SnapKit/Snap/Constraint.swift

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//
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// Snap
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//
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// Copyright (c) 2011-2014 Masonry Team - https://github.com/Masonry
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
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#if os(iOS)
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import UIKit
#else
import AppKit
#endif
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public protocol FloatConstantConstraint {
func update(float: Float)
}
public protocol DoubleConstantConstraint {
func update(float: Float)
}
public protocol CGFloatConstantConstraint {
func update(float: Float)
}
public protocol IntConstantConstraint {
func update(float: Float)
}
public protocol UIntConstantConstraint {
func update(float: Float)
}
public protocol CGPointConstantConstraint {
func update(float: Float)
}
public protocol CGSizeConstantConstraint {
func update(size: CGSize)
}
public protocol EdgeInsetsConstantConstraint {
func update(insets: EdgeInsets)
}
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/**
* Constraint is a single item that defines all the properties for a single ConstraintMaker chain
*/
public class Constraint {
public var left: Constraint { return addConstraint(ConstraintAttributes.Left) }
public var top: Constraint { return addConstraint(ConstraintAttributes.Top) }
public var right: Constraint { return addConstraint(ConstraintAttributes.Right) }
public var bottom: Constraint { return addConstraint(ConstraintAttributes.Bottom) }
public var leading: Constraint { return addConstraint(ConstraintAttributes.Leading) }
public var trailing: Constraint { return addConstraint(ConstraintAttributes.Trailing) }
public var width: Constraint { return addConstraint(ConstraintAttributes.Width) }
public var height: Constraint { return addConstraint(ConstraintAttributes.Height) }
public var centerX: Constraint { return addConstraint(ConstraintAttributes.CenterX) }
public var centerY: Constraint { return addConstraint(ConstraintAttributes.CenterY) }
public var baseline: Constraint { return addConstraint(ConstraintAttributes.Baseline) }
public var and: Constraint { return self }
public var with: Constraint { return self }
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// MARK: initializer
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internal init(fromItem: ConstraintItem) {
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self.fromItem = fromItem
self.toItem = ConstraintItem(object: nil, attributes: ConstraintAttributes.None)
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}
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// MARK: equalTo
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public func equalTo(other: ConstraintItem) -> Constraint {
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return constrainTo(other, relation: .Equal)
}
public func equalTo(other: View) -> Constraint {
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return constrainTo(other, relation: .Equal)
}
#if os(iOS)
public func equalTo(other: UILayoutSupport) -> Constraint {
return constrainTo(other, relation: .Equal)
}
#endif
public func equalTo(other: Float) -> Constraint {
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return constrainTo(other, relation: .Equal)
}
public func equalTo(other: Double) -> Constraint {
return constrainTo(Float(other), relation: .Equal)
}
public func equalTo(other: CGFloat) -> Constraint {
return constrainTo(Float(other), relation: .Equal)
}
public func equalTo(other: Int) -> Constraint {
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return constrainTo(Float(other), relation: .Equal)
}
public func equalTo(other: UInt) -> Constraint {
return constrainTo(Float(other), relation: .Equal)
}
public func equalTo(other: CGSize) -> Constraint {
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return constrainTo(other, relation: .Equal)
}
public func equalTo(other: CGPoint) -> Constraint {
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return constrainTo(other, relation: .Equal)
}
public func equalTo(other: EdgeInsets) -> Constraint {
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return constrainTo(other, relation: .Equal)
}
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// MARK: lessThanOrEqualTo
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public func lessThanOrEqualTo(other: ConstraintItem) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: View) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
}
#if os(iOS)
public func lessThanOrEqualTo(other: UILayoutSupport) -> Constraint {
return constrainTo(other, relation: .LessThanOrEqualTo)
}
#endif
public func lessThanOrEqualTo(other: Float) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: Double) -> Constraint {
return constrainTo(Float(other), relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: CGFloat) -> Constraint {
return constrainTo(Float(other), relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: Int) -> Constraint {
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return constrainTo(Float(other), relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: UInt) -> Constraint {
return constrainTo(Float(other), relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: CGSize) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: CGPoint) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
}
public func lessThanOrEqualTo(other: EdgeInsets) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
}
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// MARK: greaterThanOrEqualTo
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public func greaterThanOrEqualTo(other: ConstraintItem) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
func greaterThanOrEqualTo(other: View) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
#if os(iOS)
public func greaterThanOrEqualTo(other: UILayoutSupport) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
#endif
public func greaterThanOrEqualTo(other: Float) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
public func greaterThanOrEqualTo(other: Double) -> Constraint {
return constrainTo(Float(other), relation: .GreaterThanOrEqualTo)
}
public func greaterThanOrEqualTo(other: CGFloat) -> Constraint {
return constrainTo(Float(other), relation: .GreaterThanOrEqualTo)
}
public func greaterThanOrEqualTo(other: Int) -> Constraint {
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return constrainTo(Float(other), relation: .GreaterThanOrEqualTo)
}
public func greaterThanOrEqualTo(other: UInt) -> Constraint {
return constrainTo(Float(other), relation: .GreaterThanOrEqualTo)
}
public func greaterThanOrEqualTo(other: CGSize) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
public func greaterThanOrEqualTo(other: CGPoint) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
public func greaterThanOrEqualTo(other: EdgeInsets) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
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// MARK: multiplier
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public func multipliedBy(amount: Float) -> Constraint {
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self.multiplier = amount
return self
}
public func multipliedBy(amount: Double) -> Constraint {
return self.multipliedBy(Float(amount))
}
public func multipliedBy(amount: CGFloat) -> Constraint {
return self.multipliedBy(Float(amount))
}
public func multipliedBy(amount: Int) -> Constraint {
return self.multipliedBy(Float(amount))
}
public func multipliedBy(amount: UInt) -> Constraint {
return self.multipliedBy(Float(amount))
}
public func dividedBy(amount: Float) -> Constraint {
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self.multiplier = 1.0 / amount;
return self
}
public func dividedBy(amount: Double) -> Constraint {
return self.dividedBy(Float(amount))
}
public func dividedBy(amount: CGFloat) -> Constraint {
return self.dividedBy(Float(amount))
}
public func dividedBy(amount: Int) -> Constraint {
return self.dividedBy(Float(amount))
}
public func dividedBy(amount: UInt) -> Constraint {
return self.dividedBy(Float(amount))
}
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// MARK: priority
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public func priority(priority: Float) -> Constraint {
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self.priority = priority
return self
}
public func priority(priority: Double) -> Constraint {
return self.priority(Float(priority))
}
public func priority(priority: CGFloat) -> Constraint {
return self.priority(Float(priority))
}
public func priority(priority: UInt) -> Constraint {
return self.priority(Float(priority))
}
public func priority(priority: Int) -> Constraint {
return self.priority(Float(priority))
}
public func priorityRequired() -> Constraint {
return self.priority(1000.0)
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}
public func priorityHigh() -> Constraint {
return self.priority(750.0)
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}
public func priorityLow() -> Constraint {
return self.priority(250.0)
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}
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// MARK: offset
public func offset(amount: Float) -> Constraint {
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self.offset = amount
return self
}
public func offset(amount: Double) -> Constraint {
return self.offset(Float(amount))
}
public func offset(amount: CGFloat) -> Constraint {
return self.offset(Float(amount))
}
public func offset(amount: Int) -> Constraint {
return self.offset(Float(amount))
}
public func offset(amount: UInt) -> Constraint {
return self.offset(Float(amount))
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}
public func offset(amount: CGPoint) -> Constraint {
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self.offset = amount
return self
}
public func offset(amount: CGSize) -> Constraint {
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self.offset = amount
return self
}
public func offset(amount: EdgeInsets) -> Constraint {
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self.offset = amount
return self
}
// MARK: insets
public func insets(amount: EdgeInsets) -> Constraint {
self.offset = amount
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return self
}
// MARK: internal
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internal func install(updateExisting: Bool = false) -> Array<LayoutConstraint> {
if self.installedOnView != nil {
NSException(name: "Cannot Install Constraint", reason: "Already installed", userInfo: nil).raise()
return []
}
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var installOnView: View? = nil
if self.toItem.view != nil {
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installOnView = Constraint.closestCommonSuperviewFromView(self.fromItem.view, toView: self.toItem.view)
if installOnView == nil {
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NSException(name: "Cannot Install Constraint", reason: "No common superview between views", userInfo: nil).raise()
return []
}
} else {
installOnView = self.fromItem.view?.superview
if installOnView == nil {
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NSException(name: "Cannot Install Constraint", reason: "Missing superview", userInfo: nil).raise()
return []
}
}
var layoutConstraints: Array<LayoutConstraint> = []
let layoutFromAttributes = self.fromItem.attributes.layoutAttributes
let layoutToAttributes = self.toItem.attributes.layoutAttributes
// get layout from
let layoutFrom: View? = self.fromItem.view
// get layout relation
let layoutRelation: NSLayoutRelation = (self.relation != nil) ? self.relation!.layoutRelation : .Equal
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for layoutFromAttribute in layoutFromAttributes {
// get layout to attribute
let layoutToAttribute = (layoutToAttributes.count > 0) ? layoutToAttributes[0] : layoutFromAttribute
// get layout constant
var layoutConstant: CGFloat = layoutToAttribute.snp_constantForValue(self.constant)
layoutConstant += layoutToAttribute.snp_offsetForValue(self.offset)
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// get layout to
var layoutTo: View? = self.toItem.view
if layoutTo == nil && layoutToAttribute != .Width && layoutToAttribute != .Height {
layoutTo = installOnView
}
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// create layout constraint
let layoutConstraint = LayoutConstraint(
item: layoutFrom!,
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attribute: layoutFromAttribute,
relatedBy: layoutRelation,
toItem: layoutTo,
attribute: layoutToAttribute,
multiplier: CGFloat(self.multiplier),
constant: layoutConstant)
// set priority
layoutConstraint.priority = self.priority
// set constraint
layoutConstraint.constraint = self
layoutConstraints.append(layoutConstraint)
}
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// special logic for updating
if updateExisting {
// get existing constraints for this view
let existingLayoutConstraints = reverse(layoutFrom!.snp_installedLayoutConstraints)
// array that will contain only new layout constraints
var newLayoutConstraints = Array<LayoutConstraint>()
// begin looping
for layoutConstraint in layoutConstraints {
// layout constraint that should be updated
var updateLayoutConstraint: LayoutConstraint? = nil
// loop through existing and check for match
for existingLayoutConstraint in existingLayoutConstraints {
if existingLayoutConstraint == layoutConstraint {
updateLayoutConstraint = existingLayoutConstraint
break
}
}
// if we have existing one lets just update the constant
if updateLayoutConstraint != nil {
updateLayoutConstraint!.constant = layoutConstraint.constant
}
// otherwise add this layout constraint to new list
else {
newLayoutConstraints.append(layoutConstraint)
}
}
// set constraints to only new ones
layoutConstraints = newLayoutConstraints
}
// add constarints
installOnView!.addConstraints(layoutConstraints)
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self.installedOnView = installOnView
return layoutConstraints
}
internal func uninstall() {
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if let view = self.installedOnView {
#if os(iOS)
var installedConstraints = view.constraints()
#else
var installedConstraints = view.constraints
#endif
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var constraintsToRemove: Array<LayoutConstraint> = []
for installedConstraint in installedConstraints {
if let layoutConstraint = installedConstraint as? LayoutConstraint {
if layoutConstraint.constraint === self {
constraintsToRemove.append(layoutConstraint)
}
}
}
if constraintsToRemove.count > 0 {
view.removeConstraints(constraintsToRemove)
}
}
self.installedOnView = nil
}
// MARK: private
private let fromItem: ConstraintItem
private var toItem: ConstraintItem
private var relation: ConstraintRelation?
private var constant: Any?
private var multiplier: Float = 1.0
private var priority: Float = 1000.0
private var offset: Any?
private weak var installedOnView: View?
private func addConstraint(attributes: ConstraintAttributes) -> Constraint {
if self.relation == nil {
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self.fromItem.attributes += attributes
}
return self
}
private func constrainTo(other: ConstraintItem, relation: ConstraintRelation) -> Constraint {
if other.attributes != ConstraintAttributes.None {
var toLayoutAttributes = other.attributes.layoutAttributes
if toLayoutAttributes.count > 1 {
var fromLayoutAttributes = self.fromItem.attributes.layoutAttributes
if toLayoutAttributes != fromLayoutAttributes {
NSException(name: "Invalid Constraint", reason: "Cannot constrain to multiple non identical attributes", userInfo: nil).raise()
return self
}
other.attributes = ConstraintAttributes.None
}
}
self.toItem = other
self.relation = relation
return self
}
private func constrainTo(other: View, relation: ConstraintRelation) -> Constraint {
return constrainTo(ConstraintItem(object: other, attributes: ConstraintAttributes.None), relation: relation)
}
#if os(iOS)
private func constrainTo(other: UILayoutSupport, relation: ConstraintRelation) -> Constraint {
return constrainTo(ConstraintItem(object: other, attributes: ConstraintAttributes.None), relation: relation)
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}
#endif
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private func constrainTo(other: Float, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(object: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
private func constrainTo(other: Double, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(object: nil, attributes: ConstraintAttributes.None), relation: relation)
}
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private func constrainTo(other: CGSize, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(object: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
private func constrainTo(other: CGPoint, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(object: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
private func constrainTo(other: EdgeInsets, relation: ConstraintRelation) -> Constraint {
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self.constant = other
return constrainTo(ConstraintItem(object: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
private class func closestCommonSuperviewFromView(fromView: View?, toView: View?) -> View? {
var closestCommonSuperview: View?
var secondViewSuperview: View? = toView
while closestCommonSuperview == nil && secondViewSuperview != nil {
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var firstViewSuperview = fromView
while closestCommonSuperview == nil && firstViewSuperview != nil {
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if secondViewSuperview == firstViewSuperview {
closestCommonSuperview = secondViewSuperview
}
firstViewSuperview = firstViewSuperview?.superview
}
secondViewSuperview = secondViewSuperview?.superview
}
return closestCommonSuperview
}
}
private extension NSLayoutAttribute {
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private func snp_offsetForValue(value: Any?) -> CGFloat {
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// Float
if let float = value as? Float {
return CGFloat(float)
}
// Double
else if let double = value as? Double {
return CGFloat(double)
}
// UInt
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else if let int = value as? Int {
return CGFloat(int)
}
// Int
else if let uint = value as? UInt {
return CGFloat(uint)
}
// CGFloat
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else if let float = value as? CGFloat {
return float
}
// CGSize
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else if let size = value as? CGSize {
if self == .Width {
return size.width
} else if self == .Height {
return size.height
}
}
// CGPoint
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else if let point = value as? CGPoint {
if self == .Left || self == .CenterX {
return point.x
} else if self == .Top || self == .CenterY {
return point.y
} else if self == .Right {
return -point.x
} else if self == .Bottom {
return -point.y
}
}
// EdgeInsets
else if let insets = value as? EdgeInsets {
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if self == .Left {
return insets.left
} else if self == .Top {
return insets.top
} else if self == .Right {
return -insets.right
} else if self == .Bottom {
return -insets.bottom
}
}
return CGFloat(0)
}
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private func snp_constantForValue(value: Any?) -> CGFloat {
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// Float
if let float = value as? Float {
return CGFloat(float)
}
// Double
else if let double = value as? Double {
return CGFloat(double)
}
// UInt
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else if let int = value as? Int {
return CGFloat(int)
}
// Int
else if let uint = value as? UInt {
return CGFloat(uint)
}
// CGFloat
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else if let float = value as? CGFloat {
return float
}
// CGSize
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else if let size = value as? CGSize {
if self == .Width {
return size.width
} else if self == .Height {
return size.height
}
}
// CGPoint
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else if let point = value as? CGPoint {
if self == .Left || self == .CenterX {
return point.x
} else if self == .Top || self == .CenterY {
return point.y
} else if self == .Right {
return point.x
} else if self == .Bottom {
return point.y
}
}
// EdgeInsets
else if let insets = value as? EdgeInsets {
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if self == .Left {
return insets.left
} else if self == .Top {
return insets.top
} else if self == .Right {
return -insets.right
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} else if self == .Bottom {
return -insets.bottom
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}
}
return CGFloat(0);
}
}
internal func ==(left: Constraint, right: Constraint) -> Bool {
return (left.fromItem == right.fromItem &&
left.toItem == right.toItem &&
left.relation == right.relation &&
left.multiplier == right.multiplier &&
left.priority == right.priority)
}