 you will take 50% of the available width, at the same time being able to align the control at start, center or at the and in a usual way.HorizontalPositionOffsetRatio
andVerticalPositionOffsetRatio
let you offset the item after it was aligned by applying a ratio to its computed size. Defaults are 0.0. For example, HorizontalPositionOffsetRatio of -0.5 will offset the item by -Width/2, practically centering it horizontally along the current x-position. Works almost like translation but relatively to the current size.
For dynamic positioning or other precise cases use TranslationX
and TranslationY
.
When you need to layout children in a more arranged way you will want to wrap them with a SkiaLayout
of different LayoutType
: Grid
, Colum
, Row
and others.
Layout supports ItemTemplate
for most of layout types.
For grid, we have so useful feats like, instead of using RowDefinitions="32,32,32,32"
you can just do i nice DefaultRowDefinition="32"
.
Some differences from Xamarin.Forms/Maui to notice:
-
Layouts as other controls come with
HorizontalOptions
andVerticalOptions
asStart
and notFill
by default, so if your children do not request a size explicitly, the parent layout will not take any space at all unless you ask it toFill
the desired dimension, for example aColumn
needs itsHorizontalOptions
to beFill
or specified explicitly. -
Actually for performance reasons in
Column
andRow
layouts children cannot haveFill
,End
andCenter
in the direction of the layout, onlyStart
. For example, if you have aColumn
children must haveVerticalOptions
set toStart
. When you still need these options for children please useAbsolute
orGrid
layouts.
! Layouts Column
and Row
, whether templated or not,
will always check if child is out of the visible screen bounds and avoid rendering it in that case.
That is especially useful when the layout is inside a SkiaScroll
, this way we always render
only the visible part. You can tweak this but setting a SkiaLayout
property VirtualisationInflated
in points, how many of the hidden amount outside the visible bounds should still be rendered.
This system ensures that you can have an infinite-size layout inside a scroll and it will work just fine drawing only the visible area.
At the same time if you want a SkiaScroll
to lye communicate to its content that everything is visible on the screen you can set its VirtualizationEnabled="False"
.
! You can absolutely use the Margin
property in a usual Maui way. In case if you would need to bind a specific margin you can switch to
using MarginLeft
, MarginTop
, MarginRight
, MarginBottom
properties, -1.0 by default,
if set they will override the specific value from Margin
, and the result would be accessible via Margins
read-only bindable static property.
Even more, sometimes you might want to bind your code to AddMarginTop
, AddMarginLeft
, AddMarginRight
, AddMarginBottom
..
When designing custom controls please use Margins
property to read the final margin value.
When a parent has children attached it sets their binding content to its own by calling SetInheritedBindingContext
of the child ONLY if child's BindingContext is actually null. So when the Parent property of the child gets set to null this child BindingContext is set to null too.
Any SkiaControl
implements public virtual void SetInheritedBindingContext(object context)
that you can override to prohibit changing binding context or apply any other logic.
Another case is when the control BindingContext
changes for any reason, public virtual void ApplyBindingContext()
method is invoked. Layouts override it to implement an additional logic to modify or not its children BindingContext
. Some view containers use the following logic:
public override void ApplyBindingContext()
{
base.ApplyBindingContext();
//preserve child context
if (Content?.BindingContext == null)
Content?.SetInheritedBindingContext(BindingContext);
}
SkiaImage, SkiaLottie and other controls that have a Source
property, can load data from web, from bundled resources and from native file system.
The conventions are the following:
- if a web url is detected the source is loaded from web
- if a file path starts with file:// it will be loaded from native file system
- otherwise will try to load from bundled resources with root folder 'Resources\Raw'.
The example below will load animation from Resources\Raw\Lottie\Loader.json
.
<draw:SkiaLottie
InputTransparent="True"
AutoPlay="True"
ColorTint="{StaticResource ColorPrimary}"
HorizontalOptions="Center"
="1"
Opacity="0.85"
Repeat="-1"
Source="Lottie/Loader.json"
Tag="Loader"
VerticalOptions="Center"
WidthRequest="56" />
When dealing with subviews in code behind you could typically use two ways.
Example for adding a subview:
- Use method
SetParent
passing new parent. In this case parent layout will not be invalidated, use this for optimized logic when you know what you are doing. You can mainly use this way when just constructing parent, knowing it will be measured at start anyway. - Call parent's method
AddSubView
passing subview Parent's layout will be invalidated, and OnChildAdded will be called on parent. - When working with
Children
property useAdd
method, it will setViews
to a new instance of appropriate collection, and callAddSubView
for each item.
For removing a subview the usual options would be:
- Call
SetParent
passing null, for soft removal. - Call parent's method
RemoveSubView
passing subview.Parent
's layout will be invalidated, and OnChildRemoved will be called on parent. - When working with
Children
property useRemove
method, it will setViews
to a new instance of appropriate collection, and callRemoveSubView
for each item.
When XAML would be constructed it would fill Children
property with views, this property is for high-level access. Views
Will be then filled internally. When you add or remove items in Children
methods AddSubView
and RemoveSubView
will be called for managing Views
.
WillDraw
WillFirstTimeDraw
WasDrawn
TakeScreenShot(Action<SKImage> callback)
Takes screenshot on next draw. Passes an SKImage
, can be null. If you need an SKBitmap
use SKBitmap.FromImage
on it.
Surface
The usage is almost the same as the standard Maui Shell, with some extra features.
SkiaShell
is derived from FastShell
that uses Maui interfaces
and implements methods for standard maui navigation,
then adds features to be able to navigate inside the Canvas.
Some additional features to be mentioned are actions that can be executed for specific routes. code example:
RegisterRoute("profile", typeof(ScreenUserProfile));
RegisterActionRoute("settings", () =>
{
//select settings tab
this.NavigationLayout.SelectedIndex = 4;
});
Please see the demo.
Base drawn element, derived from Maui Element
to assure basic Maui Xaml compatibility, could derive from a BindableObject
if Maui would provide public interfaces for that matter.
LockRatio
a numeric value that will be used to calculate the width when the height is set or vice versa. If it's above 0 the max value will be applied, if it's below 0 the min value will be applied. If it's 0 then the ratio will be ignored.
Example 1:
<draw:SkiaShape
LockRatio="1"
WidthRequest="40" />
HeightRequest wasn't specified but this control will request 40 by 40 pts.
Example 2:
<draw:SkiaShape
LockRatio="-1"
HeightRequest="30"
WidthRequest="40" />
This control will request 30 by 30 pts.
VisualEffects
a list of effects you can attach to affect to change how your controls is drawing.
It's easy to create effects for dirrerent tasks, would it be making your control black and white or animate it with conditions.
Actually you can attach different types of effects to every control:
- One effect changing the color filter, impements
IColorEffect
. - One effect changing the image filter, impements
IImageEffect
. - Any number of effects affecting the rendering before the controls drawing is finalized and eventually saved to cache, implementing
IRenderEffect
, applied in chain. - Any number of effects implementing
IStateEffect
, thoses can be used to change your control state, animate etc. - One post renderer, impements
IPostRendererEffect
, this one will render the cache in its own way, if you'd want to apply a shader etc. - Any effect can implement
ISkiaGestureProcessor
, to become gestures-aware.
SkiaScroll
is a scrollable container that supports virtualization and recycling of its children.
If you include a SkiaLayout
inside a SkiaScroll
only visible on screen items will be rendered.
If the include a SkiaLayout
that uses ItemTemplate
this combination will automatically become virtualized and you will get sort of a CollectionView with recycled cells at your disposal. It is a good practice to use it for long lists of items.
Orientation
a value of type ScrollOrientation
that can be Vertical
or Horizontal
.
FrictionScrolled
Use this to control how fast the scroll will decelerate. Values 0.1f - 0.3f are the best, default is 0.1f.
IgnoreWrongDirection
Will ignore gestures of the wrong direction, for example, if this Orientation is Horizontal will ignore gestures with vertical direction velocity. Might want to set it to true when you have a horizontal scroll inside a vertical scroll, this will let the parent scroll start scrolling vertically even if the gesture started inside its horizontal scroll child.
SkiaLayout
is a container that supports various layout types: Absolute
, Grid
, Row
, Column
, and others.
It also supports virtualization and recycling of its children with ItemTemplate
property.
Controls inside templated SkiaLayout
can implement ISkiaCell
interface to eventually receive information about their state:
OnAppearing
OnDisapearing
OnScrolled
This lets one to create custom controls that can react to scrolling and other events with animations etc.
SkiaShape
is a base class for all shapes. You could fill it, stroke, drop shadows, apply gradients, and even clip other controls with it.
SkiaImage
is a control that renders images. It can't apply filters and transformations.
SkiaSvg
is a control that renders svg files. It can't tint the svg with a color or gradient, and apply some transforms to it.
You can set the svg as string via SvgString
property, or same is by including the string data as XAML content:
<draw:SkiaSvg
HeightRequest="110"
HorizontalOptions="Center"
LockRatio="1"
Opacity="0.5"
TintColor="{StaticResource Gray950}"
UseCache="Operations"
VerticalOptions="Center"
ZIndex="-1">
<![CDATA[
<svg width="20" height="18" viewBox="0 0 20 18" fill="none" xmlns="http://www.w3.org/2000/svg">
<path d="M15 0H5C2.243 0 0 2.243 0 5V13C0 15.757 2.243 18 5 18H15C17.757 18 20 15.757 20 13V5C20 2.243 17.757 0 15 0ZM5 2H15C16.654 2 18 3.346 18 5V9.58594L14.417 6.00293C13.636 5.22193 12.364 5.22193 11.583 6.00293L7 10.5859L6.41701 10.0029C5.63601 9.22193 4.36399 9.22193 3.58299 10.0029L2 11.5859V5C2 3.346 3.346 2 5 2ZM4.5 6C4.5 5.172 5.172 4.5 6 4.5C6.828 4.5 7.5 5.172 7.5 6C7.5 6.828 6.828 7.5 6 7.5C5.172 7.5 4.5 6.828 4.5 6Z" fill="#41416E"/>
</svg>
]]>
</draw:SkiaSvg>
or just set the property directly, code-behind example:
var control = new SkiaSvg()
{
SvgString = "<svg... whatever..></svg>"
}
Other properties of interest may be: Zoom
, ZoomX
, Zoomy
, VerticalOffset
, HorizontalOffset
, HorizontalAlignment
and more..
You can also apply a gradient to your svg, either like to any control with a VisualEffect (see VisualEffects) or by using following properties to apply a linear gradient:
UseGradient, StartXRatio, EndXRatio, StartYRatio, EndYRatio, StartColor, EndColor, GradientBlendMode
A multi-line label fighting for his place under the sun.
FontWeight
a numeric value used in case you have properly registered your fonts to support weights.
You can use your font the usual Maui way but in the case of custom font files used from resources you might want to register them, using the following example:
.ConfigureFonts(fonts =>
{
fonts.AddFont("Gilroy-Regular.ttf", "FontText", FontWeight.Regular);
fonts.AddFont("Gilroy-Medium.ttf", "FontText", FontWeight.Medium);
});
Now if you set the FontWeight
to 500
the control will use the Gilroy-Medium.ttf
file.
This might come in very handy when your Figma design shows you to use this weight and you want just to pass it over to SkiaLabel.
HorizontalTextAlignment
:
public enum DrawTextAlignment
{
Start,
Center,
End,
FillWords,
FillWordsFull,
FillCharacters,
FillCharactersFull,
}
SkiaLottie
is a control that renders Lottie files.
It can even tint some colors inside your animation!
You could fast-tint one color with ColorTint
property. But if you find yourself in need to tint many colors use Colors
,
for example if we wanted to tint 2 distincts colors inside:
<draw:SkiaLottie
AutoPlay="True"
HorizontalOptions="Center"
WidthRequest="50"
LockRatio="1"
Repeat="-1"
Source="Lottie/Loader.json"
VerticalOptions="Center" >
<draw:SkiaLottie.Colors>
<Color>#FF0000</Color>
<Color>#FFFFFF</Color>
</draw:SkiaLottie.Colors>
</draw:SkiaLottie>
Actually for Windows only, this plays and controls Rive animation files. Other platforms will be added soon, poke if you would like to help binding some c++;
A control deriving from SkiaShape that can be used to create hover effects. It will render a mask over its children when hovered, think of it as an inverted shape.
MAUI pages with canvases, custom navigation. All scrolls, cells collections, maps, buttons, labels and custom controls are drawn.
iOS: https://apps.apple.com/us/app/racebox-vehicle-dynamics/id6444165250
GooglePlay: https://play.google.com/store/apps/details?id=com.raceboxcompanion.app
Totally drawn with just one root view Canvas
and SkiaShell
for navigation. First ever drawn MAUI app!
Ooops looks like the app API went dead, client maybe abandoned the project due to AI detecting stuff better than dedicated neural networks!
GooglePlay: https://play.google.com/store/apps/details?id=com.niroapps.insects