AutoLayout2
iOS 开发中 Storyboard 的运用非常的常见,所以通过代码设置 AutoLayout 的场景会比较少。但是不代表没有。
需要纯代码构建界面(公司要求,创建 UI 控件) 需要根据屏幕方向或数据内容提供不同的约束方案。可是苹果提供的 Autolayout 语法真是要让人抓狂的节奏。于是衍生了很多类库,如
Stevia Masonry …另外还有 MyLinearLayout ,这是基于 frame 的自动布局方案。
每一个方案都有自己不同的解决方法,有侧重于代码直观可读的,有侧重于代码简洁的。我自己比较喜欢能让代码变得更加简洁,当然这是在保证可读性的情况下的。
所以我就这一块进行比较深入的了解,并造一个*作为自己的学习成果。
背景知识
NSLayoutConstraint
NSLayoutConstraint(item view1: AnyObject, attribute attr1: NSLayoutAttribute, relatedBy relation: NSLayoutRelation, toItem view2: AnyObject?, attribute attr2: NSLayoutAttribute, multiplier multiplier: CGFloat, constant c: CGFloat)
整个*就围绕着这一个核心方法来进行。
基础属性item: 需要添加约束的对象 attr1: 对 item 进行约束的边 relation: 约束关系,大于小于等于 toItem: 约束的相对对象,可以是父视图或其他兄弟视图 attr2: 相对对象的约束边 multiplier: 位置计算的倍数参数 constant: 位置计算的常数参数 其他属性
priority: 约束的优先级。 active: 约束是否生效 identify: 可以给约束添加标识符 约束的计算式
item.attr1 = toItem.attr2 * multiplier + constant
编程">链式编程
将多个相关操作通过 (.) 号连接起来,增加代码块的逻辑性以及可读性。最简单的实现办法,就是将函数的返回值设置为返回对象本身。
自定义操作符
设置自定义操作符infix operator +-: AdditionPrecedence
操作符的位置(前中后缀) operator 操作符: 操作符优先级组
extension Vector2D { static func +- (left: Vector2D, right: Vector2D) -> Vector2D { return Vector2D(x: left.x + right.x, y: left.y - right.y) } }
在 Swift 3 之前,操作符的运算还只能添加到全局, Swift 3 已经可以添加到类当中了,不过需要用 static 前缀。(那么还是一个全局……但是这样的改进对代码的易读性会更好,毕竟一看就知道这是有关于哪一个类的运算。)
不过差别还是有的,添加到类当中的运算必须要有该类作为参数之一。这其实还是很好理解其中的逻辑的,毕竟跟它没关系你添加到它里面干嘛呢……
操作符优先级苹果的标准操作符等级
Swift Standard Library Operators
添加自定义操作符等级
precedencegroup precedence group name {
higherThan: lower group names
lowerThan: higher group names
associativity: associativity
assignment: assignment
}
思考
要点
进行 AutoLayout 的时候,有几个元素是需要考虑清楚的。
Who给哪个对象设置约束。 相对于哪个对象。 约束添加到那一个对象中。(一般是父视图) Where
设置的约束是哪一条边。 相对哪一条边。 When
什么时候进行添加?
方案
对此我做了两方面的尝试:
链式:通过链式给视图添加约束,大概是这样Layout(view, item, second).leading().top().trailing().bottom()重写操作符:通过操作符直观的表达约束关系
Layout(view).auto { item.top == second.top * 1.5 + 10 ... }
两者的优缺点都有吧,链式可以极大的缩短代码的长度,操作符可以直观的“看到”约束是怎么样的,而且也比较好玩,但是代码量却不少。到底是更短的代码,还是更易读的代码……这是一个需要好好平衡的问题。
实现
伪代码
Propertyweak var view: UIView weak var first: UIView weak var second: UIView 链式 Methods
辅助方法
视图变化类方法:用于设置三个属性 约束获取方法:用于获取设置之后的约束,以留着后期用于动画等操作。 设置方法
完全自定义的方法 设置视图尺寸的方法 设置 first 和 second 单边约束的方法 常用的双边方法 常用的多边方法 操作符 Methods
class View 用于进行操作符运算的新类型,保存约束所需要的信息。
Property
weak var
super: UIView? weak var view: UIView! var attribute: NSLayoutAttribute var constant: CGFloat = 0 var multiplier: CGFloat = 1 var priority: UILayoutPriority? Init 重写操作符
== <= >= : 添加运算 / : 设置 multiplier : 设置 constant >>> : 设置 priority 扩展 UIView 添加相应约束的属性,造成可以直接 UIView 设置约束的错觉。
实现
// // Layout.swift // Layout // // Created by 黄穆斌 on 16/9/24. // Copyright ? 2016年 MuBinHuang. All rights reserved. // import UIKit // MARK: - Layout class Layout { // MARK: Views weak var view: UIView! weak var first: UIView! weak var second: UIView! // MARK: Init init(_ view: UIView) { self.view = view } // MARK: Set View func view(_ first: UIView) -> Layout { self.first = first self.first.translatesAutoresizingMaskIntoConstraints = false if self.second == nil { self.second = self.view } return self } func to(_ second: UIView) -> Layout { self.second = second return self } // MARK: Constraints var constrants: [NSLayoutConstraint] = [] @discardableResult func get(layouts: ([NSLayoutConstraint]) -> Void) -> Layout { layouts(constrants) return self } @discardableResult func clear() -> Layout { constrants.removeAll(keepingCapacity: true) return self } // MARK: Custom Edge Methods @discardableResult func layout(edge: NSLayoutAttribute, to: NSLayoutAttribute? = nil, constant: CGFloat = 0, multiplier: CGFloat = 1, priority: UILayoutPriority = UILayoutPriorityDefaultHigh, related: NSLayoutRelation = .equal) -> Layout { let layout = NSLayoutConstraint(item: first, attribute: edge, relatedBy: related, toItem: second, attribute: to ?? edge, multiplier: multiplier, constant: constant) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func equal(edges: NSLayoutAttribute...) -> Layout { for edge in edges { let layout = NSLayoutConstraint( item: first, attribute: edge, relatedBy: .equal, toItem: second, attribute: edge, multiplier: 1, constant: 0 ) view.addConstraint(layout) constrants.append(layout) } return self } // MARK: - Size Edge Methods @discardableResult func size(height: CGFloat, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1, constant: height ) layout.priority = priority first.addConstraint(layout) constrants.append(layout) return self } @discardableResult func size(width: CGFloat, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1, constant: width ) layout.priority = priority first.addConstraint(layout) constrants.append(layout) return self } @discardableResult func size(ratio: CGFloat, constant: CGFloat = 0, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .width, relatedBy: .equal, toItem: first, attribute: .height, multiplier: ratio, constant: constant ) layout.priority = priority first.addConstraint(layout) constrants.append(layout) return self } // MARK: - One Edge Methods @discardableResult func leading(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .leading, relatedBy: relate, toItem: second, attribute: .leading, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func trailing(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .trailing, relatedBy: relate, toItem: second, attribute: .trailing, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func top(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .top, relatedBy: relate, toItem: second, attribute: .top, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func bottom(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .bottom, relatedBy: relate, toItem: second, attribute: .bottom, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func centerX(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .centerX, relatedBy: relate, toItem: second, attribute: .centerX, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func centerY(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .centerY, relatedBy: relate, toItem: second, attribute: .centerY, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func width(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .width, relatedBy: relate, toItem: second, attribute: .width, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } @discardableResult func height(_ constant: CGFloat = 0, multiplier: CGFloat = 1, relate: NSLayoutRelation = .equal, priority: UILayoutPriority = UILayoutPriorityDefaultHigh) -> Layout { let layout = NSLayoutConstraint( item: first, attribute: .height, relatedBy: relate, toItem: second, attribute: .height, multiplier: multiplier, constant: constant ) layout.priority = priority view.addConstraint(layout) constrants.append(layout) return self } // MARK: Two Edge Methods /// width and height @discardableResult func size(_ constant: CGFloat = 0, multiplier: CGFloat = 1) -> Layout { let _ = { let layout = NSLayoutConstraint( item: first, attribute: .width, relatedBy: .equal, toItem: second, attribute: .width, multiplier: multiplier, constant: constant ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .height, relatedBy: .equal, toItem: second, attribute: .height, multiplier: multiplier, constant: constant ) view.addConstraint(layout) constrants.append(layout) }() return self } /// centerX and centerY @discardableResult func center(_ constant: CGFloat = 0, multiplier: CGFloat = 1) -> Layout { let _ = { let layout = NSLayoutConstraint( item: first, attribute: .centerX, relatedBy: .equal, toItem: second, attribute: .centerX, multiplier: multiplier, constant: constant ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .centerY, relatedBy: .equal, toItem: second, attribute: .centerY, multiplier: multiplier, constant: constant ) view.addConstraint(layout) constrants.append(layout) }() return self } // MARK: Four Edge Methods /// top, bottom, leading, trailing @discardableResult func edges(zoom: CGFloat = 0) -> Layout { let _ = { let layout = NSLayoutConstraint( item: first, attribute: .top, relatedBy: .equal, toItem: second, attribute: .top, multiplier: 1, constant: zoom ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .bottom, relatedBy: .equal, toItem: second, attribute: .bottom, multiplier: 1, constant: -zoom ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .leading, relatedBy: .equal, toItem: second, attribute: .leading, multiplier: 1, constant: zoom ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .trailing, relatedBy: .equal, toItem: second, attribute: .trailing, multiplier: 1, constant: -zoom ) view.addConstraint(layout) constrants.append(layout) }() return self } /// width, height, centerX, centerY @discardableResult func align(offset: CGFloat = 0) -> Layout { let _ = { let layout = NSLayoutConstraint( item: first, attribute: .width, relatedBy: .equal, toItem: second, attribute: .width, multiplier: 1, constant: 0 ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .height, relatedBy: .equal, toItem: second, attribute: .height, multiplier: 1, constant: 0 ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .centerX, relatedBy: .equal, toItem: second, attribute: .centerX, multiplier: 1, constant: offset ) view.addConstraint(layout) constrants.append(layout) }() let _ = { let layout = NSLayoutConstraint( item: first, attribute: .centerY, relatedBy: .equal, toItem: second, attribute: .centerY, multiplier: 1, constant: offset ) view.addConstraint(layout) constrants.append(layout) }() return self } } // MARK: - Advanced Using // MAKR: Custom Operation /// Using to set the layout's priority. infix operator >>>: AdditionPrecedence // MARK: Safe Call Interface extension Layout { static weak var `super`: UIView? @discardableResult func auto(_ layouts: () -> Void) -> Layout { DispatchQueue.main.sync { Layout.super = self.view layouts() Layout.super = nil } return self } } // MARK: - Layout.View extension Layout { class View { weak var `super`: UIView? weak var view: UIView! var attribute: NSLayoutAttribute var constant: CGFloat = 0 var multiplier: CGFloat = 1 var priority: UILayoutPriority? init(view: UIView, attribute: NSLayoutAttribute) { self.view = view self.attribute = attribute } } } // MARK: - Custom Operations extension Layout.View { // MARK: Results @discardableResult static func == (left: Layout.View, right: Layout.View) -> NSLayoutConstraint { let layout = NSLayoutConstraint(item: left.view, attribute: left.attribute, relatedBy: .equal, toItem: right.view, attribute: right.attribute, multiplier: right.multiplier, constant: right.constant) if right.priority != nil { layout.priority = right.priority! } if right.super == nil { Layout.super?.addConstraint(layout) } else { right.super?.addConstraint(layout) } return layout } @discardableResult static func == (left: Layout.View, right: CGFloat) -> NSLayoutConstraint { let layout = NSLayoutConstraint(item: left.view, attribute: left.attribute, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1, constant: right) left.view.addConstraint(layout) return layout } @discardableResult static func <= (left: Layout.View, right: Layout.View) -> NSLayoutConstraint { let layout = NSLayoutConstraint(item: left.view, attribute: left.attribute, relatedBy: .lessThanOrEqual, toItem: right.view, attribute: right.attribute, multiplier: right.multiplier, constant: right.constant) if right.priority != nil { layout.priority = right.priority! } if right.super == nil { Layout.super?.addConstraint(layout) } else { right.super?.addConstraint(layout) } return layout } @discardableResult static func >= (left: Layout.View, right: Layout.View) -> NSLayoutConstraint { let layout = NSLayoutConstraint(item: left.view, attribute: left.attribute, relatedBy: .greaterThanOrEqual, toItem: right.view, attribute: right.attribute, multiplier: right.multiplier, constant: right.constant) if right.priority != nil { layout.priority = right.priority! } if right.super == nil { Layout.super?.addConstraint(layout) } else { right.super?.addConstraint(layout) } return layout } // MARK: Values Set static func + (left: Layout.View, right: CGFloat) -> Layout.View { left.constant = right return left } static func - (left: Layout.View, right: CGFloat) -> Layout.View { left.constant = -right return left } static func * (left: Layout.View, right: CGFloat) -> Layout.View { left.multiplier = right return left } static func / (left: Layout.View, right: CGFloat) -> Layout.View { left.multiplier = 1/right return left } static func >>> (left: Layout.View, right: UILayoutPriority) -> Layout.View { left.priority = right return left } } // MARK: - Extension UIView extension UIView { var leading: Layout.View { return Layout.View(view: self, attribute: .leading) } var trailing: Layout.View { return Layout.View(view: self, attribute: .trailing) } var top: Layout.View { return Layout.View(view: self, attribute: .top) } var bottom: Layout.View { return Layout.View(view: self, attribute: .bottom) } var centerX: Layout.View { return Layout.View(view: self, attribute: .centerX) } var centerY: Layout.View { return Layout.View(view: self, attribute: .centerY) } var width: Layout.View { return Layout.View(view: self, attribute: .width) } var height: Layout.View { return Layout.View(view: self, attribute: .height) } }
总结
这篇明显的带有水分……可能是因为我对 AutoLayout 的封装还停留在非常浅层次的缘故。所谓的封装也只是写了一堆的方法,然后打包起来等着使用。唯一比较能说得上的学习点,就是对于链式编程的尝试以及自定义操作符的学习。
希望在接下来的使用中,可以对它进行改进。
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