判断给定的点是否被一个CGRect包含,可以用CGRectContainsPoint函数
BOOLcontains=CGRectContainsPoint(CGRectrect,CGPointpoint);
判断一个CGRect是否包含再另一个CGRect里面,常用与测试给定的对象之间是否又重叠
BOOLcontains =CGRectContainsRect(CGRectrect1,CGRectrect2);
判断两个结构体是否有交错.可以用CGRectIntersectsRect
BOOLcontains =CGRectIntersectsRect(CGRectrect1,CGRectrect2);
floatfloat_ =CGRectGetMaxX(CGRectrect);返回矩形右边缘的坐标
CGRectGetMinY返回矩形顶部的坐标
CGRectGetMidX返回矩形中心X的坐标
CGRectGetMidY返回矩形中心Y的坐标
CGRectGetMinX 返回矩形左边缘的坐标
CGRectGetMaxY返回矩形底部的坐标
CGRectInset((cgrect)(例如:fram.bouns), (float)a, (float)b;//将一个矩形上下a,左右加边界b;返回值是一个cgrect
CGRectOffset((cgrect), (float)a, (float)b);//作用将一个方框向左a向下b移动一定距离,产生一个新的方框
还有就是需要定义一些 策略 示例代码
#import <UIKit/UIKit.h>
@interface UIView (Frame)
@property (nonatomic, assign) CGFloat x;
@property (nonatomic, assign) CGFloat y;
@property (nonatomic, assign) CGFloat width;
@property (nonatomic, assign) CGFloat height;
@property (nonatomic, assign) CGPoint origin;
@property (nonatomic, assign) CGSize size; @end
#import "UIView+Frame.h"
@implementation UIView (Frame)
- (void)setX:(CGFloat)x {
CGRect frame = self.frame;
frame.origin.x = x;
self.frame = frame;
}
- (CGFloat)x {
return self.frame.origin.x;
}
- (void)setY:(CGFloat)y {
CGRect frame = self.frame;
frame.origin.y = y;
self.frame = frame;
}
- (CGFloat)y { return self.frame.origin.y; }
- (void)setWidth:(CGFloat)width { CGRect frame = self.frame; frame.size.width = width; self.frame = frame; }
- (CGFloat)width { return self.frame.size.width; }
- (void)setHeight:(CGFloat)height { CGRect frame = self.frame; frame.size.height = height; self.frame = frame; }
- (CGFloat)height { return self.frame.size.height; }
- (void)setOrigin:(CGPoint)origin { CGRect frame = self.frame; frame.origin = origin; self.frame = frame; }
- (CGPoint)origin { return self.frame.origin; }
-(void)setSize:(CGSize)size { CGRect frame = self.frame; frame.size = size; self.frame = frame; }
-(CGSize)size { return self.frame.size; }
@end
还可以扩展 bottom top 等
这样写了之后,工程里用的就很方便啦