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Here we are, in the second part of our iOS development SwiftUI experiment! In the first part, you have created a basic black&white chart with some nice curves. You are going to spice your work up and make it pleasing to the eye. It’s ANIMATIONS & GRADIENTS time! ????
How to add animations & gradients for your iOS app with SwiftUI
To kick-off building new functionalities, you have to do a small refactor to keep the project clean. SwiftUI is heavily forcing view structure to be composed of smaller pieces, so let’s follow this guideline and move your grid to a completely separate view.
struct GridView: View { let xStepsCount: Int let yStepsCount: Int var body: some View { GeometryReader { geometry in Path { path in let xStepWidth = geometry.size.width / CGFloat(self.xStepsCount) let yStepWidth = geometry.size.height / CGFloat(self.yStepsCount) // Y axis lines (1...self.yStepsCount).forEach { index in let y = CGFloat(index) * yStepWidth path.move(to: .init(x: 0, y: y)) path.addLine(to: .init(x: geometry.size.width, y: y)) } // X axis lines (1...self.xStepsCount).forEach { index in let x = CGFloat(index) * xStepWidth path.move(to: .init(x: x, y: 0)) path.addLine(to: .init(x: x, y: geometry.size.height)) } } .stroke(Color.gray) } } }
OK, it’s time for real work. You would like to animate the drawing of the chart path. When the view appears it should nicely slide on the screen. You can use the trim(from: to:) method to achieve this. Let’s make some adjustments in the chartBody:
private var chartBody: some View { GeometryReader { geometry in Path { path in path.move(to: .init(x: 0, y: geometry.size.height)) var previousPoint = Point(x: 0, y: geometry.size.height) self.data.forEach { point in let x = (point.x / self.maxXValue) * geometry.size.width let y = geometry.size.height - (point.y / self.maxYValue) * geometry.size.height let deltaX = x - previousPoint.x let curveXOffset = deltaX * self.lineRadius path.addCurve(to: .init(x: x, y: y), control1: .init(x: previousPoint.x + curveXOffset, y: previousPoint.y), control2: .init(x: x - curveXOffset, y: y )) previousPoint = .init(x: x, y: y) } } .trim(from: 0, to: self.isPresented ? 1 : 0) .stroke( Color.black, style: StrokeStyle(lineWidth: 3) ) .animation(.easeInOut(duration: 0.8)) } .onAppear { self.isPresented = true } }
There is not much to explain. Just trim a path from 0 to 1 in specified animation duration (in this case 0.8s).
To make it work you need @State property which will maintain the animation
@State private var isPresented: Bool = false

Wow! That was super easy and the outcome is awesome! ????
But you can’t leave the chart black&white, how about adding some gradients? Let’s start with the chart line. To fill it in with gradient just change stroke’s Color.black
.stroke( LinearGradient(gradient: Gradient(colors: [.primaryGradient, .secondaryGradient]), startPoint: .leading, endPoint: .trailing), style: StrokeStyle(lineWidth: 3) )
.primaryGradient, .secondaryGradient are my custom colors added to the Color extension, they can be whatever you want, just use your imagination.
You can do even better by adding the background to the chart. To do so you can draw a closed path below the actual chart line and fill it with gradients. But first, you have to abstract away a path drawing.
struct LineChartProvider { let data: [Point] var lineRadius: CGFloat = 0.5 private var maxYValue: CGFloat { data.max { $0.y < $1.y }?.y ?? 0 } private var maxXValue: CGFloat { data.max { $0.x < $1.x }?.x ?? 0 } func path(for geometry: GeometryProxy) -> Path { Path { path in path.move(to: .init(x: 0, y: geometry.size.height)) drawData(data, path: &path, size: geometry.size) } } func closedPath(for geometry: GeometryProxy) -> Path { Path { path in path.move(to: .init(x: 0, y: geometry.size.height)) drawData(data, path: &path, size: geometry.size) path.addLine(to: .init(x: geometry.size.width, y: geometry.size.height)) path.closeSubpath() } } private func drawData(_ data: [Point], path: inout Path, size: CGSize) { var previousPoint = Point(x: 0, y: size.height) self.data.forEach { point in let x = (point.x / self.maxXValue) * size.width let y = size.height - (point.y / self.maxYValue) * size.height let deltaX = x - previousPoint.x let curveXOffset = deltaX * self.lineRadius path.addCurve(to: .init(x: x, y: y), control1: .init(x: previousPoint.x + curveXOffset, y: previousPoint.y), control2: .init(x: x - curveXOffset, y: y )) previousPoint = .init(x: x, y: y) } } }
So, the drawing logic is now part of LineChartProvider. It has two accessible methods: pathand closedPath. The only difference between them is one additional step for closedPath which makes it a closed shape (this lets us fill it properly with gradient). The private drawData method is an actual drawing part of the provider, it’s abstracted away to easy reuse between the path and closedPath methods.
Also, you have moved some of the supporting computed properties from ChartView to LineChartProvider.
With those improvements ready, you can use it in the chart:
private var chartBody: some View { let pathProvider = LineChartProvider(data: data, lineRadius: lineRadius) return GeometryReader { geometry in ZStack { pathProvider.closedPath(for: geometry) .fill( LinearGradient(gradient: Gradient(colors: [.white, Color.primaryGradient.opacity(0.6)]), startPoint: .bottom, endPoint: .top) ) pathProvider.path(for: geometry) .trim(from: 0, to: self.isPresented ? 1 : 0) .stroke( LinearGradient(gradient: Gradient(colors: [.primaryGradient, .secondaryGradient]), startPoint: .leading, endPoint: .trailing), style: StrokeStyle(lineWidth: 3) ) .animation(.easeInOut(duration: 0.8)) } .onAppear { self.isPresented = true } } }

Neat! But you can do even better. So far the animation doesn’t look natural. You have to add animation to the background as well!
ZStack { // Background pathProvider.closedPath(for: geometry) .fill( LinearGradient(gradient: Gradient(colors: [.white, Color.primaryGradient.opacity(0.6)]), startPoint: .bottom, endPoint: .top) ) .opacity(self.isPresented ? 1 : 0) .animation(Animation.easeInOut(duration: 1).delay(0.6)) // Chart pathProvider.path(for: geometry) .trim(from: 0, to: self.isPresented ? 1 : 0) .stroke( LinearGradient(gradient: Gradient(colors: [.primaryGradient, .secondaryGradient]), startPoint: .leading, endPoint: .trailing), style: StrokeStyle(lineWidth: 3) ) .animation(Animation.easeInOut(duration: 0.8).delay(0.2)) }
This is way better! Manipulate the opacity of the background to fade it in nicely. Moreover, you are using the delay method to chain animations.

In the beginning, it seemed very complicated and complex but it quickly turned out to be easy peasy thanks to the SwiftUI magic. Although I am satisfied with the overall outcome, there are plenty of things that can be improved. It was the last part of the iOS development SwiftUI experiment, but you have tons of other possibilities to discover. Good luck.