Files
SkeletonView/Sources/SkeletonView.swift

295 lines
12 KiB
Swift
Executable File

// Copyright © 2017 SkeletonView. All rights reserved.
import UIKit
public extension UIView {
/// Shows the skeleton without animation using the view that calls this method as root view.
///
/// - Parameters:
/// - color: The color of the skeleton. Defaults to `SkeletonAppearance.default.tintColor`.
/// - transition: The style of the transition when the skeleton appears. Defaults to `.crossDissolve(0.25)`.
func showSkeleton(usingColor color: UIColor = SkeletonAppearance.default.tintColor, transition: SkeletonTransitionStyle = .crossDissolve(0.25)) {
let config = SkeletonConfig(type: .solid, colors: [color], transition: transition)
showSkeleton(skeletonConfig: config)
}
/// Shows the gradient skeleton without animation using the view that calls this method as root view.
///
/// - Parameters:
/// - gradient: The gradient of the skeleton. Defaults to `SkeletonAppearance.default.gradient`.
/// - transition: The style of the transition when the skeleton appears. Defaults to `.crossDissolve(0.25)`.
func showGradientSkeleton(usingGradient gradient: SkeletonGradient = SkeletonAppearance.default.gradient, transition: SkeletonTransitionStyle = .crossDissolve(0.25)) {
let config = SkeletonConfig(type: .gradient, colors: gradient.colors, transition: transition)
showSkeleton(skeletonConfig: config)
}
/// Shows the animated skeleton using the view that calls this method as root view.
///
/// If animation is nil, sliding animation will be used, with direction left to right.
///
/// - Parameters:
/// - color: The color of skeleton. Defaults to `SkeletonAppearance.default.tintColor`.
/// - animation: The animation of the skeleton. Defaults to `nil`.
/// - transition: The style of the transition when the skeleton appears. Defaults to `.crossDissolve(0.25)`.
func showAnimatedSkeleton(usingColor color: UIColor = SkeletonAppearance.default.tintColor, animation: SkeletonLayerAnimation? = nil, transition: SkeletonTransitionStyle = .crossDissolve(0.25)) {
let config = SkeletonConfig(type: .solid, colors: [color], animated: true, animation: animation, transition: transition)
showSkeleton(skeletonConfig: config)
}
/// Shows the gradient skeleton without animation using the view that calls this method as root view.
///
/// If animation is nil, sliding animation will be used, with direction left to right.
///
/// - Parameters:
/// - gradient: The gradient of the skeleton. Defaults to `SkeletonAppearance.default.gradient`.
/// - animation: The animation of the skeleton. Defaults to `nil`.
/// - transition: The style of the transition when the skeleton appears. Defaults to `.crossDissolve(0.25)`.
func showAnimatedGradientSkeleton(usingGradient gradient: SkeletonGradient = SkeletonAppearance.default.gradient, animation: SkeletonLayerAnimation? = nil, transition: SkeletonTransitionStyle = .crossDissolve(0.25)) {
let config = SkeletonConfig(type: .gradient, colors: gradient.colors, animated: true, animation: animation, transition: transition)
showSkeleton(skeletonConfig: config)
}
func updateSkeleton(usingColor color: UIColor = SkeletonAppearance.default.tintColor) {
let config = SkeletonConfig(type: .solid, colors: [color])
updateSkeleton(skeletonConfig: config)
}
func updateGradientSkeleton(usingGradient gradient: SkeletonGradient = SkeletonAppearance.default.gradient) {
let config = SkeletonConfig(type: .gradient, colors: gradient.colors)
updateSkeleton(skeletonConfig: config)
}
func updateAnimatedSkeleton(usingColor color: UIColor = SkeletonAppearance.default.tintColor, animation: SkeletonLayerAnimation? = nil) {
let config = SkeletonConfig(type: .solid, colors: [color], animated: true, animation: animation)
updateSkeleton(skeletonConfig: config)
}
func updateAnimatedGradientSkeleton(usingGradient gradient: SkeletonGradient = SkeletonAppearance.default.gradient, animation: SkeletonLayerAnimation? = nil) {
let config = SkeletonConfig(type: .gradient, colors: gradient.colors, animated: true, animation: animation)
updateSkeleton(skeletonConfig: config)
}
func layoutSkeletonIfNeeded() {
flowDelegate?.willBeginLayingSkeletonsIfNeeded(rootView: self)
recursiveLayoutSkeletonIfNeeded(root: self)
}
func hideSkeleton(reloadDataAfter reload: Bool = true, transition: SkeletonTransitionStyle = .crossDissolve(0.25)) {
flowDelegate?.willBeginHidingSkeletons(rootView: self)
recursiveHideSkeleton(reloadDataAfter: reload, transition: transition, root: self)
}
func startSkeletonAnimation(_ anim: SkeletonLayerAnimation? = nil) {
subviewsSkeletonables.recursiveSearch(leafBlock: startSkeletonLayerAnimationBlock(anim)) { subview in
subview.startSkeletonAnimation(anim)
}
}
func stopSkeletonAnimation() {
subviewsSkeletonables.recursiveSearch(leafBlock: stopSkeletonLayerAnimationBlock) { subview in
subview.stopSkeletonAnimation()
}
}
}
extension UIView {
@objc func skeletonLayoutSubviews() {
guard Thread.isMainThread else { return }
skeletonLayoutSubviews()
guard isSkeletonActive else { return }
layoutSkeletonIfNeeded()
}
@objc func skeletonTraitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
skeletonTraitCollectionDidChange(previousTraitCollection)
guard isSkeletonable, isSkeletonActive, let config = currentSkeletonConfig else { return }
updateSkeleton(skeletonConfig: config)
}
func showSkeleton(skeletonConfig config: SkeletonConfig) {
isSkeletonAnimated = config.animated
flowDelegate = SkeletonFlowHandler()
flowDelegate?.willBeginShowingSkeletons(rootView: self)
recursiveShowSkeleton(skeletonConfig: config, root: self)
}
private func recursiveShowSkeleton(skeletonConfig config: SkeletonConfig, root: UIView? = nil) {
if isHiddenWhenSkeletonIsActive {
isHidden = true
}
guard isSkeletonable && !isSkeletonActive else { return }
currentSkeletonConfig = config
swizzleLayoutSubviews()
swizzleTraitCollectionDidChange()
addDummyDataSourceIfNeeded()
subviewsSkeletonables.recursiveSearch(leafBlock: {
showSkeletonIfNotActive(skeletonConfig: config)
}) { subview in
subview.recursiveShowSkeleton(skeletonConfig: config)
}
if let root = root {
flowDelegate?.didShowSkeletons(rootView: root)
}
}
private func showSkeletonIfNotActive(skeletonConfig config: SkeletonConfig) {
guard !isSkeletonActive else { return }
saveViewState()
prepareViewForSkeleton()
addSkeletonLayer(skeletonConfig: config)
}
func updateSkeleton(skeletonConfig config: SkeletonConfig) {
isSkeletonAnimated = config.animated
flowDelegate?.willBeginUpdatingSkeletons(rootView: self)
recursiveUpdateSkeleton(skeletonConfig: config, root: self)
}
private func recursiveUpdateSkeleton(skeletonConfig config: SkeletonConfig, root: UIView? = nil) {
guard isSkeletonActive else { return }
currentSkeletonConfig = config
updateDummyDataSourceIfNeeded()
subviewsSkeletonables.recursiveSearch(leafBlock: {
if let skeletonLayer = skeletonLayer,
skeletonLayer.type != config.type {
removeSkeletonLayer()
addSkeletonLayer(skeletonConfig: config)
} else {
updateSkeletonLayer(skeletonConfig: config)
}
}) { subview in
subview.recursiveUpdateSkeleton(skeletonConfig: config)
}
if let root = root {
flowDelegate?.didUpdateSkeletons(rootView: root)
}
}
private func recursiveLayoutSkeletonIfNeeded(root: UIView? = nil) {
subviewsSkeletonables.recursiveSearch(leafBlock: {
guard isSkeletonable, isSkeletonActive else { return }
layoutSkeletonLayerIfNeeded()
if let config = currentSkeletonConfig, config.animated, !isSkeletonAnimated {
startSkeletonAnimation(config.animation)
}
}) { subview in
subview.recursiveLayoutSkeletonIfNeeded()
}
if let root = root {
flowDelegate?.didLayoutSkeletonsIfNeeded(rootView: root)
}
}
private func recursiveHideSkeleton(reloadDataAfter reload: Bool, transition: SkeletonTransitionStyle, root: UIView? = nil) {
guard isSkeletonActive else { return }
if isHiddenWhenSkeletonIsActive {
isHidden = false
}
currentSkeletonConfig?.transition = transition
removeDummyDataSourceIfNeeded(reloadAfter: reload)
subviewsSkeletonables.recursiveSearch(leafBlock: {
recoverViewState(forced: false)
removeSkeletonLayer()
}) { subview in
subview.recursiveHideSkeleton(reloadDataAfter: reload, transition: transition)
}
if let root = root {
flowDelegate?.didHideSkeletons(rootView: root)
}
}
private func startSkeletonLayerAnimationBlock(_ anim: SkeletonLayerAnimation? = nil) -> VoidBlock {
return {
self.isSkeletonAnimated = true
guard let layer = self.skeletonLayer else { return }
layer.start(anim) { [weak self] in
self?.isSkeletonAnimated = false
}
}
}
private var stopSkeletonLayerAnimationBlock: VoidBlock {
return {
self.isSkeletonAnimated = false
guard let layer = self.skeletonLayer else { return }
layer.stopAnimation()
}
}
private func swizzleLayoutSubviews() {
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01) {
DispatchQueue.once(token: "UIView.SkeletonView.swizzleLayoutSubviews") {
swizzle(selector: #selector(UIView.layoutSubviews),
with: #selector(UIView.skeletonLayoutSubviews),
inClass: UIView.self,
usingClass: UIView.self)
self.layoutSkeletonIfNeeded()
}
}
}
private func swizzleTraitCollectionDidChange() {
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01) {
DispatchQueue.once(token: "UIView.SkeletonView.swizzleTraitCollectionDidChange") {
swizzle(selector: #selector(UIView.traitCollectionDidChange(_:)),
with: #selector(UIView.skeletonTraitCollectionDidChange(_:)),
inClass: UIView.self,
usingClass: UIView.self)
}
}
}
}
extension UIView {
func addSkeletonLayer(skeletonConfig config: SkeletonConfig) {
guard let skeletonLayer = SkeletonLayerBuilder()
.setSkeletonType(config.type)
.addColors(config.colors)
.setHolder(self)
.build()
else { return }
self.skeletonLayer = skeletonLayer
layer.insertSublayer(skeletonLayer,
at: UInt32.max,
transition: config.transition) { [weak self] in
if config.animated {
self?.startSkeletonAnimation(config.animation)
}
}
status = .on
}
func updateSkeletonLayer(skeletonConfig config: SkeletonConfig) {
guard let skeletonLayer = skeletonLayer else { return }
skeletonLayer.update(usingColors: config.colors)
if config.animated {
startSkeletonAnimation(config.animation)
} else {
skeletonLayer.stopAnimation()
}
}
func layoutSkeletonLayerIfNeeded() {
guard let skeletonLayer = skeletonLayer else { return }
skeletonLayer.layoutIfNeeded()
}
func removeSkeletonLayer() {
guard isSkeletonActive,
let skeletonLayer = skeletonLayer,
let transitionStyle = currentSkeletonConfig?.transition else { return }
skeletonLayer.stopAnimation()
skeletonLayer.removeLayer(transition: transitionStyle) {
self.skeletonLayer = nil
self.status = .off
self.currentSkeletonConfig = nil
}
}
}