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UITableViewCell使用自动布局的“最佳实践”

UITableViewCell使用自动布局的“最佳实践”

作者: aron1992 | 来源:发表于2017-12-10 16:02 被阅读405次

    前言

    iOS 处理TableView的复杂Cell是一件很麻烦的事情,我们得计算Cell里面内容的Frame以及Cell的高度,现在有一种相对高效的方式,使用自动布局的Cell可以让这件事变得容易起来了,不用再去计算里面的Frame和自身的高度,接下来谈论下这种方式的实现以及里面的坑。

    实战

    我们实现了一个这样的UITableView:

    自动布局Cell的TableView自动布局Cell的TableView
    这是一个简单的列表,和其他的列表无异,不过Cell里面的布局使用了是自动布局。
    • 首先需要设置UITableVIew的自动布局相关的属性
        self.tableView.estimatedRowHeight = 200;
        self.tableView.rowHeight = UITableViewAutomaticDimension;
    
    • 然后重写UITableVIew的delegate和DataSource方法

    这里不需要再重写返回cell高度的方法了,因为使用了自动布局的Cell,Cell的高度有Cell的内容来决定就好了。

    #pragma mark - ......::::::: UITableViewDelegate :::::::......
    
    - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
        return _datas.count;
    }
    
    - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
        AutolayoutCell* cell = [tableView dequeueReusableCellWithIdentifier:NSStringFromClass([AutolayoutCell class])];
        GameModel* gameModel = _datas[indexPath.row];
        [cell loadData:gameModel indexPath:indexPath];
        return cell;
    }
    
    - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
        [tableView deselectRowAtIndexPath:indexPath animated:YES];
        
        UITableViewCell* cell = [tableView cellForRowAtIndexPath:indexPath];
        [TagViewUtils showTaggingViewWithView:cell.contentView];
    }
    
    • 接下来就是Cell的实现了

    自动布局的框架使用的是Masonry,自动布局的Cell基本的思想就是让Cell里面的内容决定Cell的高度,所以除了常规的设置元素的约束之外,还需要一个到父View底部的约束,这样父View才会根据子View的内容计算出自身的高度。特别地,需要给最后设置的这个约束添加上一个优先级的值,可以设置为是一个小于1000的值,这里设置的是900,因为iOS计算高度会有点小的偏差,是一个很小的小数值,在运行的时候会出现类似的警告信息:

    2017-05-28 00:04:31.751783+0800 AutolayoutCell[27341:18908463] [LayoutConstraints] Unable to simultaneously satisfy constraints.
        Probably at least one of the constraints in the following list is one you don't want. 
        Try this: 
            (1) look at each constraint and try to figure out which you don't expect; 
            (2) find the code that added the unwanted constraint or constraints and fix it. 
    (
        "<MASLayoutConstraint:0x6000000b7c40 UIImageView:0x7ff9afd1a1f0.top == UITableViewCellContentView:0x7ff9afd199b0.top + 9.03333>",
        "<MASLayoutConstraint:0x6000000b7d00 UIImageView:0x7ff9afd1a1f0.bottom == UITableViewCellContentView:0x7ff9afd199b0.bottom - 9>",
        "<MASLayoutConstraint:0x6000000b7ee0 UIImageView:0x7ff9afd1a1f0.height == 61>",
        "<NSLayoutConstraint:0x618000091a80 UITableViewCellContentView:0x7ff9afd199b0.height == 79>"
    )
    
    Will attempt to recover by breaking constraint 
    <MASLayoutConstraint:0x6000000b7ee0 UIImageView:0x7ff9afd1a1f0.height == 61>
    

    可以通过设置最终决定父View高度的子View到父View底部的约束的优先级来解决这个问题。

        [gameIconImageView mas_makeConstraints:^(MASConstraintMaker *make) {
            make.left.equalTo(self.contentView).offset(84.0/3);
            make.top.equalTo(self.contentView).offset(27.1/3);
            make.bottom.equalTo(self.contentView).offset(-27.1/3);
            make.width.equalTo(@(183.0/3));
            // 设置优先级处理警告信息
            make.height.equalTo(@(183.0/3)).priority(900);
        }];
    

    完整的Cell代码实现

    
    #import "AutolayoutCell.h"
    #import <Masonry.h>
    #import "GameModel.h"
    #import <UIImageView+WebCache.h>
    
    @interface AutolayoutCell () {
        GameModel* _gameModel;
    }
    
    @property (nonatomic, weak) UIImageView* gameIconImageView;
    @property (nonatomic, weak) UILabel* gameTitleLabel;
    @property (nonatomic, weak) UILabel* gameTagLabel;
    @property (nonatomic, weak) UILabel* gameRateLabel;
    
    @end
    
    @implementation AutolayoutCell
    
    - (instancetype)init {
        self = [super init];
        if (self) {
            [self myInit];
        }
        return self;
    }
    
    - (instancetype)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier {
        if (self = [super initWithStyle:style reuseIdentifier:reuseIdentifier]) {
            [self myInit];
        }
        return self;
    }
    
    - (void)awakeFromNib {
        [super awakeFromNib];
        // Initialization code
    }
    
    - (void)setSelected:(BOOL)selected animated:(BOOL)animated {
        [super setSelected:selected animated:animated];
    }
    
    - (void)myInit {
        UIImageView* gameIconImageView = [UIImageView new];
        gameIconImageView.backgroundColor = [UIColor redColor];
        gameIconImageView.contentMode = UIViewContentModeScaleAspectFill;
        gameIconImageView.layer.cornerRadius = 5;
        gameIconImageView.layer.masksToBounds = YES;
        [self.contentView addSubview:gameIconImageView];
        [gameIconImageView mas_makeConstraints:^(MASConstraintMaker *make) {
            make.left.equalTo(self.contentView).offset(84.1/3);
            make.top.equalTo(self.contentView).offset(27.1/3);
            make.bottom.equalTo(self.contentView).offset(-27.0/3);
            make.width.equalTo(@(183.0/3));
            make.height.equalTo(@(183.0/3)).priority(900);
        }];
        _gameIconImageView = gameIconImageView;
        
        
        UILabel* gameRateLabel = [UILabel new];
        gameRateLabel.numberOfLines = 1;
        gameRateLabel.text = @"9.3";
        gameRateLabel.textColor = [UIColor redColor];
        gameRateLabel.font = [UIFont systemFontOfSize:24];
        [self.contentView addSubview:gameRateLabel];
        _gameRateLabel = gameRateLabel;
        [_gameRateLabel setContentHuggingPriority:UILayoutPriorityDefaultHigh forAxis:UILayoutConstraintAxisHorizontal];
        [_gameRateLabel setContentCompressionResistancePriority:UILayoutPriorityDefaultHigh forAxis:UILayoutConstraintAxisHorizontal];
        [gameRateLabel mas_makeConstraints:^(MASConstraintMaker *make) {
            make.right.equalTo(self.contentView).offset(-78.0/3);
            make.top.equalTo(self.contentView).offset(45.0/3);
        }];
        
        
        UILabel* gameTitleLabel = [UILabel new];
        gameTitleLabel.numberOfLines = 1;
        gameTitleLabel.text = @"Star Trek Star Trek Star Trek Star Trek Star Trek ";
        gameTitleLabel.font = [UIFont systemFontOfSize:16];
        gameTitleLabel.textColor = [UIColor blackColor];
        [self.contentView addSubview:gameTitleLabel];
        _gameTitleLabel = gameTitleLabel;
        [_gameTitleLabel setContentHuggingPriority:UILayoutPriorityDefaultLow forAxis:UILayoutConstraintAxisHorizontal];
        [_gameTitleLabel setContentCompressionResistancePriority:UILayoutPriorityDefaultLow forAxis:UILayoutConstraintAxisHorizontal];
        [gameTitleLabel mas_makeConstraints:^(MASConstraintMaker *make) {
            make.left.equalTo(_gameIconImageView.mas_right).offset(48.0/3);
            make.top.equalTo(_gameIconImageView).offset(21.0/3);
            make.right.equalTo(_gameRateLabel.mas_left).offset(-55.0/3);
        }];
        
        UILabel* gameTagLabel = [UILabel new];
        gameTagLabel.numberOfLines = 1;
        gameTagLabel.text = @"Category:MMOPRG";
        gameTagLabel.font = [UIFont systemFontOfSize:14];
        gameTagLabel.textColor = [UIColor lightGrayColor];
        [self.contentView addSubview:gameTagLabel];
        _gameTagLabel = gameTagLabel;
        [_gameTagLabel setContentHuggingPriority:UILayoutPriorityDefaultHigh forAxis:UILayoutConstraintAxisHorizontal];
        [gameTagLabel mas_makeConstraints:^(MASConstraintMaker *make) {
            make.left.equalTo(_gameIconImageView.mas_right).offset(48.0/3);
            make.bottom.equalTo(_gameIconImageView).offset(-21.0/3);
        }];
        
        UIView* sepLine = [UIView new];
        sepLine.backgroundColor = [UIColor lightGrayColor];
        [self.contentView addSubview:sepLine];
        [sepLine mas_makeConstraints:^(MASConstraintMaker *make) {
            make.left.equalTo(self.contentView).offset(54.0/3);
            make.right.equalTo(self.contentView).offset(-54.0/3);
            make.bottom.equalTo(self.contentView);
            make.height.equalTo(@(1));
        }];
        
        
    //    gameTagLabel.alpha = 0;
    //    gameRateLabel.alpha = 0;
    }
    
    - (void)loadData:(id)data indexPath:(NSIndexPath *)indexPath {
        if ([data isKindOfClass:[GameModel class]]) {
            _gameModel = data;
            
            [_gameIconImageView sd_setImageWithURL:[NSURL URLWithString:_gameModel.image]];
            _gameTitleLabel.text = _gameModel.name;
            _gameTagLabel.text = [NSString stringWithFormat:@"%@:%@", @"Category", _gameModel.category];
            _gameRateLabel.text = [NSString stringWithFormat:@"%@", @(_gameModel.point)];
        }
    }
    
    @end
    

    注意点

    setContentHuggingPriority和setContentCompressionResistancePriority的使用

    以这个图为例

    自动布局Cell的TableView自动布局Cell的TableView

    右边的数字和坐标的标题宽度都是动态数据决定的,在这个场景中,我们需要实现的是这样的效果:数字的优先级比较高,数字需要完全被展示,不能被压缩,而标题当内容超过边界值,需要被截取。
    从压缩内容角度来看: 当标题的文字超过了数字,被压缩的应该是标题,可以查看第二个Cell的例子。因此数字的防止压缩的优先级比标题的高,可以通过setContentCompressionResistancePriority方法,设置数字更大的防止压缩优先级来达到效果
    从拉伸角度来看:如果不改变对默认的其方式,希望数字能够一直停留在左边,那么当标题没有超过边界值,有一者是需要被拉伸的,如果是数字被拉伸,那么默认的对其方式就不会实现数字停留在最左边的效果了,所以可以通过设置拉伸的优先级来达到效果,通过setContentHuggingPriority来设置数字比较小的优先级实现。

        [_gameRateLabel setContentHuggingPriority:UILayoutPriorityDefaultHigh forAxis:UILayoutConstraintAxisHorizontal];
        [_gameRateLabel setContentCompressionResistancePriority:UILayoutPriorityDefaultHigh forAxis:UILayoutConstraintAxisHorizontal];
    
        [_gameTitleLabel setContentHuggingPriority:UILayoutPriorityDefaultLow forAxis:UILayoutConstraintAxisHorizontal];
        [_gameTitleLabel setContentCompressionResistancePriority:UILayoutPriorityDefaultLow forAxis:UILayoutConstraintAxisHorizontal];
    

    总结

    使用自动布局的Cell在一定的程度上提高了开发效率,不过需要注意自动布局中的某些坑,才能让自动布局更好的工作。

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