mirror of https://github.com/SnapKit/SnapKit
550 lines
19 KiB
Swift
550 lines
19 KiB
Swift
//
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// Constraint.swift
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// Snappy
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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
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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import UIKit
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/**
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* ConstraintAttributes is an options set that maps to NSLayoutAttributes.
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*/
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struct ConstraintAttributes: RawOptionSet {
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var value: UInt
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init(_ value: UInt) {
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self.value = value
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}
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func toRaw() -> UInt { return self.value }
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func getLogicValue() -> Bool { return self.value != 0 }
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static func fromRaw(raw: UInt) -> ConstraintAttributes? { return self(raw) }
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static func fromMask(raw: UInt) -> ConstraintAttributes { return self(raw) }
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static func convertFromNilLiteral() -> ConstraintAttributes { return self(0) }
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static var None: ConstraintAttributes { return self(0) }
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static var Left: ConstraintAttributes { return self(1) }
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static var Top: ConstraintAttributes { return self(2) }
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static var Right: ConstraintAttributes { return self(4) }
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static var Bottom: ConstraintAttributes { return self(8) }
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static var Leading: ConstraintAttributes { return self(16) }
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static var Trailing: ConstraintAttributes { return self(32) }
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static var Width: ConstraintAttributes { return self(64) }
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static var Height: ConstraintAttributes { return self(128) }
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static var CenterX: ConstraintAttributes { return self(256) }
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static var CenterY: ConstraintAttributes { return self(512) }
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static var Baseline: ConstraintAttributes { return self(1024) }
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static var Edges: ConstraintAttributes { return self(15) }
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static var Size: ConstraintAttributes { return self(192) }
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static var Center: ConstraintAttributes { return self(768) }
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var layoutAttributes:Array<NSLayoutAttribute> {
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var attrs: Array<NSLayoutAttribute> = []
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if (self & ConstraintAttributes.Left) {
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attrs.append(.Left)
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}
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if (self & ConstraintAttributes.Top) {
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attrs.append(.Top)
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}
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if (self & ConstraintAttributes.Right) {
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attrs.append(.Right)
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}
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if (self & ConstraintAttributes.Bottom) {
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attrs.append(.Bottom)
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}
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if (self & ConstraintAttributes.Leading) {
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attrs.append(.Leading)
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}
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if (self & ConstraintAttributes.Trailing) {
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attrs.append(.Trailing)
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}
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if (self & ConstraintAttributes.Width) {
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attrs.append(.Width)
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}
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if (self & ConstraintAttributes.Height ){
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attrs.append(.Height)
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}
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if (self & ConstraintAttributes.CenterX) {
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attrs.append(.CenterX)
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}
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if (self & ConstraintAttributes.CenterY) {
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attrs.append(.CenterY)
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}
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if (self & ConstraintAttributes.Baseline) {
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attrs.append(.Baseline)
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}
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return attrs
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}
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}
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@assignment func += (inout left: ConstraintAttributes, right: ConstraintAttributes) {
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left = (left | right)
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}
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@assignment func -= (inout left: ConstraintAttributes, right: ConstraintAttributes) {
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left = ConstraintAttributes(left.toRaw() & ~right.toRaw())
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}
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/**
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* ConstraintRelation is an Int enum that maps to NSLayoutRelation.
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*/
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enum ConstraintRelation: Int {
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case Equal = 1, LessThanOrEqualTo, GreaterThanOrEqualTo
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var layoutRelation: NSLayoutRelation {
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get {
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switch(self) {
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case .LessThanOrEqualTo:
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return .LessThanOrEqual
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case .GreaterThanOrEqualTo:
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return .GreaterThanOrEqual
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default:
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return .Equal
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}
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}
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}
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}
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/**
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* ConstraintItem is a class that is used while building constraints.
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*/
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class ConstraintItem {
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init(view: View?, attributes: ConstraintAttributes) {
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self.view = view
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self.attributes = attributes
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}
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internal weak var view: View?
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internal var attributes: ConstraintAttributes
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}
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/**
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* Constraint is a single item that defines all the properties for a single ConstraintMaker chain
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*/
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class Constraint {
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var left: Constraint { return addConstraint(ConstraintAttributes.Left) }
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var top: Constraint { return addConstraint(ConstraintAttributes.Top) }
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var right: Constraint { return addConstraint(ConstraintAttributes.Right) }
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var bottom: Constraint { return addConstraint(ConstraintAttributes.Bottom) }
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var leading: Constraint { return addConstraint(ConstraintAttributes.Leading) }
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var trailing: Constraint { return addConstraint(ConstraintAttributes.Trailing) }
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var width: Constraint { return addConstraint(ConstraintAttributes.Width) }
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var height: Constraint { return addConstraint(ConstraintAttributes.Height) }
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var centerX: Constraint { return addConstraint(ConstraintAttributes.CenterX) }
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var centerY: Constraint { return addConstraint(ConstraintAttributes.CenterY) }
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var baseline: Constraint { return addConstraint(ConstraintAttributes.Baseline) }
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var and: Constraint { return self }
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var with: Constraint { return self }
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// MARK: initializer
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init(fromItem: ConstraintItem) {
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self.fromItem = fromItem
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self.toItem = ConstraintItem(view: nil, attributes: ConstraintAttributes.None)
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}
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// MARK: equalTo
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func equalTo(other: ConstraintItem) -> Constraint {
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return constrainTo(other, relation: .Equal)
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}
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func equalTo(other: View) -> Constraint {
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return constrainTo(other, relation: .Equal)
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}
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func equalTo(other: Float) -> Constraint {
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return constrainTo(other, relation: .Equal)
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}
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func equalTo(other: Int) -> Constraint {
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return constrainTo(Float(other), relation: .Equal)
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}
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func equalTo(other: CGSize) -> Constraint {
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return constrainTo(other, relation: .Equal)
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}
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func equalTo(other: CGPoint) -> Constraint {
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return constrainTo(other, relation: .Equal)
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}
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func equalTo(other: UIEdgeInsets) -> Constraint {
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return constrainTo(other, relation: .Equal)
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}
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// MARK: lessThanOrEqualTo
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func lessThanOrEqualTo(other: ConstraintItem) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
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}
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func lessThanOrEqualTo(other: View) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
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}
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func lessThanOrEqualTo(other: Float) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
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}
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func lessThanOrEqualTo(other: Int) -> Constraint {
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return constrainTo(Float(other), relation: .LessThanOrEqualTo)
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}
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func lessThanOrEqualTo(other: CGSize) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
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}
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func lessThanOrEqualTo(other: CGPoint) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
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}
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func lessThanOrEqualTo(other: UIEdgeInsets) -> Constraint {
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return constrainTo(other, relation: .LessThanOrEqualTo)
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}
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// MARK: greaterThanOrEqualTo
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func greaterThanOrEqualTo(other: ConstraintItem) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
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}
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func greaterThanOrEqualTo(other: View) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
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}
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func greaterThanOrEqualTo(other: Float) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
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}
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func greaterThanOrEqualTo(other: Int) -> Constraint {
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return constrainTo(Float(other), relation: .GreaterThanOrEqualTo)
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}
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func greaterThanOrEqualTo(other: CGSize) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
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}
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func greaterThanOrEqualTo(other: CGPoint) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
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}
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func greaterThanOrEqualTo(other: UIEdgeInsets) -> Constraint {
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return constrainTo(other, relation: .GreaterThanOrEqualTo)
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}
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// MARK: multiplier
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func multipliedBy(amount: Float) -> Constraint {
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self.multiplier = amount
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return self
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}
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func dividedBy(amount: Float) -> Constraint {
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self.multiplier = 1.0 / amount;
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return self
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}
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// MARK: priority
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func priority(priority: Float) -> Constraint {
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self.priority = priority
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return self
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}
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func priorityRequired() -> Constraint {
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return priority(1000.0)
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}
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func priorityHigh() -> Constraint {
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return priority(750.0)
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}
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func priorityLow() -> Constraint {
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return priority(250.0)
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}
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// MARK: offset
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func offset(amount: Float) -> Constraint {
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self.offset = amount
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return self
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}
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func offset(amount: Int) -> Constraint {
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self.offset = amount
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return self
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}
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func offset(amount: CGPoint) -> Constraint {
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self.offset = amount
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return self
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}
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func offset(amount: CGSize) -> Constraint {
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self.offset = amount
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return self
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}
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func offset(amount: UIEdgeInsets) -> Constraint {
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self.offset = amount
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return self
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}
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// MARK: insets
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func insets(amount: UIEdgeInsets) -> Constraint {
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self.offset = amount
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return self
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}
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// MARK: install
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func install() -> Array<LayoutConstraint> {
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var installOnView: View? = nil
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if self.toItem.view {
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installOnView = Constraint.closestCommonSuperviewFromView(self.fromItem.view, toView: self.toItem.view)
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if !installOnView {
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NSException(name: "Cannot Install Constraint", reason: "No common superview between views", userInfo: nil).raise()
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return []
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}
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} else {
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installOnView = self.fromItem.view?.superview
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if !installOnView {
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NSException(name: "Cannot Install Constraint", reason: "Missing superview", userInfo: nil).raise()
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return []
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}
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}
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var layoutConstraints: Array<LayoutConstraint> = []
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let layoutFromAttributes = self.fromItem.attributes.layoutAttributes
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let layoutToAttributes = self.toItem.attributes.layoutAttributes
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// get layout from
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let layoutFrom: View? = self.fromItem.view
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// get layout to
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let layoutTo: View? = self.toItem.view
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// get layout relation
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let layoutRelation: NSLayoutRelation = (self.relation) ? self.relation!.layoutRelation : .Equal
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for layoutFromAttribute in layoutFromAttributes {
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// get layout to attribute
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let layoutToAttribute = (layoutToAttributes.count > 0) ? layoutToAttributes[0] : layoutFromAttribute
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// get layout constant
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var layoutConstant: CGFloat = layoutToAttribute.snp_constantForValue(self.constant)
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layoutConstant += layoutToAttribute.snp_offsetForValue(self.offset)
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// create layout constraint
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let layoutConstraint = LayoutConstraint(
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item: layoutFrom,
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attribute: layoutFromAttribute,
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relatedBy: layoutRelation,
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toItem: layoutTo,
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attribute: layoutToAttribute,
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multiplier: CGFloat(self.multiplier),
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constant: layoutConstant)
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// set priority
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layoutConstraint.priority = self.priority
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// set constraint
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layoutConstraint.constraint = self
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layoutConstraints.append(layoutConstraint)
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}
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installOnView?.addConstraints(layoutConstraints)
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self.installedOnView = installOnView
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return layoutConstraints
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}
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// MARK: uninstall
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func uninstall() {
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if let view = self.installedOnView {
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var installedConstraints = view.constraints()
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var constraintsToRemove: Array<LayoutConstraint> = []
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for installedConstraint in installedConstraints {
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if let layoutConstraint = installedConstraint as? LayoutConstraint {
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if layoutConstraint.constraint === self {
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constraintsToRemove.append(layoutConstraint)
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}
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}
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}
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if constraintsToRemove.count > 0 {
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view.removeConstraints(constraintsToRemove)
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}
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}
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self.installedOnView = nil
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}
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// MARK: private
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private let fromItem: ConstraintItem
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private var toItem: ConstraintItem
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private var relation: ConstraintRelation?
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private var constant: Any?
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private var multiplier: Float = 1.0
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private var priority: Float = 1000.0
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private var offset: Any?
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private weak var installedOnView: View?
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private func addConstraint(attributes: ConstraintAttributes) -> Constraint {
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if !self.relation {
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self.fromItem.attributes += attributes
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}
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return self
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}
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private func constrainTo(other: ConstraintItem, relation: ConstraintRelation) -> Constraint {
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if other.attributes != ConstraintAttributes.None {
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var toLayoutAttributes = other.attributes.layoutAttributes
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if toLayoutAttributes.count > 1 {
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var fromLayoutAttributes = self.fromItem.attributes.layoutAttributes
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if toLayoutAttributes != fromLayoutAttributes {
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NSException(name: "Invalid Constraint", reason: "Cannot constrain to multiple non identical attributes", userInfo: nil).raise()
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return self
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}
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other.attributes = ConstraintAttributes.None
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}
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}
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self.toItem = other
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self.relation = relation
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return self
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}
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private func constrainTo(other: View, relation: ConstraintRelation) -> Constraint {
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return constrainTo(ConstraintItem(view: other, attributes: ConstraintAttributes.None), relation: relation)
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}
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private func constrainTo(other: Float, relation: ConstraintRelation) -> Constraint {
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self.constant = other
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return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
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private func constrainTo(other: CGSize, relation: ConstraintRelation) -> Constraint {
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self.constant = other
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return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
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private func constrainTo(other: CGPoint, relation: ConstraintRelation) -> Constraint {
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self.constant = other
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return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
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private func constrainTo(other: UIEdgeInsets, relation: ConstraintRelation) -> Constraint {
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self.constant = other
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return constrainTo(ConstraintItem(view: nil, attributes: ConstraintAttributes.None), relation: relation)
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}
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private class func closestCommonSuperviewFromView(fromView: View?, toView: View?) -> View? {
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var closestCommonSuperview: View?
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var secondViewSuperview: View? = toView
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while !closestCommonSuperview && secondViewSuperview {
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var firstViewSuperview = fromView
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while !closestCommonSuperview && firstViewSuperview {
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if secondViewSuperview == firstViewSuperview {
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closestCommonSuperview = secondViewSuperview
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}
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firstViewSuperview = firstViewSuperview?.superview
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}
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secondViewSuperview = secondViewSuperview?.superview
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}
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return closestCommonSuperview
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}
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}
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private extension NSLayoutAttribute {
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func snp_offsetForValue(value: Any?) -> CGFloat {
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// Float
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if let float = value as? Float {
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return CGFloat(float)
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}
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// Int
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else if let int = value as? Int {
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return CGFloat(int)
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}
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// CGFloat
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else if let float = value as? CGFloat {
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return float
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}
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// CGSize
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else if let size = value as? CGSize {
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if self == .Width {
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return size.width
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} else if self == .Height {
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return size.height
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}
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}
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// CGPoint
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else if let point = value as? CGPoint {
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if self == .Left || self == .CenterX {
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return point.x
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} else if self == .Top || self == .CenterY {
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return point.y
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} else if self == .Right {
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return -point.x
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} else if self == .Bottom {
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return -point.y
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}
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}
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// UIEdgeInsets
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else if let insets = value as? UIEdgeInsets {
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if self == .Left {
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return insets.left
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} else if self == .Top {
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return insets.top
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} else if self == .Right {
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return -insets.right
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} else if self == .Bottom {
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return -insets.bottom
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}
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}
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return CGFloat(0)
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}
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func snp_constantForValue(value: Any?) -> CGFloat {
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// Float
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if let float = value as? Float {
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return CGFloat(float)
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}
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// Int
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else if let int = value as? Int {
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return CGFloat(int)
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}
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// CGFloat
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else if let float = value as? CGFloat {
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return float
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}
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// CGSize
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else if let size = value as? CGSize {
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if self == .Width {
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return size.width
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} else if self == .Height {
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return size.height
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}
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}
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// CGPoint
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else if let point = value as? CGPoint {
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if self == .Left || self == .CenterX {
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return point.x
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} else if self == .Top || self == .CenterY {
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return point.y
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} else if self == .Right {
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return point.x
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} else if self == .Bottom {
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return point.y
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}
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}
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// UIEdgeInsets
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else if let insets = value as? UIEdgeInsets {
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if self == .Left {
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return insets.left
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} else if self == .Top {
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return insets.top
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} else if self == .Right {
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return insets.right
|
|
} else if self == .Bottom {
|
|
return insets.bottom
|
|
}
|
|
}
|
|
|
|
return CGFloat(0);
|
|
}
|
|
}
|