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libsvgtiny (http://www.netsurf-browser.org/projects/libsvgtiny/) based SVG renderer for iOS, extends UIImage and has a scalable SVGImageView, can render into CGContext

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tinySVGRenderer

libsvgtiny (http://www.netsurf-browser.org/projects/libsvgtiny/) based SVG renderer for iOS, extends UIImage and has a scalable SVGImageView, can render into CGContext.

Building

You will need the following to build the SVG renderer library:

The project is organized into a library "tinySVGRenderer" and a demo project "Demo"

Usage (ultra-short Version)

More documentation will follow soon...

Create a UIImage from a SVG file

#import "UIImage+SVG.h"

...

UIImage *image = [UIImage imageNamed:@"tiger"];

(Assuming you have an image named "tiger.svg" in your project, all other UIImage creation methods are internally swizzled to support SVG files, so just replace your PNGs with an appropriate SVG and do not touch any code)

Create a auto-scaling image view

#import "SVGImageView.h"

...

SVGImageView *svgView = [[SVGImageView alloc] initWithFrame:self.view.frame svgFile:@"tiger"];

(Assuming you have an image named "tiger.svg" in your project.)

Rendering a SVG object into a CGContext

#import "SVGObject.h"

...

SVGObject *svg = [[SVGObject alloc] initWithSVGNamed:@"tiger"];

// optionally set size to render (if different from values encoded in SVG-File)
// [svg setSize:CGSizeMake(100, 100)];

[svg renderInContext:context];

(Assuming you have an image named "tiger.svg" in your project and context is a valid CGContext)

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libsvgtiny (http://www.netsurf-browser.org/projects/libsvgtiny/) based SVG renderer for iOS, extends UIImage and has a scalable SVGImageView, can render into CGContext

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