How to get the CGPoint(s) of a CGPath
Using Swift 2.x (for Swift 3.x, Swift 4.x and Swift 5.x read here below..) , i've found this fantastic article about C Callbacks in Swift.
Trying to obtain "all the CGPoint
(s)", as explained by Lily Ballard, can be a bad idea as she said.
So, I think maybe the best way is to get the path elements points used to create a particular CGPath
:
//MARK: - CGPath extensions
extension CGPath {
func forEach(@noescape body: @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
func callback(info: UnsafeMutablePointer<Void>, element: UnsafePointer<CGPathElement>) {
let body = unsafeBitCast(info, Body.self)
body(element.memory)
}
print(sizeofValue(body))
let unsafeBody = unsafeBitCast(body, UnsafeMutablePointer<Void>.self)
CGPathApply(self, unsafeBody, callback)
}
func getPathElementsPoints() -> [CGPoint] {
var arrayPoints : [CGPoint]! = [CGPoint]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.MoveToPoint:
arrayPoints.append(element.points[0])
case .AddLineToPoint:
arrayPoints.append(element.points[0])
case .AddQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
case .AddCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
default: break
}
}
return arrayPoints
}
}
With this extension you can do for example:
var bezier = UIBezierPath(ovalInRect: CGRectMake(0, 0, 400, 300))
let myOval = bezier.CGPath
let junctionPoints = myOval.getPathElementsPoints()
print("junction points are: \(junctionPoints)")
Swift 3.x and Swift 4.1 (look below for Swift 4.2 or major..)
(there are some corrections due to syntax re-introduction of @convention(c)
):
extension CGPath {
func forEach( body: @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
let callback: @convention(c) (UnsafeMutableRawPointer, UnsafePointer<CGPathElement>) -> Void = { (info, element) in
let body = unsafeBitCast(info, to: Body.self)
body(element.pointee)
}
print(MemoryLayout.size(ofValue: body))
let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
self.apply(info: unsafeBody, function: unsafeBitCast(callback, to: CGPathApplierFunction.self))
}
func getPathElementsPoints() -> [CGPoint] {
var arrayPoints : [CGPoint]! = [CGPoint]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
case .addLineToPoint:
arrayPoints.append(element.points[0])
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
default: break
}
}
return arrayPoints
}
func getPathElementsPointsAndTypes() -> ([CGPoint],[CGPathElementType]) {
var arrayPoints : [CGPoint]! = [CGPoint]()
var arrayTypes : [CGPathElementType]! = [CGPathElementType]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addLineToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
arrayTypes.append(element.type)
default: break
}
}
return (arrayPoints,arrayTypes)
}
}
Swift > 4.1 (also Swift 5.x) and iOS 9.x and > compatible
extension CGPath {
func forEach( body: @escaping @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
let callback: @convention(c) (UnsafeMutableRawPointer, UnsafePointer<CGPathElement>) -> Void = { (info, element) in
let body = unsafeBitCast(info, to: Body.self)
body(element.pointee)
}
//print(MemoryLayout.size(ofValue: body))
let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
self.apply(info: unsafeBody, function: unsafeBitCast(callback, to: CGPathApplierFunction.self))
}
func getPathElementsPoints() -> [CGPoint] {
var arrayPoints : [CGPoint]! = [CGPoint]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
case .addLineToPoint:
arrayPoints.append(element.points[0])
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
default: break
}
}
return arrayPoints
}
func getPathElementsPointsAndTypes() -> ([CGPoint],[CGPathElementType]) {
var arrayPoints : [CGPoint]! = [CGPoint]()
var arrayTypes : [CGPathElementType]! = [CGPathElementType]()
self.forEach { element in
switch (element.type) {
case CGPathElementType.moveToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addLineToPoint:
arrayPoints.append(element.points[0])
arrayTypes.append(element.type)
case .addQuadCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
case .addCurveToPoint:
arrayPoints.append(element.points[0])
arrayPoints.append(element.points[1])
arrayPoints.append(element.points[2])
arrayTypes.append(element.type)
arrayTypes.append(element.type)
arrayTypes.append(element.type)
default: break
}
}
return (arrayPoints,arrayTypes)
}
}
You can use CGPathApply() to iterate over every segment in the path and run a custom function with that segment. That will give you all the information the path has.
However, if by "all the CGPoint(s)", you meant every point that has a pixel rendered to it, that's an infinitely-sized set. Although you could certainly use the apply function to get each segment, and then for every non-move segment, evaluate your own math with the segment's control points to get a list of points at whatever density you want.
Apple added instance method CGPath.applyWithBlock, available for iOS11.0+ and macOS10.13+
You still can examine each element of a path with CGPath.apply as explained in previous answers. But if you want to avoid using C style pointers and unsafeBitCast, you should use the much more convenient instance method applyWithBlock
.
For example, if you want to get an array of CGPoints of a CGPath you can add an extension to CGPath, in this example a computed property(points) that collects the CGPoints of the CGPath:
/// Extension to collect CGPath points
extension CGPath {
/// this is a computed property, it will hold the points we want to extract
var points: [CGPoint] {
/// this is a local transient container where we will store our CGPoints
var arrPoints: [CGPoint] = []
// applyWithBlock lets us examine each element of the CGPath, and decide what to do
self.applyWithBlock { element in
switch element.pointee.type
{
case .moveToPoint, .addLineToPoint:
arrPoints.append(element.pointee.points.pointee)
case .addQuadCurveToPoint:
arrPoints.append(element.pointee.points.pointee)
arrPoints.append(element.pointee.points.advanced(by: 1).pointee)
case .addCurveToPoint:
arrPoints.append(element.pointee.points.pointee)
arrPoints.append(element.pointee.points.advanced(by: 1).pointee)
arrPoints.append(element.pointee.points.advanced(by: 2).pointee)
default:
break
}
}
// We are now done collecting our CGPoints and so we can return the result
return arrPoints
}
}