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PaintCode turn your images into Swift code, PaintCodeKit helps you to add them in your views!
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Example Updated readme file May 22, 2019
Images Updated readme file May 22, 2019
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PaintCodeKit logo


Version License Platform Swift

Table of Contents


PaintCodeKit manage your converted images in PaintCode. You will be able to use your images directly in the views using extensions with correct sizes. Use it to maintain your code clean!

  • Import your code from PaintCodeKit
  • Customizable images
  • Clean code!
  • Easy usage
  • Supports iOS, developed in Swift 5


To run the example project, clone the repo, and run pod install from the Example directory first.


PaintCodeKit is available through CocoaPods. To install it, simply add the following line to your Podfile and run pod install:

pod 'PaintCodeKit'

Then you can import it when you need

import PaintCodeKit


In the example you can see how to include you own images in UIImageViews and how to create an UIImage with PaintCodeManager. Once you've installed the pod, follow next steps. It's really simple:

Fill your UIImageView

Use PaintCodeImage enum to fill with images preloaded in this pod.

// This will get imageView frame to get default image size

// Extended mode
imageView.draw(PaintCodeImage.user, size: CGSize(width: 10, height: 10), color: .white, cached: true)

In other case, make your own enum type with PaintCodeDraw protocol implementing draw method. Follow next example:

enum Icon: PaintCodeDraw {

    case shareApp
    case bell

    func draw(size: CGSize, color: UIColor) {
        switch self {
        case .shareApp: PaintCodeImages.drawShareApp(frame: CGRect(origin: .zero, size: size), resizing: .aspectFit)
        case .bell: PaintCodeImages.drawBell(frame: CGRect(origin: .zero, size: size), resizing: .aspectFit)

As you can see above, draw method, will draw your custom image from PaintCode code. So you must extend PaintCodeImages and paste PaintCode code generated draw methods:

extension PaintCodeImages {

    class func drawShareApp(frame targetFrame: CGRect = CGRect(x: 0, y: 0, width: 400, height: 400), resizing: ResizingBehavior = .aspectFit) {

        /// General Declarations
        let context = UIGraphicsGetCurrentContext()!

        /// Resize to Target Frame
        let resizedFrame = resizing.apply(rect: CGRect(x: 0, y: 0, width: 24, height: 24), target: targetFrame)
        context.translateBy(x: resizedFrame.minX, y: resizedFrame.minY)
        context.scaleBy(x: resizedFrame.width / 24, y: resizedFrame.height / 24)

        /// Combined Shape
        let combinedShape = UIBezierPath()
        combinedShape.move(to: CGPoint(x: 10, y: 3.41))
        combinedShape.addLine(to: CGPoint(x: 10, y: 14))
        combinedShape.addCurve(to: CGPoint(x: 9, y: 15), controlPoint1: CGPoint(x: 10, y: 14.55), controlPoint2: CGPoint(x: 9.55, y: 15))
        combinedShape.addCurve(to: CGPoint(x: 8, y: 14), controlPoint1: CGPoint(x: 8.45, y: 15), controlPoint2: CGPoint(x: 8, y: 14.55))
        combinedShape.addLine(to: CGPoint(x: 8, y: 3.41))


Generate a UIImage

Simple ;)

let image = PaintCodeManager.image(PaintCodeImage.user)


You can change some default values in PaintCodeManager:

/// Image size
PaintCodeManager.shared.defaultSize = CGSize(width: 30, height: 30)

/// Default image color
PaintCodeManager.shared.defaultColor =

/// Cache generated images
PaintCodeManager.shared.defaultCached = true


Also you can make use of anyone of the included images in PaintCodeKit.

/// Example
PaintCodeImage Preview


Alberto Aznar,


  1. Fork it!
  2. Create your feature branch: git checkout -b my-new-feature
  3. Commit your changes: git commit -am 'Add some feature'
  4. Push to the branch: git push origin my-new-feature
  5. Submit a pull request :D


PaintCodeKit is available under the MIT license. See the LICENSE file for more info.

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