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CGRectMake, CGPointMake, CGSizeMake, CGRectZero, CGPointZero is unavailable in Swift

CGRect Can be simply created using an instance of a CGPoint or CGSize, thats given below.

let rect = CGRect(origin: CGPoint(x: 0,y :0), size: CGSize(width: 100, height: 100))  

// Or

let rect = CGRect(origin: .zero, size: CGSize(width: 100, height: 100))

Or if we want to specify each value in CGFloat or Double or Int, we can use this method.

let rect = CGRect(x: 0, y: 0, width: 100, height: 100) // CGFloat, Double, Int

CGPoint Can be created like this.

 let point = CGPoint(x: 0,y :0) // CGFloat, Double, Int

CGSize Can be created like this.

let size = CGSize(width: 100, height: 100) // CGFloat, Double, Int

Also size and point with 0 as the values, it can be done like this.

let size = CGSize.zero // width = 0, height = 0
let point = CGPoint.zero // x = 0, y = 0, equal to CGPointZero
let rect = CGRect.zero // equal to CGRectZero

CGRectZero & CGPointZero replaced with CGRect.zero & CGPoint.zero in Swift 3.0.


Quick fix for CGRectMake , CGPointMake, CGSizeMake in Swift3 & iOS10

Add these extensions :

extension CGRect{
    init(_ x:CGFloat,_ y:CGFloat,_ width:CGFloat,_ height:CGFloat) {
        self.init(x:x,y:y,width:width,height:height)
    }

}
extension CGSize{
    init(_ width:CGFloat,_ height:CGFloat) {
        self.init(width:width,height:height)
    }
}
extension CGPoint{
    init(_ x:CGFloat,_ y:CGFloat) {
        self.init(x:x,y:y)
    }
}

Then go to "Find and Replace in Workspace" Find CGRectMake , CGPointMake, CGSizeMake and Replace them with CGRect , CGPoint, CGSize

These steps might save all the time as Xcode right now doesn't give us quick conversion from Swift 2+ to Swift 3


In Swift 3, you can simply use CGPoint.zero or CGRect.zero in place of CGRectZero or CGPointZero.

However, in Swift 4, CGRect.zero and 'CGPoint.zero' will work


If you want to use them as in swift 2, you can use these funcs:

For CGRectMake:

func CGRectMake(_ x: CGFloat, _ y: CGFloat, _ width: CGFloat, _ height: CGFloat) -> CGRect {
    return CGRect(x: x, y: y, width: width, height: height)
}

For CGPointMake:

func CGPointMake(_ x: CGFloat, _ y: CGFloat) -> CGPoint {
    return CGPoint(x: x, y: y)
}

For CGSizeMake:

func CGSizeMake(_ width: CGFloat, _ height: CGFloat) -> CGSize {
    return CGSize(width: width, height: height)
}

Just put them outside any class and it should work. (Works for me at least)


The structures as well as all other symbols in Core Graphics and other APIs have become cleaner and also include parameter names. https://developer.apple.com/reference/coregraphics#symbols

CGRect(x: Int, y: Int, width: Int, height: Int)
CGVector(dx: Int, dy: Int)
CGPoint(x: Double, y: Double)
CGSize(width: Int, height: Int)

CGPoint Example:

let newPoint = stackMid.convert(CGPoint(x: -10, y: 10), to: self)

CGVector Example:

self.physicsWorld.gravity = CGVector(dx: 0, dy: gravity)

CGSize Example:

hero.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 16, height: 18))

CGRect Example:

let back = SKShapeNode(rect: CGRect(x: 0-120, y: 1024-200-30, width: 240, height: 140), cornerRadius: 20)

Apple Blog

Swift syntax and API renaming changes in Swift 3 make the language feel more natural, and provide an even more Swift-y experience when calling Cocoa frameworks. Popular frameworks Core Graphics and Grand Central Dispatch have new, much cleaner interfaces in Swift.


Swift 3 Bonus: Why didn't anyone mention the short form?

CGRect(origin: .zero, size: size)

.zero instead of CGPoint.zero

When the type is defined, you can safely omit it.


Try the following:

var myToolBar = UIToolbar.init(frame: CGRect.init(x: 0, y: 0, width: 320, height: 44))

This is for the swift's latest version