You need to go down CGPathand use CGPathApplyto move items. You only need the first, but you must look at them all.
, "". UIBezierPath ( , .)
rob mayoff CGPath.forEach, , :
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)
}
let unsafeBody = unsafeBitCast(body, UnsafeMutablePointer<Void>.self)
CGPathApply(self, unsafeBody, callback)
}
}
extension UIBezierPath {
func firstPoint() -> CGPoint? {
var firstPoint: CGPoint? = nil
self.CGPath.forEach { element in
guard firstPoint == nil else { return }
assert(element.type == .MoveToPoint, "Expected the first point to be a move")
firstPoint = element.points.memory
}
return firstPoint
}
}
Swift 3 :
extension CGPath {
func forEach( body: @convention(block) (CGPathElement) -> Void) {
typealias Body = @convention(block) (CGPathElement) -> Void
func callback(info: UnsafeMutableRawPointer?, element: UnsafePointer<CGPathElement>) {
let body = unsafeBitCast(info, to: Body.self)
body(element.pointee)
}
let unsafeBody = unsafeBitCast(body, to: UnsafeMutableRawPointer.self)
self.apply(info: unsafeBody, function: callback)
}
}
extension UIBezierPath {
func firstPoint() -> CGPoint? {
var firstPoint: CGPoint? = nil
self.cgPath.forEach { element in
guard firstPoint == nil else { return }
assert(element.type == .moveToPoint, "Expected the first point to be a move")
firstPoint = element.points.pointee
}
return firstPoint
}
}