Best practice for modifying storyboard auto layout constraints in code?

僤鯓⒐⒋嵵緔 提交于 2019-12-03 09:12:26

Connect an IBOutlet for the NSLayoutConstraint you want to be able to modify in the storyboard/xib file to your controller/view class.

Once you have the layout object connected, you can modify the .constant property and animate the view:

[self.containerView layoutIfNeeded]; //make sure all layout operations are done
self.containerViewBottomLayoutConstraint.constant = 200.0; //change the layout
[UIView animateWithDuration:duration animations:^{
    [self.containerView layoutIfNeeded]; //animate the changes
}];

updated: you can add your modification code in viewDidLoad, awakeFromNib, viewDidAppear, or event based. It really depends on your intentions.

Sorry to take so so long to get back to this while other projects intruded.

I had to do a lot of refactoring to simplify my scenes so that auto layout could do the right thing, and yet I am not fully satisfied with the results. The problem seems to be that IB is just not easy to use with lots of items, and that auto layout is complicated, by necessity.

With that said, the best results I've seen so far are drawn from this article by Justin Driscoll: http://themainthread.com/blog/2014/02/building-a-universal-app.html

He advocates building custom views to encapsulate reusable UI components. I have taken this approach but have extended the idea to also bundle up related components that are not going to layout very differently as the layout changes. For example, I have a progress bar with button and two labels, so even though I am not reusing them as a group, they need to be adjacent and conceptually are related, so I've made a custom view for them which handles the auto layout as Justin suggests.

I'm now taking the approach that each level of auto layout should only have a handful of elements. If one level gets too complex, I'll bundle up some related items in a custom view and push some auto layout inside that new view. So far it isn't too bad.

Auto layout can be really tricky when using that many views. I have used similarly complex views structures, and I find that it is best to try to keep all of the constraints in code or in IB. Right now we are keeping them in IB. The only time that we move a constraint into code is when we are supporting a different screen size, and we need to modify a single constraint for the view to work right. I have always modified the constraints in viewDidLoad myself.

When something gets messed up I almost always have to nuke all of the constraints on that view and start over. It sucks, but it's often quicker than tracking down the problem. One thing that we do that makes it easier to deal with that sort of thing is to use .xibs along with your storyboard. That way, each view can handle it's own layout, and you can pull that into a view that is sitting in a storyboard.

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