Sketch Plugins Cookbook
A collection of recipes for Sketch App plugins developers.
I will be posting daily updates in my twitter. Follow me @turbobabr to stay tuned.
NOTE: All the samples are tested against Sketch 51
#20 Converting SVG Path Commands to Sketch Vector Shapes
In case you want to create a MSShapeGroup
layer out of set of SVG Path Commands, there is an easy way to do that by using
+SVGPathInterpreter.bezierPathFromCommands:(NSString*)commands isPathClosed:(char *)isClosed class method. I bet Sketch uses it internally to parse SVG files and convert them to vector shapes... let's give it a shot:
var d = "m 18.015069,991.86506 -11.76393,0.092 -1.25114,0.01 0.0196,2.5023 1.25114,-0.01 9.80545,-0.076 4.63409,18.11514 11.76393,-0.092 1.25114,-0.01 -0.0196,-2.5019 -1.25114,0.01 -9.80545,0.077 -4.63409,-18.11514 z m 63.969859,0 -4.63409,18.11514 -9.80545,-0.077 -1.251136,-0.01 -0.01955,2.5019 1.251136,0.01 11.763935,0.092 4.634091,-18.11514 9.805451,0.076 1.251136,0.01 0.01955,-2.5023 -1.251136,-0.01 -11.763935,-0.092 z m -31.960659,1.3886 -2.38009,0.7725 0.38642,1.1902 c 0.42686,1.3151 0.59157,2.6771 0.74645,4.1278 l 0.13261,1.24404 2.48826,-0.2656 -0.13294,-1.24394 c -0.15653,-1.4663 -0.33069,-3.022 -0.85429,-4.6351 l -0.38642,-1.1899 z m -12.498,0.754 -0.66792,1.0579 c -1.39753,2.2137 -2.20708,5.14784 -2.20708,8.36864 0,3.2207 0.80955,6.1549 2.20708,8.3686 l 0.66792,1.0579 2.11586,-1.3358 -0.66793,-1.058 c -1.09082,-1.7278 -1.82066,-4.2388 -1.82066,-7.0327 0,-2.7939 0.72984,-5.30494 1.82066,-7.03284 l 0.66793,-1.0579 -2.11586,-1.3358 z m 24.94746,0 -2.11586,1.3358 0.66793,1.0579 c 1.09082,1.7279 1.820661,4.23894 1.820661,7.03284 0,2.7939 -0.729841,5.3049 -1.820661,7.0327 l -0.66793,1.058 2.11586,1.3358 0.667921,-1.0579 c 1.397528,-2.2137 2.207082,-5.1479 2.207082,-8.3686 0,-3.2208 -0.809554,-6.15494 -2.207082,-8.36864 l -0.667921,-1.0579 z m -18.45263,0.2681 -2.26703,1.0592 0.52978,1.1336 c 0.58528,1.2526 0.91584,2.5842 1.24788,4.00494 l 0.28476,1.2182 2.43678,-0.5695 -0.28476,-1.21824 c -0.33558,-1.4359 -0.6997,-2.9582 -1.41763,-4.4947 l -0.52978,-1.1335 z m 11.76687,0.1652 -0.23426,1.229 c -0.95694,5.01584 -3.50965,8.89534 -9.03425,11.48734 l -1.13253,0.5314 1.06281,2.2654 1.13286,-0.5314 c 6.15523,-2.8879 9.35583,-7.6584 10.42907,-13.28394 l 0.23426,-1.229 -2.45796,-0.4688 z";
var isPathClosedPtr = MOPointer.alloc().init();
var path = SVGPathInterpreter.bezierPathFromCommands_isPathClosed(d,isPathClosedPtr); // Returns an instance of `NSBezierPath`
print('isClosed: '+isPathClosedPtr.value()); // Indicates whether path is closed or not.
var shape = MSShapeGroup.layerWithPath(MSPath.pathWithBezierPath(path));
var fill = shape.style().addStylePartOfType(0);
fill.color = MSColor.blackColor();
shape.name = "Shrug";
shape.frame().constrainProportions = true;
shape.frame().origin = CGPointZero;
shape.frame().height = 100;
context.document.currentPage().addLayers([shape]);
Note: Pay special attention to the required
isPathClosed
argument, that should be passed as pointer. You can read more about pointers in #18 Using Obj-C Pointers + Handling Cocoa Errors recipe.
#19 Inserting Emoji as Bitmap Layers
Frankly speaking, this recipe doesn't show any new tricks related to Sketch itself. I just want to demonstrate the power of AppKit/CoreGraphics
frameworks and how they could be used in Sketch plugins.
No more words, here is the code:
function emojiToImage(str,sideSize) {
var imageWidth = sideSize;
var imageHeight = sideSize;
var imageSize = CGSizeMake(imageWidth,imageHeight);
var drawingContext = CGBitmapContextCreate(null,imageWidth,imageHeight,8,0,CGColorSpaceCreateDeviceRGB(),kCGImageAlphaPremultipliedFirst);
var graphicsContext = NSGraphicsContext.graphicsContextWithCGContext_flipped(drawingContext,false);
NSGraphicsContext.saveGraphicsState()
NSGraphicsContext.setCurrentContext(graphicsContext);
var targetRect = CGRectMake(0,0,imageWidth,imageHeight);
var attrs = {};
attrs[NSFontAttributeName] = NSFont.systemFontOfSize(sideSize);
str.drawInRect_withAttributes(targetRect,attrs);
NSGraphicsContext.restoreGraphicsState()
var cgImage = CGBitmapContextCreateImage(drawingContext);
return NSImage.alloc().initWithCGImage_size(cgImage,imageSize);
}
var emoji = ['😀', '😁', '😂', '🤣', '😃', '😄', '😅', '😆', '😉', '😊', '😋', '😎', '😍', '😘', '😗', '😙', '😚', '☺', '🙂', '🤗', '🤔', '😐', '😑', '😶', '🙄', '😏', '😣', '😥', '😮', '🤐', '😯', '😪', '😫', '😴', '😌', '🤓', '😛', '😜', '😝', '🤤', '😒', '😓', '😔', '😕', '🙃', '🤑', '😲', '☹', '🙁', '😖', '😞', '😟', '😤', '😢', '😭', '😦', '😧', '😨', '😩', '😬', '😰', '😱', '😳', '😵', '😡', '😠', '😇', '🤠', '🤡', '🤥', '😷', '🤒', '🤕', '🤢', '🤧', '😈', '👿', '👹', '👺', '💀', '☠', '👻', '👽', '👾', '🤖', '💩', '😺', '😸', '😹', '😻', '😼', '😽', '🙀', '😿', '😾', '🙈', '🙉', '🙊', '👦', '👦🏻', '👦🏼', '👦🏽', '👦🏾', '👦🏿'];
function randomPointAtCircle(centerX,centerY,radius) {
var angle = Math.random()*Math.PI*2;
return CGPointMake(centerX+Math.cos(angle)*radius,centerY+Math.sin(angle)*radius);
}
function layerWithImage(image) {
var layer = MSBitmapLayer.alloc().init();
layer.rect = CGRectMake(0,0,128,128);
layer.image = MSImageData.alloc().initWithImage(image);
layer.frame().mid = randomPointAtCircle(400,400,400)
layer.multiplyBy(0.2 + 0.8*Math.random());
layer.makeRectIntegral();
return layer;
}
for(var i=0;i<emoji.length;i++) {
var str = NSString.stringWithString(emoji[i]));
var layer = layerWithImage(emojiToImage(str,128));
context.document.currentPage().addLayers([layer]);
}
Credits:
- Idea and original code by Daniel Jalkut (Evergreen Images)
- List of all emoji for JavaScript by @theraot (emoji)
#18 Using Obj-C Pointers + Handling Cocoa Errors
Many AppKit and Sketch internal APIs have methods and functions that require passing so called pointer to pointer
arguments. Whenever you see argument type that looks like (id *)
, NSError **
, NSError * _Nullable *
, etc in any Objective-C API - it means that it wants pointer that points to a pointer thing :). It came to Objective-C from C Programming Language, since Objective-C is a layer build atop of C Language
. You can read more about that pointer to pointer concept here - TurorialsPoint: C - Pointer to Pointer. Also, there's another case when we need to pass pointers to C value variables, e.g. (char*)
to let method populate the value of that variable during it's execution.
Too bad that JavaScript language and engines don't support such thing as pointer at all, but we need them! Good news everyone! Sketch uses Mocha Framework for bridging Objective-C objects to JavaScript context and this framework has a special class to deal with pointers called MOPointer.
Using MOPointer class to call methods requiring pointer as one of arguments
Suppose we want to convert SVG Path Commands to NSBezierPath
for further use in our plugin. Sketch has a handy class named SVGPathInterpreter and a super useful +SVGPathInterpreter.bezierPathFromCommands:(NSString*)commands isPathClosed:(char *)isClosed class method that takes a set of svg path commands as string and returns and instance of NSBezierPath
representing the path defined by these commands.
But, there is a second argument named isPathClosed
of (char *)
type which is a pointer to a char(basically a single byte):
Let's try to pass null
value just to call the method, we don't really care about whether path is closed or not, we just need to convert it to NSBezierPath
instance:
var path = SVGPathInterpreter.bezierPathFromCommands_isPathClosed("M10 80 Q 95 10 180 80",null);
// -> Sketch crashes 💥💥💥
Another attempt... let's feed an arbitrary variable to the method:
var isClosed;
var path = SVGPathInterpreter.bezierPathFromCommands_isPathClosed("M10 80 Q 95 10 180 80",isClosed);
// -> Sketch crashes 💥💥💥
The correct way to call this method is to create MOPointer
class instance and feed it to the method:
function svgPathToBezierPath(svgPath) {
var isClosedPtr = MOPointer.alloc().init();
var path = SVGPathInterpreter.bezierPathFromCommands_isPathClosed(svgPath,isClosedPtr);
return {
path: path,
isClosed: isClosedPtr.value()
};
}
print(svgPathToBezierPath("M10 10 H 90 V 90 H 10 Z").isClosed);
// -> 1
print(svgPathToBezierPath("M10 10 H 90 V 90 H 10").isClosed);
// -> 0
// No crashes! 😅
Dealing with NSErrors and handling errors in AppKit APIs
There are dozens of APIs both in Sketch and AppKit that throws various errors, usually errors handling is optional and we can omit it. For example, let's take +NSString.stringWithContentsOfFile:encoding:error: class method that can read text file to a string. In case this method fails to read file, it returns null
as a result and indicates that something went wrong.
Just run the following code in custom script editor without any changes:
var path = "/some/non/existing/file/path.txt"
var str = NSString.stringWithContentsOfFile_encoding_error(path, NSUTF8StringEncoding, null);
print(str);
// -> (null)
As you can see, it fails because the provided file isn't exist in your file system. It's not a big deal, since we receive null
as a result and can check it making an assumption that null
means that file isn't exist, but in reality the method might fail for a number of reasons like insufficient permissions, wrong encoding, etc.
In order to check for exact reason why it fails, we have to use MOPointer
class again:
var path = "/some/non/existing/file/path.txt"
var errorPtr = MOPointer.alloc().init()
var str = NSString.stringWithContentsOfFile_encoding_error(path, NSUTF8StringEncoding, errorPtr);
print(str);
print(errorPtr.value())
As you can see, by calling errorPtr.value()
, we get an instance of NSError class describing the real reason why method failed:
Error Domain=NSCocoaErrorDomain Code=260 "The file “path.txt” couldn’t be opened because there is no such file." UserInfo={NSFilePath=/some/non/existing/file/path.txt, NSUnderlyingError=0x60800204c600 {Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory"}}
Handling errors correctly might help a lot during development phase as well as make your plugin more stable. I strongly recommend to check out Dealing with Errors and Error Handling Programming Guide docs from Apple to get familiar with the way errors work and handled in Cocoa apps.
#17 Working with files
Author: @pravdomil
Save string to file.
function readFile(path) {
return NSString.stringWithContentsOfFile_encoding_error(path, NSUTF8StringEncoding, null);
}
function writeFile(path, content) {
const string = NSString.stringWithFormat("%@", content);
return string.writeToFile_atomically(path, true);
}
More can be found in sskyy/blade repo.
#16 Using Image Fills
Sketch supports a bunch of various modes to fill style based layers(MSShapeGroup
, MSTextLayer
, etc) with images. Currently, we can use for modes that illustrated below:
To get started, we have to grab a couple of useful definitions of Sketch constants from sketch-constants repo. They will be used in all the examples below:
const FillType = {
Solid: 0,
Gradient: 1,
Pattern: 4,
Noise: 5
};
const PatternFillType = {
Tile: 0,
Fill: 1,
Stretch: 2,
Fit: 3
};
Using local image files
The following sample code demonstrates how to load image from the local file system and set it as a pattern fill for selected layer:
const FillType = { Solid: 0, Gradient: 1, Pattern: 4, Noise: 5 };
const PatternFillType = { Tile: 0, Fill: 1, Stretch: 2, Fit: 3};
function loadLocalImage(filePath) {
if(!NSFileManager.defaultManager().fileExistsAtPath(filePath)) {
return null;
}
return NSImage.alloc().initWithContentsOfFile(filePath);
}
var layer = context.selection.firstObject();
if(layer && layer.style().firstEnabledFill()) {
const fill = layer.style().firstEnabledFill()
var image = loadLocalImage("/Applications/Sketch.app/Contents/Resources/app.icns");
if(image) {
fill.fillType = FillType.Pattern;
fill.patternFillType = PatternFillType.Fill;
fill.image = MSImageData.alloc().initWithImage(image);
} else {
context.document.showMessage("[erorr]: Can't load image!");
}
} else {
context.document.showMessage("[error]: Select a layer that has at least one fill style");
}
Using remote image files
In order to use remote image file we have to download it first and convert to an instance of NSImage
first using a helper function:
const FillType = { Solid: 0, Gradient: 1, Pattern: 4, Noise: 5 };
const PatternFillType = { Tile: 0, Fill: 1, Stretch: 2, Fit: 3};
function fetchImage(url, ignoreCache) {
var request = ignoreCache ?NSURLRequest.requestWithURL_cachePolicy_timeoutInterval(NSURL.URLWithString(url),NSURLRequestReloadIgnoringLocalCacheData,60) : NSURLRequest.requestWithURL(NSURL.URLWithString(url));
var responsePtr = MOPointer.alloc().init();
var errorPtr = MOPointer.alloc().init();
var data = NSURLConnection.sendSynchronousRequest_returningResponse_error(request, responsePtr, errorPtr);
if(errorPtr.value() != null) {
print(errorPtr.value());
return null;
}
var response = responsePtr.value();
if(response.statusCode() != 200) {
return null;
}
var mimeType = response.allHeaderFields()["Content-Type"];
if(!mimeType || !mimeType.hasPrefix("image/")) {
return null;
}
return NSImage.alloc().initWithData(data);
}
var layer = context.selection.firstObject();
if(layer && layer.style().firstEnabledFill()) {
const fill = layer.style().firstEnabledFill()
var image = fetchImage("https://s3.amazonaws.com/sketch-plugins-cookbook/jake_the_dog.png");
if(image) {
fill.fillType = FillType.Pattern;
fill.patternFillType = PatternFillType.Fill;
fill.image = MSImageData.alloc().initWithImage(image);
} else {
print("Can't load image!");
}
} else {
print("Select a layer that has at least one fill style");
}
Caution: Sketch does not support HTTP requests using plain
http
protocol due to App Transport Security (ATS) networking permissions defined in SketchApp. Be sure that you usehttps
protocol and all your urls hashttps://
perfix.
Using tiled fill
There's a special case for Tile
mode, since it has additional patternTileScale
property involved to control scaling of the image pattern:
const FillType = { Solid: 0, Gradient: 1, Pattern: 4, Noise: 5 };
const PatternFillType = { Tile: 0, Fill: 1, Stretch: 2, Fit: 3};
function loadLocalImage(filePath) {
if(!NSFileManager.defaultManager().fileExistsAtPath(filePath)) {
return null;
}
return NSImage.alloc().initWithContentsOfFile(filePath);
}
var layer = context.selection.firstObject();
if(layer && layer.style().firstEnabledFill()) {
const fill = layer.style().firstEnabledFill()
var image = loadLocalImage("/Applications/Sketch.app/Contents/Resources/app.icns");
if(image) {
fill.fillType = FillType.Pattern;
// Setting up tiled fill
fill.patternFillType = PatternFillType.Tile;
fill.patternTileScale = 0.1; // This property is just a multiplier of original image size
fill.image = MSImageData.alloc().initWithImage(image);
} else {
context.document.showMessage("[erorr]: Can't load image!");
}
} else {
context.document.showMessage("[error]: Select a layer that has at least one fill style");
}
As a result of running the sample above, you might get something like this:
#15 Working with Constraints
All edge constraints are always anchored to a parent group (e.g, artboard, symbol or layer group) of the layer:
To control certain constraints, MSLayer
class has a bunch of get/set properties named hasFixed[Edge/Size]
that allow to get and update information about constraints for a given layer:
Checking current constraints:
var layer = context.selection.firstObject();
if(layer) {
// Edges
print("left:" + layer.hasFixedLeft())
print("top:" + layer.hasFixedTop())
print("right:" + layer.hasFixedRight())
print("bottom:" + layer.hasFixedBottom())
// Size
print("height:" + layer.hasFixedWidth())
print("width:" + layer.hasFixedHeight())
}
Setting all edge constraints to fixed
:
var layer = context.selection.firstObject();
if(layer) {
layer.hasFixedHeight = false;
layer.hasFixedWidth = false;
layer.hasFixedLeft = true;
layer.hasFixedTop = true;
layer.hasFixedRight = true;
layer.hasFixedBottom = true;
}
#14 CocoaScript: Don't use '===' operator
At first glance CocoaScript seems to be a just fancy name for JavaScript with some syntactic sugar, but in reality many things work differently and it's better to know them.
One of the caveats are ===
and !==
operators best known as strict equality
and strict not equal
. The very brief suggestion about them is:
- AVOID USING THEM AT ANY COST IN SKETCH PLUGINS!
To understand the problem, try to run the following script:
var strA = "hello!";
var strB = @"hello!";
if(strA == strB) {
print("They are EQUAL!");
} else {
print("NOT EQUAL!")
}
// -> "They are EQUAL!"
if(strA === strB) {
print("They are EQUAL!");
} else {
print("NOT EQUAL!")
}
// -> "NOT EQUAL!"
It will produce true
for ==
operator and false
for ===
. The string values are equal, both are assigned with "hello!"
string but their types are different. Now run this script to check their types:
function typeOf(obj) {
print(toString.call(obj));
}
var strA = "hello!";
var strB = @"hello!";
typeOf(strA);
// -> [object String]
typeOf(strB);
// -> [object MOBoxedObject]
As you can see, variables strA
& strB
are of different types. strA
is a JavaScript string, but strB
is a mysterious MOBoxedObject
. The problem is in definition of strB
- @"hello!"
is equal to NSString.stringWithString("hello!")
and it produces boxed instance of NSString class instead of JS string.
When developing Sketch plugins, you usually deal with the data that is produced on Sketch Runtime
side. And most of the property getters and class methods return boxed Objective-C objects instead of native JS objects.
To demonstrate a real world problem you can easily encounter with: (1) Create a rectangle shape, (2) Select it, (3) Run the following script:
var layer=selection.firstObject();
if(layer) {
print(layer.name());
// -> Rectangle 1
var isNameEqual = layer.name() === "Rectangle 1";
print(isNameEqual);
// -> false
}
Note: The usage of
===
and!==
isn't forbidden, you can use them whenever you want to, but always pay attention to types of variables you compare. It's especially important when you try to port an existing JavaScript library or framework to CocoaScript. But anyway, I insist to forget strict equal/not equal operators and use '==' and '!=' + manual type check if needed.
#13 Playing Sounds
Usually sounds bound to commands are annoying and useless, but sometimes they are very helpful when used with care.
Since Sketch plugins have access to all the APIs of AppKit Framework, we are able to do really crazy & cool things with plugins.. for example play a beep!
sound when plugin shows an error message using -MSDocument.showMessage:
method to make the message more noticeable to a user.
Here is how we can play beep
sound to indicate some sort of error:
context.document.showMessage("Hey! We have a problem!")
NSBeep()
To play a custom audio file we can use a simple interface of NSSound class. Here is the sample code how to use it:
var filePath = "/System/Library/Sounds/Pop.aiff"
var sound = NSSound.alloc().initWithContentsOfFile_byReference(filePath,true);
sound.play();
Alternatively, you can play any system sound using a handy +NSSound.soundNamed: class method:
const SystemSounds = {
Basso: "Basso",
Blow: "Blow",
Bottle: "Bottle",
Frog: "Frog",
Funk: "Funk",
Glass: "Glass",
Hero: "Hero",
Morse: "Morse",
Ping: "Ping",
Pop: "Pop",
Purr: "Purr",
Sosumi: "Sosumi",
Submarine: "Submarine",
Tink: "Tink"
};
var sound = NSSound.soundNamed(SystemSounds.Glass)
sound.play()
#12 Centering Rectangle on Canvas
To center canvas on a certain point or region, you can use a handy -(void)MSContentDrawView.centerRect:(CGRect)rect animated:(BOOL)animated
instance method, where rect
is a rectangle to be centered, animated
is a flag that turns on/off animation during the scrolling process.
The origin and size of the rectangle you provide to this method should be in absolute coordinates.
The following example centers viewport by x:200,y:200
point:
var canvasView = context.document.contentDrawView(); // Getting canvas view
canvasView.centerRect_animated(CGRectMake(200,200,1,1),true);
The example below shows how to center on the first selected layer using the same method without animation:
var layer = context.selection.firstObject()
if(layer) {
var view = context.document.contentDrawView();
view.centerRect_animated(layer.absoluteRect().rect(),false);
}
#11 Creating Custom Shapes
To create a custom vector shape programmatically, you have to create an instance of NSBezierPath class and draw whatever shape or combination of shapes you want to. Then convert the path to MSPath
class instance and create a shape group out of it using +(MSShapeGroup*)MSShapeGroup.layerWithPath:(MSPath*)path
class method.
This technique is very similar to creation of custom paths described in previous recipe. The only difference is that you have to close the path before converting it to the shape group.
The following example create a simple arrow shape:
// All coordinates are provided in pixels
var path = NSBezierPath.bezierPath();
path.moveToPoint(NSMakePoint(10,10));
path.lineToPoint(NSMakePoint(100,10));
path.lineToPoint(NSMakePoint(100,0));
path.lineToPoint(NSMakePoint(120,15));
path.lineToPoint(NSMakePoint(100,30));
path.lineToPoint(NSMakePoint(100,20));
path.lineToPoint(NSMakePoint(10,20));
path.closePath();
var shape = MSShapeGroup.layerWithPath(MSPath.pathWithBezierPath(path));
var fill = shape.style().addStylePartOfType(0); // `0` constant indicates that we need a `fill` part to be created
fill.color = MSColor.colorWithRGBADictionary({r: 0.8, g: 0.1, b: 0.1, a: 1});
var documentData = context.document.documentData();
var currentParentGroup = documentData.currentPage().currentArtboard() || documentData.currentPage()
currentParentGroup.addLayers([shape]);
#10 Creating Line Shapes
In order to create a line shape programmatically, you have to create an instance of NSBezierPath class and add two points to it. Then convert the path to MSPath
class instance and create a shape group out of it using +(MSShapeGroup*)MSShapeGroup.layerWithPath:(MSPath*)path
class method.
To make Sketch recognize the provided path as a line shape, you have to add only two points using moveToPoint
& lineToPoint
methods of NSBezierPath
.
The following example creates a simple line shape with two points:
var path = NSBezierPath.bezierPath();
path.moveToPoint(NSMakePoint(10,10));
path.lineToPoint(NSMakePoint(200,200));
var shape = MSShapeGroup.layerWithPath(MSPath.pathWithBezierPath(path));
var border = shape.style().addStylePartOfType(1);
border.color = MSColor.colorWithRGBADictionary({r: 0.8, g: 0.1, b: 0.1, a: 1});
border.thickness = 3;
context.document.currentPage().addLayers([shape]);
The same way, you can easily create a multi segment line using methods provided by NSBezierPath class. Whenever you add more than two points into the path, Sketch treats such shape as a vector path similar to what can be created using standard V - Vector
tool.
The following example demonstrates how to create a curved path with four points:
var path = NSBezierPath.bezierPath();
path.moveToPoint(NSMakePoint(84.5,161));
[path curveToPoint:NSMakePoint(166,79.5) controlPoint1:NSMakePoint(129.5,161) controlPoint2:NSMakePoint(166,124.5)];
[path curveToPoint:NSMakePoint(84.5,-2) controlPoint1:NSMakePoint(166,34.5) controlPoint2:NSMakePoint(129.5,-2)];
[path curveToPoint:NSMakePoint(3,79.5) controlPoint1:NSMakePoint(39.5,-2) controlPoint2:NSMakePoint(3,34.5)];
var shape = MSShapeGroup.layerWithPath(MSPath.pathWithBezierPath(path));
var border = shape.style().addStylePartOfType(1);
border.color = MSColor.colorWithRGBADictionary({r: 0.8, g: 0.1, b: 0.1, a: 1});
border.thickness = 2;
context.document.currentPage().addLayers([shape]);
#9 Setting Border Radius for Specific Corners
Starting from version 3.2 Sketch allows to set custom border radius for specific corner of rectangle shape. It was possible prior to 3.2, but there was no direct API.
In order to set custom radiuses you use -MSRectangleShape.setCornerRadiusFromComponents:(NSString*)compoents
instance method, where components
is a string that represents radius values for every corner separated by ;
character. The sequence is following: top-left/top-right/bottom-right/bottom-left
.
The following sample sets left-top and right-top corners of a selected rect shape to 15 points:
var layer = context.selection.firstObject();
if(layer && layer.isKindOfClass(MSShapeGroup)) {
var shape=layer.layers().firstObject();
if(shape && shape.isKindOfClass(MSRectangleShape)) {
shape.setCornerRadiusFromComponents("15;15;0;20");
}
}
#8 Scaling Layers
You can scale any layer using -MSLayer.multiplyBy:(double)scaleFactor
instance method, where scaleFactor
is a floating-point value that is used to multiple all the layers' properties including position, size, and all the style attributes such as border thickness, shadow, etc. Here are some example scale factors: 1.0 = 100%
, 2.5 = 250%
, 0.5 = 50%
, etc.
This method produces the same result as a standard Scale tool. Since all the layer type classes are inherited from MSLayer
class, you can use this method to scale any type of layer including Pages and Artboards.
Note: After the call of the method,
x
andy
position values will also be multiplied. If you need the layer to remain in the same position after scaling, you'll have to change its position to the appropriate values.
The following sample demonstrates how to scale first selected layer:
var layer = context.selection.firstObject()
if(layer) {
// Preserve layer center point.
var midX=layer.frame().midX();
var midY=layer.frame().midY();
// Scale layer by 200%
layer.multiplyBy(2.0);
// Translate frame to the original center point.
layer.frame().midX = midX;
layer.frame().midY = midY;
}
#7 Finding Bounds For a Set of Layers
If you want to quickly find a bounding rectangle for selected layers or any set of layers, there is a very handy class method for that +(CGRect)MSLayerGroup.groupBoundsForContainer:(MSLayerArray*)container
. It accepts an instance of MSLayerArray
class, that represents a list of layers.
A quick sample that demonstrate how to use it:
var selection = context.selection;
var bounds= MSLayerGroup.groupBoundsForContainer(MSLayerArray.arrayWithLayers(selection));
print("x: "+bounds.origin.x);
print("y: "+bounds.origin.y);
print("width: "+bounds.size.width);
print("height: "+bounds.size.height);
#6 Creating Oval Shapes
In order to create an oval shape programmatically, you have to create an instance of MSOvalShape
class, set its frame and wrap with MSShapeGroup
container.
The following sample demonstrates how to do it:
var ovalShape = MSOvalShape.alloc().init();
ovalShape.frame = MSRect.rectWithRect(NSMakeRect(0,0,100,100));
var shapeGroup=MSShapeGroup.shapeWithPath(ovalShape);
var fill = shapeGroup.style().addStylePartOfType(0);
fill.color = MSColor.colorWithRGBADictionary({r: 0.8, g: 0.1, b: 0.1, a: 1});
context.document.currentPage().addLayers([shapeGroup]);
#5 Creating MSColor instances from CSS color strings (hex, rgba, etc)
There is no way to create instance of MSColor
model class from CSS string directly, but it's possible to do so via it's immutable counterpart class named MSImmutableColor
. It has a class method +MSImmutableColor.colorWithSVGString:(NSString*)string
that accepts any value supported by CSS Color data type.
Here is a super handy helper function and a bunch of calls with various supported formats of providing color as string:
function MSColorFromString(color) {
return MSImmutableColor.colorWithSVGString(color).newMutableCounterpart()
}
// Hex
MSColorFromString("#33AE15")
MSColorFromString("#333")
MSColorFromString("FF0000")
MSColorFromString("#145515FF")
// rgb/rgba
MSColorFromString("rgb(255,0,0)")
MSColorFromString("rgba(255,0,0,0.5)")
// Color keywords
MSColorFromString("red")
MSColorFromString("blue")
MSColorFromString("magenta")
MSColorFromString("darkviolet")
// hls
MSColorFromString("hsl(270, 60%, 50%, .15)")
MSColorFromString("hsl(270deg, 60%, 70%)")
MSColorFromString("hsl(4.71239rad, 60%, 70%)")
MSColorFromString("hsla(240, 100%, 50%, .4)")
The following example demonstrates how to set fill color for a selected layer using MSColorFromString
helper function:
function MSColorFromString(color) {
return MSImmutableColor.colorWithSVGString(color).newMutableCounterpart()
}
var layer = context.selection.firstObject();
if(layer) {
layer.style().firstEnabledFill().color = MSColorFromString("#FA1010");
}
#4 Flattening Complex Vector Layers
If you want to flatten a complex vector layer that contains several sub paths combined using different boolean operations into single layer, you can use +MSShapeGroup.flatten
method.
This sample code flattens a first selected vector layer:
var layer = context.selection.firstObject();
if(layer && layer.isKindOfClass(MSShapeGroup)) {
layer.flatten();
}
#3 Flattening Layers to Bitmap
In order to flatten one or several layers of any type to a single MSBitmapLayer
, use -MSLayerFlattener.flattenLayers:
method. It accepts one arguments which is a container of layers to be flattened.
The following example flattens all the selected layers to a bitmap layer:
var flattener = MSLayerFlattener.alloc().init();
flattener.flattenLayers(MSLayerArray.arrayWithLayers(context.selection));
#2 Converting Text Layer to Vector
In order to convert an existing MSTextLayer
to MSShapeGroup
layer, you have to get texts' NSBezierPath
representation and then convert it to a MSShapeGroup
layer.
The following source code demonstrates how to get text layers' vector outline and use it to create a vector shape from it:
function convertToOutlines(layer) {
if(!layer.isKindOfClass(MSTextLayer)) return;
var parent = layer.parentGroup();
var shape = MSShapeGroup.layerWithPath(layer.pathInFrameWithTransforms());
var style = shape.style();
var fill = style.addStylePartOfType(0);
fill.color = MSColor.colorWithRGBADictionary(layer.textColor().RGBADictionary());
shape.name = layer.name();
parent.removeLayer(layer);
parent.addLayers([shape]);
return shape;
}
var layer= context.selection.firstObject();
if(layer) {
var vectorizedTextLayer = convertToOutlines(layer);
if(!vectorizedTextLayer) {
context.document.showMessage("Select text layer to convert");
} else {
vectorizedTextLayer.select_byExpandingSelection(true,false)
print(vectorizedTextLayer);
}
}
#1 Getting Points Coordinates Along a Shape Path
If you want to distribute some shapes along a path there is a convenient method -pointOnPathAtLength:
implemented in NSBezierPath_Slopes
class extension.
This method accepts a double
value that represents a position on path at which you want to get a point coordinate, where 0.0
value means start of the path and 1.0
end of the path. It returns a CGPoint
struct with coordinates of the point.
The following example divides shape path into 15 segments and prints out their points coordinates:
var layer = context.selection.firstObject();
if(layer && layer.isKindOfClass(MSShapeGroup)) {
var count = 15;
var path = NSBezierPath.bezierPathWithCGPath(layer.pathInFrameWithTransforms().CGPath());
var step = path.length()/count;
for(var i=0;i<=count;i++) {
var point = path.pointOnPathAtLength(step*i);
print(point);
}
}