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🏰 Declarative UIKit with LivePreview for iOS9+ (best alternative to SwiftUI)

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MIT License Swift 5.3 Swift 5.3 iPadOS and Catalyst support macOS support Cocoapod Swift.Stream

🚀❤️ YOU WILL LOVE UIKIT MORE THAN EVER ❤️🚀


Nothing is impossible!

Build awesome responsive UIs even simpler than with SwiftUI cause you already know everything.


With. Live. Preview. iOS9+.


A LOT OF EXAMPLES

OUR COMMUNITY IN DISCORD

Requirements

Xcode 12.3+

Swift 5.3+

Good mood

Installation

Add the following line to your Podfile:

pod 'UIKit-Plus', '~> 2.0.0-alpha.1.9.0'

In Xcode 12.3+ go to File -> Swift Packages -> Add Package Dependency and enter there URL of this repo

https://github.com/MihaelIsaev/UIKitPlus

IMPORTANT!

⚠️ Guys, who's interested in UIKitPlus please migrate to 2.0.0-alpha.1.9.0 asap, it is stable enough to use it already. It will be marked it as beta when I finish macOS support.

Since version 2.0.0 there are a lot of advantages and fixes, and your project could look cleaner since there are no AppDelegate and SceneDelegate anymore, everything is under the hood like with SwiftUI, but it is very obvious and convenient to use any AppDelegate/SceneDelegate methods.

Check it out by creating a project with the new project template which is available in the master branch.

IMPORTANT!

To support iOS lower than 13 you have to set -weak_framework SwiftUI in Other Linker Flags in Build Settings.

Without that your app gonna crash on iOS lower than 13 because it will try to load SwiftUI without luck.

Screenshot 2020-03-29 at 03 35 10

Project Template! 🍾

To simplify life with UIKitPlus you can download our template!

For that run the following commands in console

git clone https://github.com/MihaelIsaev/UIKitPlus.git
cp -R UIKitPlus/Templates ~/Library/Developer/Xcode/
rm -rf UIKitPlus

After that you will be able to go to File -> New -> Project and choose UIKitPlus app! 🚀

UIKitPlus App Template Screenshot

💡After project creation you have to install UIKitPlus manually either with Swift Package Manager or with CocoaPods

Features

1. Delayed constraints

Declare all the constraints in advance before adding view to superview. Even by tags.

UButton("Click me").width(300).centerInSuperview()

2. Declarativity

Build everything declarative way. Any view. Any control. Even layers, gestures, colors, fonts, etc.

UText("Hello world").color(.red).alignment(.center).font(.helveticaNeueRegular, 15)

3. Reactivity

Use @UState for any property, react on any thing, map states to different types, etc.

@UState var text = "Hello world"
UText($text)

@UState var number = 5
UText($number.map { "\($0)" })

@UState var bool = false
UText($bool.map { $0 ? "enabled" : "disabled" })

4. Purity

Everything is pretty clear. Clean short code without magic.

5. SwiftUI-like but still beloved UIKit

Declare subviews like in SwiftUI (but don't forget that we're still in UIKit and use autolayout)

body {
    View1()
    View2()
    View3()
    // btw it is NOT limited to 10
}

6. Reusable and extendable

Declare views or its styles in extensions. Subclass views. Use all the power of OOP.

7. All modern features

Diffable data-source (yes yes for iOS9+). Dynamic colors for light/dark mode. Stateable animations. Reactivity.

8. Everything and even more

Built-in ImageLoader, no need in huge 3rd party libs. Just set URL to Image. Fully customizable and overridable.

UImage(url: "")
UImage(url: "", defaultImage: UIImage(named: "emptyImage")) // set default image to show it while loading
UImage(url: "", loader: .defaultRelease) // release image before start loading
UImage(url: "", loader: .defaultImmediate) // immediate replace image after loading
UImage(url: "", loader: .defaultFade) // replace image with fade effect after loading
UImage(url: "", loader: ImageLoader()) // subclass from `ImageLoader` and set you custom loader here

Easy device model and type detection and ability to set values based on that.

UButton("Click me").width(400 !! iPhone6(300) !! .iPhone5(200))

Localizable strings

Localization.default = .en // set any localization as default to use it with not covered languages
Localization.current = .en // override current locale
String(.en("Hello"), .fr("Bonjour"), .ru("Привет"))

Custom trait collections.

9. Live Preview

Live preview provided by SwiftUI (available only since macOS Catalina).

The only problem we have is that since names of views are the same in UIKitPlus and SwiftUI we should use aliases like UButton for Button or UView for View, so everything with U prefix. It is only necessary if you want to use live previews, otherwise there is no need to import SwiftUI, so no name conflicts.

Preview single item

💡 You can create as many preview structs as you need

ViewController example

#if canImport(SwiftUI) && DEBUG
import SwiftUI
@available(iOS 13.0, *)
struct MyViewController_Preview: PreviewProvider, DeclarativePreview {
    static var preview: Preview {
        Preview {
            MainViewController()
        }
        .colorScheme(.dark)
        .device(.iPhoneX)
        .language(.fr)
        .rtl(true)
    }
}
#endif

UView example

#if canImport(SwiftUI) && DEBUG
import SwiftUI
@available(iOS 13.0, *)
struct MyButton_Preview: PreviewProvider, DeclarativePreview {
    static var preview: Preview {
        Preview {
            UButton(String(.en("Hello"), .fr("Bonjour"), .ru("Привет")))
                .circle()
                .background(.blackHole / .white)
                .color(.white / .black)
                .height(54)
                .edgesToSuperview(h: 8)
                .centerYInSuperview()
        }
        .colorScheme(.dark)
        .layout(.fixed(width: 300, height: 64))
        .language(.fr)
        .rtl(true)
    }
}
#endif

Preview group 🔥

It is just convenient way to create multiple previews inside one struct

Limitations:

  • only 10 previews inside group
  • rtl and language properties can be set only to group, not to previews directly
#if canImport(SwiftUI) && DEBUG
import SwiftUI
@available(iOS 13.0, *)
struct MyPreviewGroup_Preview: PreviewProvider, DeclarativePreviewGroup {
    static var previewGroup: PreviewGroup {
        PreviewGroup { // 1 to 10 previews inside
            Preview {
                MainViewController()
            }
            .colorScheme(.dark)
            .device(.iPhoneX)
            Preview {
                MainViewController()
            }
            .colorScheme(.light)
            .device(.iPhoneX)
            Preview {
                // in this group title will be shown in `fr` language
                UButton(String(.en("Hello"), .fr("Bonjour"), .ru("Привет")))
                    .circle()
                    .background(.blackHole / .white)
                    .color(.white / .black)
                    .height(54)
                    .edgesToSuperview(h: 8)
                    .centerYInSuperview()
            }
            .colorScheme(.dark)
            .layout(.fixed(width: 300, height: 64))
        }
        .language(.fr) // limited to group
        .rtl(true) // limited to group
    }
}
#endif

Usage

import UIKitPlus

Even no need to import UIKit at all!

Constraints

Solo

aspectRatio
/// 1:1
UView().aspectRatio()

/// 1:1 low priority
UView().aspectRatio(priority: .defaultLow)

/// 4:3
UView().aspectRatio(4 / 3)

/// 4:3 low priority
UView().aspectRatio(priority: .defaultLow)
width
/// 100pt
UView().width(100)

/// Stateable width
@UState var width: CGFloat = 100

View().width($width)

/// Stateable but based on different type
@UState var expanded = false

UView().width($expanded.map { $0 ? 200 : 100 })

/// Different value for different devices
/// 80pt for iPhone5, 120pt for any iPad, 100pt for any other devices
UView().width(100 !! .iPhone5(80) !! .iPad(150))
height
/// 100pt
UView().height(100)

/// Stateable height
@UState var height: CGFloat = 100

UView().height($height)

/// Stateable but based on different type
@UState var expanded = false

UView().height($expanded.map { $0 ? 200 : 100 })

/// Different value for different devices
/// 80pt for iPhone5, 120pt for any iPad, 100pt for any other devices
UView().height(100 !! .iPhone5(80) !! .iPad(150))
size
/// width 100pt, height 100pt
UView().size(100)

/// width 100pt, height 200pt
UView().size(100, 200)

/// Stateable
@UState var width: CGFloat = 100
@UState var height: CGFloat = 100

UView().size($width, 200)
UView().size(100, $height)
UView().size($width, $height)

/// for both
@UState var size: CGFloat = 100
UView().size($size)

/// Stateable but based on different type
@UState var expanded = false

UView().size($expanded.map { $0 ? 200 : 100 })
UView().size(100, $expanded.map { $0 ? 200 : 100 })
UView().size(100 !! .iPad(200), $expanded.map { $0 ? 200 !! .iPad(300) : 100 !! .iPad(200) })
UView().size($width, $expanded.map { $0 ? 200 : 100 })
UView().size($expanded.map { $0 ? 200 : 100 }, 100)
UView().size($expanded.map { $0 ? 200 : 100 }, $height)

Read and write view's solo constraints directly. And even animate them.

let v = UView()
v.width = 100
v.height = 100
UIViewPropertyAnimator(duration: 0.5, curve: .easeInOut) {
    v.width = 200
    v.height = 300
}.startAnimation()

Super

edges
/// all edges to superview 0pt
UView().edgesToSuperview()

/// all edges to superview 16pt
UView().edgesToSuperview(16)

/// horizontal edges: 16pt, vertical edges: 24pt
UView().edgesToSuperview(16, 24)

/// horizontal edges: 16pt
UView().edgesToSuperview(h: 16)

/// vertical edges: 24pt
UView().edgesToSuperview(v: 24)

/// each edge to different value to superview
UView().edgesToSuperview(top: 24, leading: 16, trailing: -16, bottom: -8)
top
/// 16pt to top of superview
UView().topToSuperview(16)

/// 16pt to safeArea top of superview
UView().topToSuperview(16, safeArea: true)

/// Stateable
@UState var top: CGFloat = 16

UView().topToSuperview($top)

/// Stateable but based on different type
@UState var expanded = false

UView().topToSuperview($expanded.map { $0 ? 0 : 16 })
leading
/// 16pt to leading of superview
UView().leadingToSuperview(16)

/// all the same as with topToSuperview
trailing
/// -16pt to trailing of superview
UView().trailingToSuperview(-16)

/// all the same as with topToSuperview
bottom
/// -16pt to bottom of superview
UView().leadingToSuperview(-16)

/// all the same as with topToSuperview
centerX
/// right in center of superview horizontally
UView().centerXInSuperview()

/// 16pt from horizontal center of superview
UView().centerXToSuperview(16)

/// all the same as with topToSuperview
centerY
/// right in center of superview vertically
UView().centerYInSuperview()

/// 16pt from vertical center of superview
UView().centerYToSuperview(16)

/// all the same as with topToSuperview
center
/// right in center of superview both horizontally and vertically
UView().centerInSuperview()

/// 16pt from horizontal center of superview, 8pt from vertical center of superview
UView().centerInSuperview(x: 16, y: 8)

/// all the same as with topToSuperview
width
/// equal width with superview
UView().widthToSuperview()

/// equal width with superview with low priority
UView().widthToSuperview(priority: .defaultLow)

/// half width of superview
UView().widthToSuperview(multipliedBy: 0.5)

/// half width of superview with low priority
UView().widthToSuperview(multipliedBy: 0.5, priority: .defaultLow)

/// all the same as with topToSuperview
height
/// equal height with superview
UView().heightToSuperview()

/// all the same as with widthToSuperview

Read and write view's super constraints directly. And even animate them.

let v = View()
v.top = 24
v.leading = 16
v.trailing = 16
v.bottom = -24
UIViewPropertyAnimator(duration: 0.5, curve: .easeInOut) {
    v.top = 0
    v.leading = 8
    v.trailing = 8
    v.bottom = 0
}.startAnimation()

Relative

top
UView().top(to: otherView)
UView().top(to: otherView, 16)
UView().top(to: otherView, $topStateValue)
UView().top(to: .top, of: otherView)
UView().top(to: .top, of: otherView, $topStateValue)
leading
UView().leading(to: otherView)

/// all the same as for top(to:)
trailing
UView().trailing(to: otherView)

/// all the same as for top(to:)
bottom
UView().bottom(to: otherView)

/// all the same as for top(to:)
left
UView().left(to: otherView)

/// all the same as for top(to:)
right
UView().right(to: otherView)

/// all the same as for top(to:)
centerX
UView().centerX(to: otherView)

/// all the same as for top(to:)
centerY
UView().centerY(to: otherView)

/// all the same as for top(to:)
center
UView().center(to: otherView)

/// all the same as for top(to:)
width
UView().width(to: otherView)

/// all the same as for top(to:)
height
UView().height(to: otherView)

/// all the same as for top(to:)
equal
/// just a convenient method to width&height
UView().equalSize(to: otherView)

/// all the same as for top(to:)

💡 TIP: Feel free to use UState, and values based on device type everywhere

Relative constraints by tags 🔥

Screenshot 2020-04-18 at 05 47 57

Really often we have to create some views with constraints related to each other 😃

The classic way is to create a variable with view somewhere outside, like this

let someView = UView()

then we used it with other views to make relative constraints

UView {
    someView.size(200).background(.red).centerInSuperview()
    UView().size(100).background(.cyan).centerXInSuperview().top(to: someView)
    UView().size(100).background(.purple).centerXInSuperview().bottom(to: someView)
    UView().size(100).background(.yellow).centerYInSuperview().right(to: someView)
    UView().size(100).background(.green).centerYInSuperview().left(to: someView)
}

But if it's not necessary to declare view outside the you can use tag! And easily rely to it from other views!

UView {
    UView().size(200).background(.red).centerInSuperview().tag(7)
    UView().size(100).background(.cyan).centerXInSuperview().top(to: 7)
    UView().size(100).background(.purple).centerXInSuperview().bottom(to: 7)
    UView().size(100).background(.yellow).centerYInSuperview().right(to: 7)
    UView().size(100).background(.green).centerYInSuperview().left(to: 7)
}

Even order doesn't matter 🤗

UView {
    UView().size(100).background(.cyan).centerXInSuperview().top(to: 7)
    UView().size(100).background(.purple).centerXInSuperview().bottom(to: 7)
    UView().size(100).background(.yellow).centerYInSuperview().right(to: 7)
    UView().size(100).background(.green).centerYInSuperview().left(to: 7)
    UView().size(200).background(.red).centerInSuperview().tag(7)
}

You even can add view later and all related views will immediately stick to it once it's added 🚀

let v = UView {
    UView().size(100).background(.cyan).centerXInSuperview().top(to: 7)
    UView().size(100).background(.purple).centerXInSuperview().bottom(to: 7)
    UView().size(100).background(.yellow).centerYInSuperview().right(to: 7)
    UView().size(100).background(.green).centerYInSuperview().left(to: 7)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 5) {
    UIView.animate(withDuration: 1) {
        v.body {
            UView().size(200).background(.red).centerInSuperview().tag(7)
        }
    }
}

Extra

Any constraint value may be set as CGFloat or with Relation and even Multiplier

// just equal to 10
UView().leading(to: .trailing, of: anotherView, 10)

// greaterThanOrEqual to 10
UView().leading(to: .trailing, of: anotherView, >=10)

// lessThanOrEqual to 10
UView().leading(to: .trailing, of: anotherView, <=10)

// equal to 10 with 1.5 multiplier
UView().leading(to: .trailing, of: anotherView, 10 ~ 1.5)

// equal to 10 with 1.5 multiplier and 999 priority
UView().leading(to: .trailing, of: anotherView, 10 ~ 1.5 ! 999)

// equal to 10 with 1.5 multiplier and `.defaultLow` priority
UView().leading(to: .trailing, of: anotherView, 10 ~ 1.5 ! .defaultLow)

// equal to 10 with 999 priority
UView().leading(to: .trailing, of: anotherView, 10 ! 999)

More about constraints direct access

Ok, let's imagine that you have a view which is sticked to its superview

let view = UView().edgesToSuperview()

now your view have top, leading, trailing and bottom constraints to its superview and e.g. you want to change top constraint so you could do it like this

view.top = 16

or

view.declarativeConstraints.top?.constant = 16

the same way works with all view's constraints, so you can change them or even delete them just by setting them nil.

Another situation if you have a view which have a constrain to another relative view

let centerView = UView().background(.black).size(100).centerInSuperview()
let secondView = UView().background(.green).size(100).centerXInSuperview().top(to: .bottom, of: centerView, 16)

and for example you want to reach bottom constraint of centerView related to secondView, do it like this

// short way
centerView.outer[.bottom, secondView] = 32 // changes their vertical spacing from 16 to 32
// long way
centerView.declarativeConstraints.outer[.bottom, secondView]?.constant = 32 // changes their vertical spacing from 16 to 32
Root View Controller 🍀

Detailed instruction

View

alias is UView

View may be created with empty initializer

UView()

or you can put subviews into it right while initialization

UView {
    UView()
    UView()
}

or you can wrap some view using inline keyword so that inner view will stick all edges to superview

UView(inline: MKMapView())

also you can add subviews to that superview by calling .body { ... } method. even multiple times.

UView().body {
    UView()
    UVSpace(8)
    UView()
}.body {
    UView()
}.body {
    UView()
    UView()
    UView()
}
VerificationCodeView

// implemented. to be described more

This is really bonus view! :D Almost every app now uses verification codes for login and now you can easily implement that code view with UIKitPlus! :)

VerificationCodeField().digitWidth(64)
                       .digitsMargin(25)
                       .digitBorder(.bottom, 1, 0xC6CBD3)
                       .digitColor(0x171A1D)
                       .font(.sfProRegular, 32)
                       .entered(verify)

func verify(_ code: String) {
  print("entered code: " + code)
}
VisualEffectView
// implemented. to be described more

UVisualEffectView(.darkBlur)
UVisualEffectView(.lightBlur)
UVisualEffectView(.extraLightBlur)
// iOS10+
UVisualEffectView(.prominent)
UVisualEffectView(.regular)

// iOS13+ (but can be used since iOS9+)
// automatic dynamic effect for light and dark modes
UVisualEffectView(.darkBlur, .lightBlur) // effect will be switched automatically. darkBlur is for light mode.

Create your own extension for your custom effects to use them easily like in example above

extension UIVisualEffect {
    public static var darkBlur: UIVisualEffect { return UIBlurEffect(style: .dark) }
}
WrapperView

It is simple View but with ability to initialize with inner view

UWrapperView {
  UView().background(.red).shadow()
}.background(.green).shadow()

and you could specify innerView`s padding right here

// to the same padding for all sides
UWrapperView {
  UView()
}.padding(10)
// or to specific padding for each side
UWrapperView {
  UView()
}.padding(top: 10, left: 5, right: 10, bottom: 5)
// or even like this
UWrapperView {
  UView()
}.padding(top: 10, right: 10)
LayerView

// implemented. to be described

Impact Feedback

My favourite feature.

ImpactFeedback.error()
ImpactFeedback.success()
ImpactFeedback.selected()
ImpactFeedback.bzz()
Localization 🇮🇸🇩🇪🇯🇵🇲🇽
// set any localization as default
Localization.default = .en

// override current locale
Localization.current = .en

// create string relative to current language
let myString = String(
    .en("Hello"),
    .fr("Bonjour"),
    .ru("Привет"),
    .es("Hola"),
    .zh_Hans("你好"),
    .ja("こんにちは"))
print(myString)

By default current language is equal to Locale.current but you can change it by setting Localizer.current = .en. Also localizer have default language in case if user's language doesn't match any in your string, and you could set it just by calling Localizer.default = .en.

Also you can use localizable strings directly in Button, Text, TextView, TextField and AttributedString

UText(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"))

UTextView(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"))
    .placeholder(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"))

UTextField(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"))
    .placeholder(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"))

UButton(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"))
UButton().title(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"), state: .highlighted)

String(.en("Hello"), .ru("Привет"), .fr("Bonjour"), .es("Hola"))

But how to use this awesome localization with 10+ languages in the app?

Just create a dedicated localization file (e.g. Localization.swift) like this

extension String {
    static func transferTo(_ wallet: String) -> String {
        String(.en("Transfer to #\(wallet)"),
                  .ru("Перевод на #\(wallet)"),
                  .zh("转移到 #\(wallet)"),
                  .ja("\(wallet)に転送"),
                  .es("Transferir a #\(wallet)"),
                  .fr("Transférer au #\(wallet)"),
                  .sv("Överför till #\(wallet)"),
                  .de("Übertragen Sie auf #\(wallet)"),
                  .tr("\(wallet) numarasına aktar"),
                  .it("Trasferimento al n. \(wallet)"),
                  .cs("Převod na #\(wallet)"),
                  .he("\(wallet) העבר למספר"),
                  .ar("\(wallet)#نقل إلى"))
    }
    static var copyLink: String {
        String(.en("Copy link to clipboard"),
                  .ru("Скопировать ссылку"),
                  .zh("复制链接到剪贴板"),
                  .ja("リンクをクリップボードにコピー"),
                  .es("Copiar enlace al portapapeles"),
                  .fr("Copier le lien dans le presse-papiers"),
                  .sv("Kopiera länk till urklipp"),
                  .de("Link in Zwischenablage kopieren"),
                  .tr("Bağlantıyı panoya kopyala"),
                  .it("Copia il link negli appunti"),
                  .cs("Zkopírujte odkaz do schránky"),
                  .he("העתק קישור ללוח"),
                  .ar("نسخ الرابط إلى الحافظة"))
    }
    static var copyLinkSucceeded: String {
        String(.en("Link has been copied to clipboard"),
                  .ru("Ссылка успешно скопирована в буфер обмена"),
                  .zh("链接已复制到剪贴板"),
                  .ja("リンクがクリップボードにコピーされました"),
                  .es("El enlace ha sido copiado al portapapeles"),
                  .fr("Le lien a été copié dans le presse-papiers"),
                  .sv("Länken har kopierats till Urklipp"),
                  .de("Der Link wurde in die Zwischenablage kopiert"),
                  .tr("Bağlantı panoya kopyalandı"),
                  .it("Il link è stato copiato negli appunti"),
                  .cs("Odkaz byl zkopírován do schránky"),
                  .he("הקישור הועתק ללוח"),
                  .ar("تم نسخ الرابط إلى الحافظة"))
    }
    static var shareNumber: String {
        String(.en("Share number"),
                  .ru("Поделиться номером"),
                  .zh("分享号码"),
                  .ja("共有番号"),
                  .es("Compartir número"),
                  .fr("Numéro de partage"),
                  .sv("Aktienummer"),
                  .de("Teilenummer"),
                  .tr("Numarayı paylaş"),
                  .it("Condividi il numero"),
                  .cs("Sdílejte číslo"),
                  .he("מספר שתף"),
                  .ar("رقم السهم"))
    }
    static var shareLink: String {
        String(.en("Share link"),
                  .ru("Поделиться ссылкой"),
                  .zh("分享链接"),
                  .ja("共有リンク"),
                  .es("Compartir enlace"),
                  .fr("Lien de partage"),
                  .sv("Dela länk"),
                  .de("Einen Link teilen"),
                  .tr("Linki paylaş"),
                  .it("Condividi il link"),
                  .cs("Sdílet odkaz"),
                  .he("שתף קישור"),
                  .ar("مشاركة الرابط"))
    }
}

And then use localized string all over the app this easy way

UText(.transferTo("123")) // Transfer to #123
UText(.copyLinkSucceeded) // Copy link to clipboard
UButton(.shareNumber) // Share number
UButton(.shareLink) // Share link
View Controller

// implemented. to be described

Status bar style

In any ViewController you can set statusBarStyle and all its values are iOS9+.

override var statusBarStyle: StatusBarStyle { .default }
override var statusBarStyle: StatusBarStyle { .dark }
override var statusBarStyle: StatusBarStyle { .light }
Colors
/// Simple color
UIColor.red

/// Automatic dynamic color: black for light mode, white for dark mode
UIColor.black / UIColor.white

/// color in hex, represented as int and supported by all color properties
0xFF0000

/// hex color converted to UIColor
0xFF0000.color

/// hex colors as dynamic UIColor
0x000.color / 0xfff.color

/// color with alpha
UIColor.white.alpha(0.5)

/// hex color with alpha
0xFFFFFF.color.alpha(0.5)

Declare custom colors like this

import UIKit
import UIKitPlus

extension UIColor {
    static var mainBlack: UIColor { return .black  }
    static var otherGreen: UIColor { return 0x3D7227.color  } // 61 114 39
}

and then use them just like

Label("Hello world").color(.otherGreen).background(.mainBlack)
Fonts
// implemented. to be described

/// helper to print all the fonts in console (debug only)
UIFont.printAll()

Add your custom fonts to the project and then declare them like this

import UIKitPlus

extension FontIdentifier {
    public static var sfProBold = FontIdentifier("SFProDisplay-Bold")
    public static var sfProRegular = FontIdentifier("SFProDisplay-Regular")
    public static var sfProMedium = FontIdentifier("SFProDisplay-Medium")
}

and then use them just like

UButton().font(.sfProMedium, 15)
Gestures

Detailed instruction

States

alias is UState

/// usual
@UState var myState = UIColor.red
@UState var myState = ""
@UState var myState = 0
// etc.

/// expressable
$boolStateToColor.map { $0 == true ? .red : .green }
$boolStateToString.map { !$0 ? "night" : "day" }

/// mix to Int states into one String expressable
$state1.and($state2).map { $0.left > $0.right ? "higher" : "lower" }
Attributed Strings
"hello".background(.gray)
       .foreground(.red)
       .font(.sfProBold, 15)
       .paragraphStyle(.default)
       .ligature(1)
       .kern(1)
       .strikethroughStyle(1)
       .underlineStyle(.patternDash)
       .strokeColor(.purple)
       .strokeWidth(1)
       .shadow()
// or .shadow(offset: .zero, blur: 1, color: .lightGray)
       .textEffect("someEffect")
       .attachment(someAttachment)
       .link("http://github.com")
       .baselineOffset(1)
       .underlineColor(.cyan)
       .strikethroughColor(.magenta)
       .obliqueness(1)
       .expansion(1)
       .glyphForm(.horizontal)
       .writingDirection(.rightToLeft)
Animations

// implemented. to be described

Activity Indicator

// implemented. to be described

Bar Button Item

// implemented. to be described

Button

alias is UButton

// to be described more

UButton()
UButton("Tap me")
UButton().title("Tap me") // useful if you declared Button from extension like below
UButton.mySuperButton.title("Tap me")

background and background for highlighted state

UButton("Tap me").background(.white).backgroundHighlighted(.darkGray)

title color for different states

UButton("Tap me").color(.black).color(.lightGray, .disabled)

set some font from declared identifiers or with system fonts

UButton("Tap me").font(v: .systemFont(ofSize: 15))
UButton("Tap me").font(.sfProBold, 15)

add image

UButton("Tap me").image(UIImage(named: "cat"))
UButton("Tap me").image("cat")

You can handle tap action easily

UButton("Tap me").onTapGesture { print("button tapped") }
UButton("Tap me").onTapGesture { button in
    print("button tapped")
}

or like this

func tapped() { print("button tapped") }
UButton("Tap me").onTapGesture(tapped)

func tapped(_ button: Button) { print("button tapped") }
UButton("Tap me").onTapGesture(tapped)

Declare custom buttons like this

import UIKitPlus

extension Button {
    static var bigBottomWhite: Button {
        return Button().color(.darkGray).color(.black, .highlighted).font(.sfProMedium, 15).background(.white).backgroundHighlighted(.lightGray).circle()
    }
    static var bigBottomGreen: Button {
        return Button().color(.white).font(.sfProMedium, 15).background(.mainGreen).circle()
    }
}

and then use them like this

UButton.bigBottomWhite.size(300, 50).bottomToSuperview(20).centerInSuperview()
Collection
// implemented. to be described

// difference between Collection and CollectionView
// flow layouts
ControlView

// implemented. to be described

DatePicker

// implemented. to be described

DynamicPickerView

// implemented. to be described

StackView

alias is UStackView

// implemented. to be described

UStackView().axis(.vertical)
           .alignment(.fill)
           .distribution(.fillEqually)
           .spacing(16)
VStack

alias is UVStack

// implemented. to be described more The same as StackView but with predefined axis and ability to easily add arranged subviews

UVStack (
  UText("hello world").background(.green),
  UVSpace(16) // 16pt delimiter
  UText("hello world").background(.red)
)
.spacing(10)
.alignment(.left)
.distribution(...)
VScrollStack
// implemented. to be described

/// it is the same as VStack but it is combined with ScrollView
HStack

alias is UHStack

// implemented. to be described more The same as StackView but with predefined axis and ability to easily add arranged subviews

UHStack (
  UText("hello world").background(.green),
  UHSpace(16) // 16pt delimiter
  UText("hello world").background(.red)
)
.spacing(10)
.alignment(.left)
.distribution(...)
HScrollStack
// implemented. to be described

/// it is the same as HStack but it is combined with ScrollView
HSpace
/// just a horizontal delimiter
UHSpace(16)
/// alternatively
UView().width(16)
VSpace
/// just a vertical delimiter
UVSpace(16)
/// alternatively
UView().height(16)
Space
/// just a flexible space for stack views
USpace()
/// alternatively
UView()
HUD

// implemented. to be described

Image

alias is UImage

// to be described more

Declare asset images like this

import UIKitPlus

extension Image {
    static var welcomeBackground: UImage { return Image("WelcomeBackground") }
}

and then use them like this

let backgroudImage = UImage.welcomeBackground.edgesToSuperview()

With built-in ImageLoader

UImage(url: "")
UImage(url: "", defaultImage: UIImage(named: "emptyImage")) // set default image to show it while loading
UImage(url: "", loader: .defaultRelease) // release image before start loading
UImage(url: "", loader: .defaultImmediate) // immediate replace image after loading
UImage(url: "", loader: .defaultFade) // replace image with fade effect after loading
UImage(url: "", loader: ImageLoader()) // subclass from `ImageLoader` and set you custom loader here
InputView

// implemented. to be described

List

alias is UList

// implemented. to be described

also describe auto-DIFF with Identable models
TableView

// implemented. to be described

PickerView

// implemented. to be described

RefreshControl

// implemented. to be described

ScrollView

// implemented. to be described more

UScrollView().paging(true).scrolling(false).hideIndicator(.horizontal)
UScrollView().paging(true).scrolling(false).hideAllIndicators()
UScrollView().contentInset(.zero)
UScrollView().contentInset(top: 10, left: 5, right: 5, bottom: 10)
UScrollView().contentInset(top: 10, bottom: 10)
UScrollView().scrollIndicatorInsets(.zero)
UScrollView().scrollIndicatorInsets(top: 10, left: 5, right: 5, bottom: 10)
UScrollView().scrollIndicatorInsets(top: 10, bottom: 10)
SegmentedControl

alias is USegmentedControl

// implemented. to be described more

@UState var selectedItem = 0
USegmentedControl("One", "Two").select($selectedItem)
// or simply
USegmentedControl("One", "Two").select(0).changed { print("segment changed to \($0)") }
SliderView

// implemented. to be described

Stepper

alias is UStepper

// implemented. to be described

TextField

alias is UTextField

// implemented. to be described

// format with AnyFormat
UTextField()
UTextField("some text")
UTextField().text("some text")
UTextField.mySuperDuperTextField.text("some text")

set some font from declared identifiers or with system fonts

UTextField().font(v: .systemFont(ofSize: 15))
UTextField().font(.sfProBold, 15)

set text color

UTextField().color(.red)

set text alignment

UTextField().alignment(.center)

placeholder

UTextField().placeholder("email")
// or use AttributedString to make it colored
UTextField().placeholder(AttributedString("email").foreground(.green))

secure

UTextField().secure()

remove any text from field easily

UTextField().cleanup()

set keyboard and content type

UTextField().keyboard(.emailAddress).content(.emailAddress)

listen if user typing or not

UTextField().typing($isTyping, interval: 2) // very useful for chats

set delegate

UTextField().delegate(self)

or get needed events declarative way

UTextField().shouldBeginEditing { tf in return true }
           .didBeginEditing { tf in }
           .shouldEndEditing { tf in return true }
           .didEndEditing { tf in }
           .shouldChangeCharacters { tf, range, replacement in return true }
           .shouldClear { tf in return true }
           .shouldReturn { tf in return true }
           .editingDidBegin { tf in }
           .editingChanged { tf in }
           .editingDidEnd { tf in }
Text (aka UILabel)

alias is UText or just Label

// to be described more It either may be initialized with String or unlimited amount of AttributedStrings

UText("hello 👋 ")
UText().text("hello") // useful if declare label in extension like below
UText.mySuperLabel.text("hello")
UText("hello".foreground(.red), "world".foreground(.green))

set some font from declared identifiers or with system fonts

UText("hello").font(v: .systemFont(ofSize: 15))
UText("hello").font(.sfProBold, 15)

set text color

UText("hello").color(.red)

set text alignment

UText("hello").alignment(.center)

set amount of lines

UText("hello").lines(1)
UText("hello\nworld").lines(0)
UText("hello\nworld").lines(2)
UText("hello\nworld").multiline()

Declare custom attributed labels like this

import UIKitPlus

extension UText {
    static var welcomeLogo: UText {
        return .init(
          "My".foreground(.white).font(.sfProBold, 26),
          "App").font(.sfProBold, 26)
        )
    }
}

and then use them like this

let logo = UText.welcomeLogo.centerInSuperview()
TextView

// implemented. to be described

Toggle

// implemented. to be described

Properties

All the properties are available to be set declaratively and can be binded to UState.

A lot of layer properties are available directly and have convenient initializers.

Alpha
UView().alpha(0)
UView().alpha($alphaState)
UView().alpha($boolState.map { $0 ? 1 : 0 })
Background
UView().background(.red)
UView().background(0xff0000)
UView().background($colorState)
UView().background($boolState.map { $0 ? .red : .green })
Borders

To set border on all sides

UView().border(1, .black)
UView().border(1, 0x000)

To set border on specific side

UView().border(.top, 1, .black)
UView().border(.left, 1, .black)
UView().border(.right, 1, .black)
UView().border(.bottom, 1, .black)

To remove border from specific side

.removeBorder(.top)
Bounds
// implemented. to be described
Compression Resistance
// implemented. to be described
Corners

To set radius to all corners

UView().corners(10)
UView().corners($cornerRadiusState)

To set custom radius for specific corner

UView().corners(10, .topLeft, .topRight)
UView().corners(10, .topLeft, .bottomRight)
UView().corners(10, .topLeft, .topRight, .bottomLeft, .bottomRight)

To make your view's corners round automatically by smaller side

UView().circle()
Hidden
UView().hidden() // will set `true` by default
UView().hidden(true)
UView().hidden(false)
UView().hidden($hiddenState)
UView().hidden($stringState.map { $0.count > 0 })
Hugging Priority
// implemented. to be described
Itself
// implemented. to be described
Layout Margin
// to all sides
UView().layoutMargin(10)
// optional sides
UView().layoutMargin(top: 10)
UView().layoutMargin(left: 10, bottom: 5)
UView().layoutMargin(top: 10, right: 5)
// vertical and horizontal
UView().layoutMargin(x: 10, y: 5) // top: 5, left: 10, right: 10, bottom: 5
UView().layoutMargin(x: 10) // left: 10, right: 10
UView().layoutMargin(y: 5) // top: 5, bottom: 5
Focus to next responder or resign
// implemented. to be described
Opacity
UView().opacity(0)
UView().opacity($alphaState)
UView().opacity($boolState.map { $0 ? 1 : 0 })
Rasterize

To rasterize layer, e.g. for better shadow performance

UView().rasterize() // true by default
UView().rasterize(true)
UView().rasterize(false)
Shadow
// to be described more

// and with mroe than one shadow
// and with state, expressableState
UView().shadow() // by default it's black, opacity 1, zero offset, radius 10
UView().shadow(.gray, opacity: 0.8, offset: .zero, radius: 5)
UView().shadow(0x000000, opacity: 0.8, offset: .zero, radius: 5)
Shake

You can shake any view just by calling

UView().shake()

And you could customize shake effect

UView().shake(values: [-20, 20, -20, 20, -10, 10, -5, 5, 0],
             duration: 0.6,
             axis: .horizontal,
             timing: .easeInEaseOut)
UView().shake(-20, 20, -20, 20, -10, 10, -5, 5, 0,
             duration: 0.6,
             axis: .horizontal,
             timing: .easeInEaseOut)

or even create an extension

import UIKitPlus

extension DeclarativeProtocol {
  func myShake() {
      UView().shake(-20, 20, -20, 20, -10, 10, -5, 5, 0,
                   duration: 0.6,
                   axis: .horizontal,
                   timing: .easeInEaseOut)
  }
}
Tag
UView().tag(0)
Tint
UView().tint(.red)
UView().tint(0xff0000)
UView().tint($colorState)
UView().tint($boolState.map { $0 ? .red : .green })
User Interaction
// implemented. to be described

Examples

Example app is here

Example 1

import UIKitPlus

class MyViewController: ViewController {
    lazy var view1 = UView()

    override func buildUI() {
        super.buildUI()
        body {
            view1.background(.black).size(100).centerInSuperview()
            UView().background(.red).size(30, 20).centerXInSuperview().top(to: .bottom, of: view1, 16)
        }
    }
}

Example 2

import UIKitPlus

// Just feel how easy you could build & declare your views
// with all needed constraints, properties and actions
// even before adding them to superview!
class LoginViewController: ViewController {
    @UState var email = ""
    @UState var password = ""

    override func buildUI() {
        super.buildUI()
        view.backgroundColor = .black
        body {
            UButton.back.onTapGesture { print("back tapped") }
            UText.welcome.text("Welcome").centerXInSuperview().topToSuperview(62, safeArea: true)
            UVStack {
                UTextField.welcome.text($email).placeholder("Email").keyboard(.emailAddress).content(.emailAddress)
                UTextField.welcome.text($password).placeholder("Password").content(.password).secure()
                UView().height(10) // just to add extra space
                UButton.bigBottomGreen.title("Sign In").onTapGesture(signIn)
            }.edgesToSuperview(top: 120, leading: 16, trailing: -16)
        }
    }

    func signIn() {
        // do an API call to your server with awesome CodyFire lib 😉
    }
}

And you just need a few extensions to make it work

// PRO-TIP:
// To avoid mess declare reusable views in extensions like this
extension FontIdentifier {
    static var sfProRegular = FontIdentifier("SFProDisplay-Regular")
    static var sfProMedium = FontIdentifier("SFProDisplay-Medium")
}
extension UText {
    static var title: UText { UText().color(.white).font(.sfProMedium, 18) }
}
extension UTextField {
    static var welcome: UTextField {
        UTextField()
            .height(40)
            .background(.clear)
            .color(.black)
            .tint(.mainGreen)
            .border(.bottom, 1, .gray)
            .font(.sfProRegular, 16)
    }
}
extension UButton {
    static var back: UButton { return UButton("backIcon").topToSuperview(64).leadingToSuperview(24) }
    static var bigBottomGreen: UButton {
        UButton()
            .color(.white)
            .font(.sfProMedium, 15)
            .background(.green)
            .height(50)
            .circle()
            .shadow(.gray, opacity: 1, offset: .init(width: 0, height: -1), radius: 10)
    }
}

// PRO-TIP2:
// I'd suggest you to use extensions for everything: fonts, images, labels, buttons, colors, etc.

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🏰 Declarative UIKit with LivePreview for iOS9+ (best alternative to SwiftUI)

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