自从苹果推出 AutoLayout 以来,它的冗长的语法被很多人诟病。导致 AutoLayout 使用度一直不高,但是 Masonry 却解决了这些痛点。
AutoLayout 和 Masonry
AutoLayout 很好,但是却很冗长,如一个 view 想上下左右距离父视图一些距离,如果用 AutoLayout 会是这样
[superview addConstraints:@[
//view1 constraints
[NSLayoutConstraint constraintWithItem:view1
attribute:NSLayoutAttributeTop
relatedBy:NSLayoutRelationEqual
toItem:superview
attribute:NSLayoutAttributeTop
multiplier:1.0
constant:padding.top],
[NSLayoutConstraint constraintWithItem:view1
attribute:NSLayoutAttributeLeft
relatedBy:NSLayoutRelationEqual
toItem:superview
attribute:NSLayoutAttributeLeft
multiplier:1.0
constant:padding.left],
[NSLayoutConstraint constraintWithItem:view1
attribute:NSLayoutAttributeBottom
relatedBy:NSLayoutRelationEqual
toItem:superview
attribute:NSLayoutAttributeBottom
multiplier:1.0
constant:-padding.bottom],
[NSLayoutConstraint constraintWithItem:view1
attribute:NSLayoutAttributeRight
relatedBy:NSLayoutRelationEqual
toItem:superview
attribute:NSLayoutAttributeRight
multiplier:1
constant:-padding.right],
]];
可以看出是多么的啰嗦,但是如果用 Masonry 呢
[view1 mas_makeConstraints:^(MASConstraintMaker *make) {
make.edges.equalTo(superview).with.insets(padding);
}];
用了 Masonry 世界也清净了,真是一个奇妙的东西
梳理 Masonry 类
-
MASConstraint
这是对约束的封装,提供链式编程支持,约束关系(=、<=、>=),已经约束属性(NSLayoutAttributeLeft、Priority等)。将系统的布局约束封装到这个地方,这也是一个基类,并不直接使用。 -
MASViewConstraint
这是MASConstraint
的一个子类,这个类是对 view 布局约束的封装,除了包含了以上所说属性封装之外,它还包含了2个视图 view 的封装(MASViewAttribute
),因为布局是在2个视图直接产生。 -
MASCompositeConstraint
是MASConstraint
的另外一个子类,它的主要功能是管理一组MASConstraint
对象和其子对象 -
MASViewAttribute
是一个对需要布局的 view 的封装,它包含了3个东西,view:需要布局的 view,item:需要将此 view 布局到哪个对象之上,layoutAttribute布局的属性,如 NSLayoutAttributeLeft, NSLayoutAttributeRight等,在回想刚才我们说写的系统布局
[NSLayoutConstraint constraintWithItem:view1
attribute:NSLayoutAttributeTop
relatedBy:NSLayoutRelationEqual
toItem:superview
attribute:NSLayoutAttributeTop
multiplier:1.0
constant:padding.top],
那么 view 就是对应 constraintWithItem , item 对应 toItem,layoutAttribute 对应 attribute,当然其他属性都在父类中封装了。
-
MASConstraintMaker
这是创建约束对象 MASConstraint 的生产类,如代码所示
[view1 mas_makeConstraints:^(MASConstraintMaker *make) {
make.edges.equalTo(superview).with.insets(padding);
}];
任何一个 Masonry 的约束都用此开始,由此结束,如何开始和结束我们会在下文中说。
Masonry 工作原理
一个最简单的约束写法
[view1 mas_makeConstraints:^(MASConstraintMaker *make) {
make.left.equalTo(superview.mas_left).with.offset(0);
}];
mas_makeConstraints
mas_makeConstraints
是 UIView 的分类,实现如下
- (NSArray *)mas_makeConstraints:(void(^)(MASConstraintMaker *))block {
self.translatesAutoresizingMaskIntoConstraints = NO;
MASConstraintMaker *constraintMaker = [[MASConstraintMaker alloc] initWithView:self];
block(constraintMaker);
return [constraintMaker install];
}
创建了一个MASConstraintMaker
对象,并且传递进 Block 我们就开始布局了。
在最后调用一下install
,那么install
是做什么的呢,我们最后说。
一切从 make 开始
make 被当做起点,一个约束(MASConstraint
)都是从 make 中创建出来的。部分代码如下
@property (nonatomic, strong, readonly) MASConstraint *left;
@property (nonatomic, strong, readonly) MASConstraint *top;
@property (nonatomic, strong, readonly) MASConstraint *right;
@property (nonatomic, strong, readonly) MASConstraint *bottom;
@property (nonatomic, strong, readonly) MASConstraint *leading;
@property (nonatomic, strong, readonly) MASConstraint *trailing;
@property (nonatomic, strong, readonly) MASConstraint *width;
@property (nonatomic, strong, readonly) MASConstraint *height;
@property (nonatomic, strong, readonly) MASConstraint *centerX;
@property (nonatomic, strong, readonly) MASConstraint *centerY;
@property (nonatomic, strong, readonly) MASConstraint *baseline;
如 left 做了什么
return [self addConstraintWithLayoutAttribute:NSLayoutAttributeLeft];
// addConstraintWithLayoutAttribute 方法
- (MASConstraint *)addConstraintWithLayoutAttribute:(NSLayoutAttribute)layoutAttribute {
return [self constraint:nil addConstraintWithLayoutAttribute:layoutAttribute];
}
调用了addConstraintWithLayoutAttribute
方法。里面实现如下
- (MASConstraint *)constraint:(MASConstraint *)constraint addConstraintWithLayoutAttribute:(NSLayoutAttribute)layoutAttribute {
MASViewAttribute *viewAttribute = [[MASViewAttribute alloc] initWithView:self.view layoutAttribute:layoutAttribute];
MASViewConstraint *newConstraint = [[MASViewConstraint alloc] initWithFirstViewAttribute:viewAttribute];
if ([constraint isKindOfClass:MASViewConstraint.class]) {
//replace with composite constraint
NSArray *children = @[constraint, newConstraint];
MASCompositeConstraint *compositeConstraint = [[MASCompositeConstraint alloc] initWithChildren:children];
compositeConstraint.delegate = self;
[self constraint:constraint shouldBeReplacedWithConstraint:compositeConstraint];
return compositeConstraint;
}
if (!constraint) {
newConstraint.delegate = self;
[self.constraints addObject:newConstraint];
}
return newConstraint;
}
实现原理:
- 生成
MASViewAttribute
对象,此对象代表需要布局的 view 和 布局属性, - 创建一个封装的布局对象
MASViewConstraint
,需要一个待布局的对象MASViewAttribute
,并且将 delegate 设置为 。 - 加入 make 的
constraints
的数组中。 - 返回 MASViewConstraint 对象
接管者 MASViewConstraint
在 make 放出 left,right 之后就由 MASViewConstraint 接管后面的工作了,MASViewConstraint
继承了MASConstraint
,也提供了,left,right 等和 equal 方法属性。如
make.left.right
这个时候做什么呢
return [self.delegate constraint:self addConstraintWithLayoutAttribute:layoutAttribute];
可以看出是调用了代理的 addConstraintWithLayoutAttribute
,还记得上文提过代理是 make 么,其实也是代理到 make 的addConstraintWithLayoutAttribute
。这里需要注意一个判断,在addConstraintWithLayoutAttribute
实现中,有这么一个判断
if ([constraint isKindOfClass:MASViewConstraint.class]) {
//replace with composite constraint
NSArray *children = @[constraint, newConstraint];
MASCompositeConstraint *compositeConstraint = [[MASCompositeConstraint alloc] initWithChildren:children];
compositeConstraint.delegate = self;
[self constraint:constraint shouldBeReplacedWithConstraint:compositeConstraint];
return compositeConstraint;
}
这个时候使用 MASCompositeConstraint 来包裹2个对象,如
make.left.right 转换类型为 MASCompositeConstraint对象,里面包含了 [left,right],
make.left.right.top.bottom 转换为 [[[left.right],top],bottom]
这么实现是为了实现如下的语法结构,代码更加简洁
make.left.right.top.bottom.equal(0)
回到上文的例子
make.left.equalTo(superview.mas_left).with.offset(0);
这里直接调用了 equalTo , equalTo 是 mas_equalTo 的宏,
#define equalTo(...) mas_equalTo(__VA_ARGS__)
mas_equalTo 返回 block,以便继续进行链式调用。equal 中代码如下
- (MASConstraint * (^)(id, NSLayoutRelation))equalToWithRelation {
return ^id(id attribute, NSLayoutRelation relation) {
if ([attribute isKindOfClass:NSArray.class]) {
NSAssert(!self.hasLayoutRelation, @"Redefinition of constraint relation");
NSMutableArray *children = NSMutableArray.new;
for (id attr in attribute) {
MASViewConstraint *viewConstraint = [self copy];
viewConstraint.secondViewAttribute = attr;
[children addObject:viewConstraint];
}
MASCompositeConstraint *compositeConstraint = [[MASCompositeConstraint alloc] initWithChildren:children];
compositeConstraint.delegate = self.delegate;
[self.delegate constraint:self shouldBeReplacedWithConstraint:compositeConstraint];
return compositeConstraint;
} else {
NSAssert(!self.hasLayoutRelation || self.layoutRelation == relation && [attribute isKindOfClass:NSValue.class], @"Redefinition of constraint relation");
self.layoutRelation = relation;
self.secondViewAttribute = attribute;
return self;
}
};
}
实现思路为,如果是针对多个 view 来创建约束那么使用MASCompositeConstraint
来包裹多个对象,否则设置第二个 view(MASViewConstraint
),之前在 make.left 已经设置第一个 view 对象,表示待布局的对象,这里第二个指的是约束的参照的 view (MASViewConstraint
)实现代码如下,
- (void)setSecondViewAttribute:(id)secondViewAttribute {
if ([secondViewAttribute isKindOfClass:NSValue.class]) {
[self setLayoutConstantWithValue:secondViewAttribute];
} else if ([secondViewAttribute isKindOfClass:MAS_VIEW.class]) {
_secondViewAttribute = [[MASViewAttribute alloc] initWithView:secondViewAttribute layoutAttribute:self.firstViewAttribute.layoutAttribute];
} else if ([secondViewAttribute isKindOfClass:MASViewAttribute.class]) {
_secondViewAttribute = secondViewAttribute;
} else {
NSAssert(NO, @"attempting to add unsupported attribute: %@", secondViewAttribute);
}
}
如果是 NSValue 对象,那么使用 2个 视图的公共父视图
如果是 UIView 对象(MAS_VIEW 是 UIView 别名,在 iOS 上)
如果是 MASViewAttribute 则直接当做_secondViewAttribute
equalTo(superview.mas_left) 相等于 equalTo(0) 相等于 equalTo(superview)
接下去 是 with ,with 和 and 一样,都是介词,起到连接语法的作用,
offset 则是设置约束的值 constant value,调节偏移。
支持一条约束已经生成了,接下去看看如何转换成 autolayout 的形式。
开始的地方就是结束的地方
mas_makeConstraints
经过一串的语法下来,我们现在到了转化的过程了,在 Masonry 中称之为 install,也就是我们 make 的 install,实现代码为
- (NSArray *)install {
if (self.removeExisting) {
NSArray *installedConstraints = [MASViewConstraint installedConstraintsForView:self.view];
for (MASConstraint *constraint in installedConstraints) {
[constraint uninstall];
}
}
NSArray *constraints = self.constraints.copy;
for (MASConstraint *constraint in constraints) {
constraint.updateExisting = self.updateExisting;
[constraint install];
}
[self.constraints removeAllObjects];
return constraints;
}
我们忽略掉 removeExisting,可以看出是调用 MASConstraint 的 install,代码比较长,取出最核心的代码
MAS_VIEW *firstLayoutItem = self.firstViewAttribute.item;
NSLayoutAttribute firstLayoutAttribute = self.firstViewAttribute.layoutAttribute;
MAS_VIEW *secondLayoutItem = self.secondViewAttribute.item;
NSLayoutAttribute secondLayoutAttribute = self.secondViewAttribute.layoutAttribute;
// alignment attributes must have a secondViewAttribute
// therefore we assume that is refering to superview
// eg make.left.equalTo(@10)
if (!self.firstViewAttribute.isSizeAttribute && !self.secondViewAttribute) {
secondLayoutItem = self.firstViewAttribute.view.superview;
secondLayoutAttribute = firstLayoutAttribute;
}
MASLayoutConstraint *layoutConstraint
= [MASLayoutConstraint constraintWithItem:firstLayoutItem
attribute:firstLayoutAttribute
relatedBy:self.layoutRelation
toItem:secondLayoutItem
attribute:secondLayoutAttribute
multiplier:self.layoutMultiplier
constant:self.layoutConstant];
layoutConstraint.priority = self.layoutPriority;
layoutConstraint.mas_key = self.mas_key;
取出firstViewAttribute
和secondViewAttribute
然后根据根据已有的参数构建MASLayoutConstraint
。
mas_updateConstraints
mas_updateConstraints
可以更新约束,代码为
// make
- (NSArray *)mas_updateConstraints:(void(^)(MASConstraintMaker *))block {
self.translatesAutoresizingMaskIntoConstraints = NO;
MASConstraintMaker *constraintMaker = [[MASConstraintMaker alloc] initWithView:self];
constraintMaker.updateExisting = YES;
block(constraintMaker);
return [constraintMaker install];
}
// MASViewConstraint
if (self.updateExisting) {
existingConstraint = [self layoutConstraintSimilarTo:layoutConstraint];
}
if (existingConstraint) {
// just update the constant
existingConstraint.constant = layoutConstraint.constant;
self.layoutConstraint = existingConstraint;
} else {
[self.installedView addConstraint:layoutConstraint];
self.layoutConstraint = layoutConstraint;
[firstLayoutItem.mas_installedConstraints addObject:self];
}
思路为,找到相同的约束,然后更改 constant 值
mas_remakeConstraints
mas_remakeConstraints
可以重新生成约束,实现代码为
if (self.removeExisting) {
NSArray *installedConstraints = [MASViewConstraint installedConstraintsForView:self.view];
for (MASConstraint *constraint in installedConstraints) {
[constraint uninstall];
}
}
调用 MASConstraint 的 uninstall 然后在重新 install
核心实现就是如此,当然一些更详细的细节,大家可以去查看源代码。
其他
链式编程
链式编程在 Masonry 中用处广泛,如以下代码
make.edges.equalTo(superview).with.insets(padding);
它不需要传统的 OC 写法 []
,转而使用了跟在现代化的代用方式。那么如何实现这一原理的呢?
当然我们可以使用点语法的时候(.xxx)有2个情况,一个是属性( @property ),一个是 Block 语法,xxx();
那么看看 Masonry 怎么使用,如以下的代码
make.edges.equalTo(superview).with.insets(padding);
edges 是 make 的一个属性,可以使用点语法,
@property (nonatomic, strong, readonly) MASConstraint *edges;
equalTo 是 edges (MASConstraint
)的一个 Block ,所以也可以使用点语法
- (MASConstraint * (^)(id attr))mas_equalTo;
后面的情况和前面相同,由此,我们可以根据属性和 Block 来使用点语法。
自动装箱
Masonry 中 equal 有2个写法
make.top.mas_equalTo(42);
make.top.equalTo(@42);
我们可以看出区别,使用 equalTo 需要传入一个对象, 而使用 mas_equalTo 则会自动打包将原始类型打包成对象。
在源代码中
#define mas_equalTo(...) equalTo(MASBoxValue((__VA_ARGS__)))
#define mas_greaterThanOrEqualTo(...) greaterThanOrEqualTo(MASBoxValue((__VA_ARGS__)))
#define mas_lessThanOrEqualTo(...) lessThanOrEqualTo(MASBoxValue((__VA_ARGS__)))
#define mas_offset(...) valueOffset(MASBoxValue((__VA_ARGS__)))
mas_equalTo 是一个红,调用了 equalTo 并且使用 MASBoxValue 来打包。那么 MASBoxValue 是怎么实现的呢,以下是具体实现代码
static inline id _MASBoxValue(const char *type, ...) {
va_list v;
va_start(v, type);
id obj = nil;
if (strcmp(type, @encode(id)) == 0) {
id actual = va_arg(v, id);
obj = actual;
} else if (strcmp(type, @encode(CGPoint)) == 0) {
CGPoint actual = (CGPoint)va_arg(v, CGPoint);
obj = [NSValue value:&actual withObjCType:type];
} else if (strcmp(type, @encode(CGSize)) == 0) {
CGSize actual = (CGSize)va_arg(v, CGSize);
obj = [NSValue value:&actual withObjCType:type];
} else if (strcmp(type, @encode(MASEdgeInsets)) == 0) {
MASEdgeInsets actual = (MASEdgeInsets)va_arg(v, MASEdgeInsets);
obj = [NSValue value:&actual withObjCType:type];
} else if (strcmp(type, @encode(double)) == 0) {
double actual = (double)va_arg(v, double);
obj = [NSNumber numberWithDouble:actual];
} else if (strcmp(type, @encode(float)) == 0) {
float actual = (float)va_arg(v, double);
obj = [NSNumber numberWithFloat:actual];
} else if (strcmp(type, @encode(int)) == 0) {
int actual = (int)va_arg(v, int);
obj = [NSNumber numberWithInt:actual];
} else if (strcmp(type, @encode(long)) == 0) {
long actual = (long)va_arg(v, long);
obj = [NSNumber numberWithLong:actual];
} else if (strcmp(type, @encode(long long)) == 0) {
long long actual = (long long)va_arg(v, long long);
obj = [NSNumber numberWithLongLong:actual];
} else if (strcmp(type, @encode(short)) == 0) {
short actual = (short)va_arg(v, int);
obj = [NSNumber numberWithShort:actual];
} else if (strcmp(type, @encode(char)) == 0) {
char actual = (char)va_arg(v, int);
obj = [NSNumber numberWithChar:actual];
} else if (strcmp(type, @encode(bool)) == 0) {
bool actual = (bool)va_arg(v, int);
obj = [NSNumber numberWithBool:actual];
} else if (strcmp(type, @encode(unsigned char)) == 0) {
unsigned char actual = (unsigned char)va_arg(v, unsigned int);
obj = [NSNumber numberWithUnsignedChar:actual];
} else if (strcmp(type, @encode(unsigned int)) == 0) {
unsigned int actual = (unsigned int)va_arg(v, unsigned int);
obj = [NSNumber numberWithUnsignedInt:actual];
} else if (strcmp(type, @encode(unsigned long)) == 0) {
unsigned long actual = (unsigned long)va_arg(v, unsigned long);
obj = [NSNumber numberWithUnsignedLong:actual];
} else if (strcmp(type, @encode(unsigned long long)) == 0) {
unsigned long long actual = (unsigned long long)va_arg(v, unsigned long long);
obj = [NSNumber numberWithUnsignedLongLong:actual];
} else if (strcmp(type, @encode(unsigned short)) == 0) {
unsigned short actual = (unsigned short)va_arg(v, unsigned int);
obj = [NSNumber numberWithUnsignedShort:actual];
}
va_end(v);
return obj;
}
容易看出,是根据 encodeType 来判断各个数据类型,并且提供自动打包到相应的类型。
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