🚀❤️ 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+.
Xcode 12.3+
Swift 5.3+
Good mood
With CocoaPods
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
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.
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.
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! 🚀
💡After project creation you have to install UIKitPlus manually either with Swift Package Manager or with CocoaPods
Declare all the constraints in advance before adding view to superview. Even by tags.
UButton("Click me").width(300).centerInSuperview()
Build everything declarative way. Any view. Any control. Even layers, gestures, colors, fonts, etc.
UText("Hello world").color(.red).alignment(.center).font(.helveticaNeueRegular, 15)
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" })
Everything is pretty clear. Clean short code without magic.
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
}
Declare views or its styles in extensions. Subclass views. Use all the power of OOP.
Diffable data-source (yes yes for iOS9+). Dynamic colors for light/dark mode. Stateable animations. Reactivity.
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.
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
andSwiftUI
we should use aliases likeUButton
forButton
orUView
forView
, so everything withU
prefix. It is only necessary if you want to use live previews, otherwise there is no need to importSwiftUI
, so no name conflicts.
💡 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
It is just convenient way to create multiple previews inside one struct
Limitations:
- only 10 previews inside group
rtl
andlanguage
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
import UIKitPlus
Even no need to import UIKit
at all!
Constraints
/// 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)
/// 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 { $0 ? 200 : 100 })
/// Different value for different devices
/// 80pt for iPhone5, 120pt for any iPad, 100pt for any other devices
UView().width(100 !! .iPhone5(80) !! .iPad(150))
/// 100pt
UView().height(100)
/// Stateable height
@UState var height: CGFloat = 100
UView().height($height)
/// Stateable but based on different type
@UState var expanded = false
UView().height($expanded.map { $0 ? 200 : 100 })
/// Different value for different devices
/// 80pt for iPhone5, 120pt for any iPad, 100pt for any other devices
UView().height(100 !! .iPhone5(80) !! .iPad(150))
/// width 100pt, height 100pt
UView().size(100)
/// width 100pt, height 200pt
UView().size(100, 200)
/// Stateable
@UState var width: CGFloat = 100
@UState var height: CGFloat = 100
UView().size($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 }, $height)
Read and write view's solo constraints directly. And even animate them.
let v = UView()
v.width = 100
v.height = 100
UIViewPropertyAnimator(duration: 0.5, curve: .easeInOut) {
v.width = 200
v.height = 300
}.startAnimation()
/// all edges to superview 0pt
UView().edgesToSuperview()
/// all edges to superview 16pt
UView().edgesToSuperview(16)
/// horizontal edges: 16pt, vertical edges: 24pt
UView().edgesToSuperview(16, 24)
/// horizontal edges: 16pt
UView().edgesToSuperview(h: 16)
/// vertical edges: 24pt
UView().edgesToSuperview(v: 24)
/// each edge to different value to superview
UView().edgesToSuperview(top: 24, leading: 16, trailing: -16, bottom: -8)
/// 16pt to top of superview
UView().topToSuperview(16)
/// 16pt to safeArea top of superview
UView().topToSuperview(16, safeArea: true)
/// Stateable
@UState var top: CGFloat = 16
UView().topToSuperview($top)
/// Stateable but based on different type
@UState var expanded = false
UView().topToSuperview($expanded.map { $0 ? 0 : 16 })
/// 16pt to leading of superview
UView().leadingToSuperview(16)
/// all the same as with topToSuperview
/// -16pt to trailing of superview
UView().trailingToSuperview(-16)
/// all the same as with topToSuperview
/// -16pt to bottom of superview
UView().leadingToSuperview(-16)
/// all the same as with topToSuperview
/// right in center of superview horizontally
UView().centerXInSuperview()
/// 16pt from horizontal center of superview
UView().centerXToSuperview(16)
/// all the same as with topToSuperview
/// right in center of superview vertically
UView().centerYInSuperview()
/// 16pt from vertical center of superview
UView().centerYToSuperview(16)
/// all the same as with topToSuperview
/// 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
/// 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
/// 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()
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)
UView().leading(to: otherView)
/// all the same as for top(to:)
UView().trailing(to: otherView)
/// all the same as for top(to:)
UView().bottom(to: otherView)
/// all the same as for top(to:)
UView().left(to: otherView)
/// all the same as for top(to:)
UView().right(to: otherView)
/// all the same as for top(to:)
UView().centerX(to: otherView)
/// all the same as for top(to:)
UView().centerY(to: otherView)
/// all the same as for top(to:)
UView().center(to: otherView)
/// all the same as for top(to:)
UView().width(to: otherView)
/// all the same as for top(to:)
UView().height(to: otherView)
/// all the same as for top(to:)
/// 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
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)
}
}
}
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)
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 🍀
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"))
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
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()
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 justLabel
// to be described more
It either may be initialized with String
or unlimited amount of AttributedString
s
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
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 { $0 ? .red : .green })
User Interaction
// implemented. to be described
import UIKitPlus
class MyViewController: ViewController {
lazy var view1 = UView()
override func buildUI() {
super.buildUI()
body {
view1.background(.black).size(100).centerInSuperview()
UView().background(.red).size(30, 20).centerXInSuperview().top(to: .bottom, of: view1, 16)
}
}
}
import UIKitPlus
// Just feel how easy you could build & declare your views
// with all needed constraints, properties and actions
// even before adding them to superview!
class LoginViewController: ViewController {
@UState var email = ""
@UState var password = ""
override func buildUI() {
super.buildUI()
view.backgroundColor = .black
body {
UButton.back.onTapGesture { print("back tapped") }
UText.welcome.text("Welcome").centerXInSuperview().topToSuperview(62, safeArea: true)
UVStack {
UTextField.welcome.text($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.