Making UIBezierPath more like NSBezierPath with elementCount and elementAtIndex
When moving some Cocoa code to Cocoa Touch I was disappointed to find that UIBezierPath is missing the "Accessing Elements of a Path" methods:
– elementCount
– elementAtIndex:
– elementAtIndex:associatedPoints:
– removeAllPoints
– setAssociatedPoints:atIndex:
The only way to get at these elements in Cocoa Touch seems to be through CGPathApply
. Before I try to recreate this as a subclas开发者_高级运维s or category of UIBezierPath, I was wondering if this had already been done. Does anyone have an idea if something like this is already available?
I made a port on https://github.com/seivan/UIBezierPathPort but it's with Swift. Has a test suite and documentation. Works as of Beta 5.
Technically you should be able to use Swift on a Obj-C project.
Let me know how you like it.
I've bumped into the same problem a couple of months ago and couldn't find anything readily available back then. (Truth be told, since going the CGPathApply
route wasn't that bad for my needs, I didn't look very hard to be honest).
The applier function is called for every CGPathElement
in the CGPath
, such an element consists of a CGPathElementType
and a C-array of CGPoints
.
Since a CGPathElementType
is an enum with only five different values
enum CGPathElementType {
kCGPathElementMoveToPoint,
kCGPathElementAddLineToPoint,
kCGPathElementAddQuadCurveToPoint,
kCGPathElementAddCurveToPoint,
kCGPathElementCloseSubpath
};
You don't need to write that much code to do (control)point manipulation / inspection of a path. Having the same interface available would've been nice though.
精彩评论