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CoreGraphics+Ex.swift
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//
// CoreGraphics+Extension.swift
//
// Created by Augus on 3/19/16.
// Copyright © 2016 iAugus. All rights reserved.
//
import UIKit
// MARK: -
extension CGRect {
var center: CGPoint {
let x = origin.x + width / 2
let y = origin.y + height / 2
return CGPoint(x: x, y: y)
}
// MARK: -
var Max: CGRect {
var rect = self
let _max = max(width, height)
rect.size = CGSize(width: _max, height: _max)
return rect
}
var Min: CGRect {
var rect = self
let _min = min(width, height)
rect.size = CGSize(width: _min, height: _min)
return rect
}
// MARK: -
func changeOriginX(_ x: CGFloat) -> CGRect {
var frame = self
frame.origin.x = x
return frame
}
func changeOriginY(_ y: CGFloat) -> CGRect {
var frame = self
frame.origin.y = y
return frame
}
func changeMaxX(_ x: CGFloat) -> CGRect {
return changeOriginX(x - width)
}
func changeMaxY(_ y: CGFloat) -> CGRect {
return changeOriginY(y - height)
}
func changeMidX(_ x: CGFloat) -> CGRect {
return changeOriginX(x - width / 2)
}
func changeMidY(_ y: CGFloat) -> CGRect {
return changeOriginY(y - height / 2)
}
// MARK: -
func plusX(_ delta: CGFloat) -> CGRect {
var frame = self
frame.origin.x += delta
return frame
}
func plusY(_ delta: CGFloat) -> CGRect {
var frame = self
frame.origin.y += delta
return frame
}
func plusPoint(_ point: CGPoint) -> CGRect {
var frame = self
frame.origin.x += point.x
frame.origin.y += point.y
return frame
}
func plusXY(_ x: CGFloat, _ y: CGFloat) -> CGRect {
let point = CGPoint(x: x, y: y)
return plusPoint(point)
}
func plusWidth(_ width: CGFloat) -> CGRect {
var rect = self
rect.size.width += width
return rect
}
func plusHeight(_ height: CGFloat) -> CGRect {
var rect = self
rect.size.height += height
return rect
}
}
extension CGPoint {
func plusX(_ x: CGFloat) -> CGPoint {
var point = self
point.x += x
return point
}
func plusY(_ y: CGFloat) -> CGPoint {
var point = self
point.y += y
return point
}
func plusPoint(_ point: CGPoint) -> CGPoint {
var new = self
new.x += point.x
new.y += point.y
return new
}
func plusXY(_ x: CGFloat, _ y: CGFloat) -> CGPoint {
return plusPoint(CGPoint(x: x, y: y))
}
}
extension CGSize {
var Max: CGSize {
let _max = max(width, height)
return CGSize(width: _max, height: _max)
}
var Min: CGSize {
let _max = min(width, height)
return CGSize(width: _max, height: _max)
}
var maxSL: CGFloat {
return max(width, height)
}
var minSL: CGFloat {
return min(width, height)
}
}
// MARK: -
extension CGRect {
var randomPoint: CGPoint {
let origin = self.origin
let x = CGFloat(arc4random_uniform(UInt32(self.width))) + origin.x
let y = CGFloat(arc4random_uniform(UInt32(self.height))) + origin.y
return CGPoint(x: x, y: y)
}
}
// MARK: - distance
func CGDistance(_ p1: CGPoint, _ p2: CGPoint) -> CGFloat {
guard p1 != p2 else { return 0 }
return sqrt(pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2))
}
func CGTriangleDistance(_ l1: CGFloat, _ l2: CGFloat) -> CGFloat {
guard l1 != 0 && l2 != 0 else { return 0 }
return sqrt(pow(l1, 2) + pow(l2, 2))
}
// MARK: - point
func CGPointInsideLoop(_ point: CGPoint, center: CGPoint, firstRadius: CGFloat, secondRadius: CGFloat) -> Bool {
let area = touchArea(point, center: center)
let smaller = square(min(firstRadius, secondRadius))
let bigger = square(max(firstRadius, secondRadius))
if area >= smaller && area <= bigger {
return true
}
return false
}
func CGPointInsideCircle(_ point: CGPoint, center: CGPoint, radius: CGFloat) -> Bool {
let area = touchArea(point, center: center)
if area <= square(radius) {
return true
}
return false
}
private func touchArea(_ point: CGPoint, center: CGPoint) -> Double {
return square(point.x - center.x) + square(point.y - center.y)
}
private func square(_ x: CGFloat) -> Double {
return pow(Double(x), 2)
}
// MARK: -
func CGRectsNotContainPoint(_ point: CGPoint, rects: CGRect...) -> Bool {
return CGRectsNotContainPoint(point, rects: rects)
}
func CGRectsNotContainPoint(_ point: CGPoint, rects: Array<CGRect>) -> Bool {
for rect in rects {
if rect.contains(point) {
return false
}
}
return true
}
// MARK: -
func CGSizeWithEqualLength(_ sideLength: CGFloat) -> CGSize {
return CGSize(width: sideLength, height: sideLength)
}
func CGSizeWithEqualLength(_ sideLength: Double) -> CGSize {
return CGSize(width: sideLength, height: sideLength)
}
func CGSizeWithEqualLength(_ sideLength: Int) -> CGSize {
return CGSize(width: sideLength, height: sideLength)
}
// MARK: - Math Function
func CGLinearFunction(_ point1: CGPoint, _ point2: CGPoint, x: CGFloat) -> CGPoint {
let k = (point2.y - point1.y) / (point1.x - point1.x)
let b = (point1.y + point2.y - k * (point1.x + point2.x)) / 2
let y = k * x + b
return CGPoint(x: x, y: y)
}
func CGLinearFunction(_ point1: CGPoint, _ point2: CGPoint, y: CGFloat) -> CGPoint {
let point = CGLinearFunction(point1, point2, x: y)
return CGPoint(x: point.y, y: point.x)
}
func CGLinearFunctionIsPointOnLine(_ point1: CGPoint, _ point2: CGPoint, _ point3: CGPoint) -> Bool {
let k = (point2.y - point1.y) / (point1.x - point1.x)
let b = (point1.y + point2.y - k * (point1.x + point2.x)) / 2
return point3.y == k * point3.x + b
}