SnapKit/Snappy/Constraint.swift

564 lines
20 KiB
Swift

//
// Constraint.swift
// Snappy
//
// Copyright (c) 2011-2014 Masonry Team - https://github.com/Masonry
//
// 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.
#if os(iOS)
import UIKit
#else
import AppKit
#endif
/**
* ConstraintAttributes is an options set that maps to NSLayoutAttributes.
*/
struct ConstraintAttributes: RawOptionSetType {
var value: UInt
var boolValue: Bool {
return self.value != 0
}
init(_ value: UInt) {
self.value = value
}
func toRaw() -> UInt { return self.value }
func getLogicValue() -> Bool { return self.value != 0 }
static func fromRaw(raw: UInt) -> ConstraintAttributes? { return self(raw) }
static func fromMask(raw: UInt) -> ConstraintAttributes { return self(raw) }
static func convertFromNilLiteral() -> ConstraintAttributes { return self(0) }
static var None: ConstraintAttributes { return self(0) }
static var Left: ConstraintAttributes { return self(1) }
static var Top: ConstraintAttributes { return self(2) }
static var Right: ConstraintAttributes { return self(4) }
static var Bottom: ConstraintAttributes { return self(8) }
static var Leading: ConstraintAttributes { return self(16) }
static var Trailing: ConstraintAttributes { return self(32) }
static var Width: ConstraintAttributes { return self(64) }
static var Height: ConstraintAttributes { return self(128) }
static var CenterX: ConstraintAttributes { return self(256) }
static var CenterY: ConstraintAttributes { return self(512) }
static var Baseline: ConstraintAttributes { return self(1024) }
static var Edges: ConstraintAttributes { return self(15) }
static var Size: ConstraintAttributes { return self(192) }
static var Center: ConstraintAttributes { return self(768) }
var layoutAttributes:Array<NSLayoutAttribute> {
var attrs: Array<NSLayoutAttribute> = []
if (self & ConstraintAttributes.Left) {
attrs.append(.Left)
}
if (self & ConstraintAttributes.Top) {
attrs.append(.Top)
}
if (self & ConstraintAttributes.Right) {
attrs.append(.Right)
}
if (self & ConstraintAttributes.Bottom) {
attrs.append(.Bottom)
}
if (self & ConstraintAttributes.Leading) {
attrs.append(.Leading)
}
if (self & ConstraintAttributes.Trailing) {
attrs.append(.Trailing)
}
if (self & ConstraintAttributes.Width) {
attrs.append(.Width)
}
if (self & ConstraintAttributes.Height) {
attrs.append(.Height)
}
if (self & ConstraintAttributes.CenterX) {
attrs.append(.CenterX)
}
if (self & ConstraintAttributes.CenterY) {
attrs.append(.CenterY)
}
if (self & ConstraintAttributes.Baseline) {
attrs.append(.Baseline)
}
return attrs
}
}
func += (inout left: ConstraintAttributes, right: ConstraintAttributes) {
left = (left | right)
}
func -= (inout left: ConstraintAttributes, right: ConstraintAttributes) {
left = left & ~right
}
/**
* ConstraintRelation is an Int enum that maps to NSLayoutRelation.
*/
enum ConstraintRelation: Int {
case Equal = 1, LessThanOrEqualTo, GreaterThanOrEqualTo
var layoutRelation: NSLayoutRelation {
get {
switch(self) {
case .LessThanOrEqualTo:
return .LessThanOrEqual
case .GreaterThanOrEqualTo:
return .GreaterThanOrEqual
default:
return .Equal
}
}
}
}
/**
* ConstraintItem is a class that is used while building constraints.
*/
class ConstraintItem {
init(view: View?, attributes: ConstraintAttributes) {
self.view = view
self.attributes = attributes
}
internal weak var view: View?
internal var attributes: ConstraintAttributes
}
/**
* Constraint is a single item that defines all the properties for a single ConstraintMaker chain
*/
class Constraint {
var left: Constraint { return addConstraint(ConstraintAttributes.Left) }
var top: Constraint { return addConstraint(ConstraintAttributes.Top) }
var right: Constraint { return addConstraint(ConstraintAttributes.Right) }
var bottom: Constraint { return addConstraint(ConstraintAttributes.Bottom) }
var leading: Constraint { return addConstraint(ConstraintAttributes.Leading) }
var trailing: Constraint { return addConstraint(ConstraintAttributes.Trailing) }
var width: Constraint { return addConstraint(ConstraintAttributes.Width) }
var height: Constraint { return addConstraint(ConstraintAttributes.Height) }
var centerX: Constraint { return addConstraint(ConstraintAttributes.CenterX) }
var centerY: Constraint { return addConstraint(ConstraintAttributes.CenterY) }
var baseline: Constraint { return addConstraint(ConstraintAttributes.Baseline) }
var and: Constraint { return self }
var with: Constraint { return self }
// MARK: initializer
init(fromItem: ConstraintItem) {
self.fromItem = fromItem
self.toItem = ConstraintItem(view: nil, attributes: ConstraintAttributes.None)
}
// MARK: equalTo
func equalTo(other: ConstraintItem) -> Constraint {
return constrainTo(other, relation: .Equal)
}
func equalTo(other: View) -> Constraint {
return constrainTo(other, relation: .Equal)
}
func equalTo(other: Float) -> Constraint {
return constrainTo(other, relation: .Equal)
}
func equalTo(other: Int) -> Constraint {
return constrainTo(Float(other), relation: .Equal)
}
func equalTo(other: CGSize) -> Constraint {
return constrainTo(other, relation: .Equal)
}
func equalTo(other: CGPoint) -> Constraint {
return constrainTo(other, relation: .Equal)
}
func equalTo(other: EdgeInsets) -> Constraint {
return constrainTo(other, relation: .Equal)
}
// MARK: lessThanOrEqualTo
func lessThanOrEqualTo(other: ConstraintItem) -> Constraint {
return constrainTo(other, relation: .LessThanOrEqualTo)
}
func lessThanOrEqualTo(other: View) -> Constraint {
return constrainTo(other, relation: .LessThanOrEqualTo)
}
func lessThanOrEqualTo(other: Float) -> Constraint {
return constrainTo(other, relation: .LessThanOrEqualTo)
}
func lessThanOrEqualTo(other: Int) -> Constraint {
return constrainTo(Float(other), relation: .LessThanOrEqualTo)
}
func lessThanOrEqualTo(other: CGSize) -> Constraint {
return constrainTo(other, relation: .LessThanOrEqualTo)
}
func lessThanOrEqualTo(other: CGPoint) -> Constraint {
return constrainTo(other, relation: .LessThanOrEqualTo)
}
func lessThanOrEqualTo(other: EdgeInsets) -> Constraint {
return constrainTo(other, relation: .LessThanOrEqualTo)
}
// MARK: greaterThanOrEqualTo
func greaterThanOrEqualTo(other: ConstraintItem) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
func greaterThanOrEqualTo(other: View) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
func greaterThanOrEqualTo(other: Float) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
func greaterThanOrEqualTo(other: Int) -> Constraint {
return constrainTo(Float(other), relation: .GreaterThanOrEqualTo)
}
func greaterThanOrEqualTo(other: CGSize) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
func greaterThanOrEqualTo(other: CGPoint) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
func greaterThanOrEqualTo(other: EdgeInsets) -> Constraint {
return constrainTo(other, relation: .GreaterThanOrEqualTo)
}
// MARK: multiplier
func multipliedBy(amount: Float) -> Constraint {
self.multiplier = amount
return self
}
func dividedBy(amount: Float) -> Constraint {
self.multiplier = 1.0 / amount;
return self
}
// MARK: priority
func priority(priority: Float) -> Constraint {
self.priority = priority
return self
}
func priorityRequired() -> Constraint {
return priority(1000.0)
}
func priorityHigh() -> Constraint {
return priority(750.0)
}
func priorityLow() -> Constraint {
return priority(250.0)
}
// MARK: offset
func offset(amount: Float) -> Constraint {
self.offset = amount
return self
}
func offset(amount: Int) -> Constraint {
self.offset = amount
return self
}
func offset(amount: CGPoint) -> Constraint {
self.offset = amount
return self
}
func offset(amount: CGSize) -> Constraint {
self.offset = amount
return self
}
func offset(amount: EdgeInsets) -> Constraint {
self.offset = amount
return self
}
// MARK: insets
func insets(amount: EdgeInsets) -> Constraint {
self.offset = amount
return self
}
// MARK: install
func install() -> Array<LayoutConstraint> {
var installOnView: View? = nil
if self.toItem.view != nil {
installOnView = Constraint.closestCommonSuperviewFromView(self.fromItem.view, toView: self.toItem.view)
if installOnView == nil {
NSException(name: "Cannot Install Constraint", reason: "No common superview between views", userInfo: nil).raise()
return []
}
} else {
installOnView = self.fromItem.view?.superview
if installOnView == nil {
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
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)
// get layout to
var layoutTo: View? = self.toItem.view
if layoutTo == nil && layoutToAttribute != .Width && layoutToAttribute != .Height {
layoutTo = installOnView
}
// create layout constraint
let layoutConstraint = LayoutConstraint(
item: layoutFrom,
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)
}
installOnView?.addConstraints(layoutConstraints)
self.installedOnView = installOnView
return layoutConstraints
}
// MARK: uninstall
func uninstall() {
if let view = self.installedOnView {
#if os(iOS)
var installedConstraints = view.constraints()
#else
var installedConstraints = view.constraints
#endif
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 {
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(view: other, attributes: ConstraintAttributes.None), relation: relation)
}
private func constrainTo(other: Float, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
}
private func constrainTo(other: CGSize, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
}
private func constrainTo(other: CGPoint, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
}
private func constrainTo(other: EdgeInsets, relation: ConstraintRelation) -> Constraint {
self.constant = other
return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
}
private class func closestCommonSuperviewFromView(fromView: View?, toView: View?) -> View? {
var closestCommonSuperview: View?
var secondViewSuperview: View? = toView
while closestCommonSuperview == nil && secondViewSuperview != nil {
var firstViewSuperview = fromView
while closestCommonSuperview == nil && firstViewSuperview != nil {
if secondViewSuperview == firstViewSuperview {
closestCommonSuperview = secondViewSuperview
}
firstViewSuperview = firstViewSuperview?.superview
}
secondViewSuperview = secondViewSuperview?.superview
}
return closestCommonSuperview
}
}
private extension NSLayoutAttribute {
func snp_offsetForValue(value: Any?) -> CGFloat {
// Float
if let float = value as? Float {
return CGFloat(float)
}
// Int
else if let int = value as? Int {
return CGFloat(int)
}
// CGFloat
else if let float = value as? CGFloat {
return float
}
// CGSize
else if let size = value as? CGSize {
if self == .Width {
return size.width
} else if self == .Height {
return size.height
}
}
// CGPoint
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 {
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)
}
func snp_constantForValue(value: Any?) -> CGFloat {
// Float
if let float = value as? Float {
return CGFloat(float)
}
// Int
else if let int = value as? Int {
return CGFloat(int)
}
// CGFloat
else if let float = value as? CGFloat {
return float
}
// CGSize
else if let size = value as? CGSize {
if self == .Width {
return size.width
} else if self == .Height {
return size.height
}
}
// CGPoint
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 {
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);
}
}