UITableViewCell使用自動佈局的「最佳實踐」

前言

iOS 處理TableView的複雜Cell是一件很麻煩的事情,咱們得計算Cell裏面內容的Frame以及Cell的高度,如今有一種相對高效的方式,使用自動佈局的Cell可讓這件事變得容易起來了,不用再去計算裏面的Frame和自身的高度,接下來談論下這種方式的實現以及裏面的坑。框架

實戰

咱們實現了一個這樣的UITableView:
佈局

自動佈局Cell的TableView
自動佈局Cell的TableView

這是一個簡單的列表,和其餘的列表無異,不過Cell裏面的佈局使用了是自動佈局。

  • 首先須要設置UITableVIew的自動佈局相關的屬性
self.tableView.estimatedRowHeight = 200;
    self.tableView.rowHeight = UITableViewAutomaticDimension;
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  • 而後重寫UITableVIew的delegate和DataSource方法

這裏不須要再重寫返回cell高度的方法了,由於使用了自動佈局的Cell,Cell的高度有Cell的內容來決定就行了。ui

#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];
}
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  • 接下來就是Cell的實現了

自動佈局的框架使用的是Masonry,自動佈局的Cell基本的思想就是讓Cell裏面的內容決定Cell的高度,因此除了常規的設置元素的約束以外,還須要一個到父View底部的約束,這樣父View纔會根據子View的內容計算出自身的高度。特別地,須要給最後設置的這個約束添加上一個優先級的值,能夠設置爲是一個小於1000的值,這裏設置的是900,由於iOS計算高度會有點小的誤差,是一個很小的小數值,在運行的時候會出現相似的警告信息:this

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>
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能夠經過設置最終決定父View高度的子View到父View底部的約束的優先級來解決這個問題。atom

[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));
        // 設置優先級處理警告信息
        make.height.equalTo(@(183.0/3)).priority(900);
    }];
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完整的Cell代碼實現spa

#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
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注意點

setContentHuggingPriority和setContentCompressionResistancePriority的使用

以這個圖爲例code

自動佈局Cell的TableView
自動佈局Cell的TableView

右邊的數字和座標的標題寬度都是動態數據決定的,在這個場景中,咱們須要實現的是這樣的效果:數字的優先級比較高,數字須要徹底被展現,不能被壓縮,而標題當內容超過邊界值,須要被截取。
從壓縮內容角度來看: 當標題的文字超過了數字,被壓縮的應該是標題,能夠查看第二個Cell的例子。所以數字的防止壓縮的優先級比標題的高,能夠經過setContentCompressionResistancePriority方法,設置數字更大的防止壓縮優先級來達到效果
**從拉伸角度來看:**若是不改變對默認的其方式,但願數字可以一直停留在左邊,那麼當標題沒有超過邊界值,有一者是須要被拉伸的,若是是數字被拉伸,那麼默認的對其方式就不會實現數字停留在最左邊的效果了,因此能夠經過設置拉伸的優先級來達到效果,經過setContentHuggingPriority來設置數字比較小的優先級實現。orm

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

    [_gameTitleLabel setContentHuggingPriority:UILayoutPriorityDefaultLow forAxis:UILayoutConstraintAxisHorizontal];
    [_gameTitleLabel setContentCompressionResistancePriority:UILayoutPriorityDefaultLow forAxis:UILayoutConstraintAxisHorizontal];
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總結

使用自動佈局的Cell在必定的程度上提升了開發效率,不過須要注意自動佈局中的某些坑,才能讓自動佈局更好的工做。cdn

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