UITableViewCell使用自动布局的“最佳实践”

来源:互联网 发布:南京天梯培训中心 知乎 编辑:程序博客网 时间:2024/05/21 19:28

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
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

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。