GBA002/Common/Collection View/GameCollectionViewLayout.swift

114 lines
4.2 KiB
Swift

//
// GameCollectionViewLayout.swift
// Delta
//
// Created by Riley Testut on 10/24/15.
// Copyright © 2015 Riley Testut. All rights reserved.
//
import UIKit
class GameCollectionViewLayout: UICollectionViewFlowLayout
{
var maximumBoxArtSize = CGSize(width: 100, height: 100) {
didSet
{
self.invalidateLayout()
}
}
override class func layoutAttributesClass() -> AnyClass
{
return GameCollectionViewLayoutAttributes.self
}
override func layoutAttributesForItemAtIndexPath(indexPath: NSIndexPath) -> UICollectionViewLayoutAttributes?
{
// Need to implement this method as well in case the view controller calls it (which it does)
let layoutAttributes = super.layoutAttributesForItemAtIndexPath(indexPath)?.copy() as! GameCollectionViewLayoutAttributes
self.configureLayoutAttributes(layoutAttributes)
return layoutAttributes
}
override func layoutAttributesForElementsInRect(rect: CGRect) -> [UICollectionViewLayoutAttributes]?
{
guard let collectionView = self.collectionView else { return nil }
let maximumItemsPerRow = floor((collectionView.bounds.width - self.minimumInteritemSpacing) / (self.maximumBoxArtSize.width + self.minimumInteritemSpacing))
let interitemSpacing = (collectionView.bounds.width - maximumItemsPerRow * self.maximumBoxArtSize.width) / (maximumItemsPerRow + 1)
self.sectionInset = UIEdgeInsets(top: interitemSpacing, left: interitemSpacing, bottom: interitemSpacing, right: interitemSpacing)
let layoutAttributes = super.layoutAttributesForElementsInRect(rect)?.map({ $0.copy() }) as! [GameCollectionViewLayoutAttributes]
var minimumY: CGFloat? = nil
var maximumY: CGFloat? = nil
var tempLayoutAttributes: [GameCollectionViewLayoutAttributes] = []
for (index, attributes) in layoutAttributes.enumerate()
{
// Ensure equal spacing between items (that also match the section insets)
if index > 0
{
let previousLayoutAttributes = layoutAttributes[index - 1]
if abs(attributes.frame.minX - self.sectionInset.left) > 1
{
attributes.frame.origin.x = previousLayoutAttributes.frame.maxX + interitemSpacing
}
}
self.configureLayoutAttributes(attributes)
if let maxY = maximumY, minY = minimumY
{
// If attributes.frame.minY is greater than maximumY, then it is a new row
// In this case, we need to align all the previous tempLayoutAttributes to the same Y-value
if attributes.frame.minY > maxY
{
for tempAttributes in tempLayoutAttributes
{
tempAttributes.frame.origin.y = minY
}
// Reset tempLayoutAttributes
tempLayoutAttributes.removeAll()
minimumY = nil
maximumY = nil
}
}
if minimumY == nil || attributes.frame.minY < minimumY!
{
minimumY = attributes.frame.minY
}
if maximumY == nil || attributes.frame.maxY > maximumY!
{
maximumY = attributes.frame.maxY
}
tempLayoutAttributes.append(attributes)
}
// Handle the remaining tempLayoutAttributes
if let minimumY = minimumY
{
for tempAttributes in tempLayoutAttributes
{
tempAttributes.frame.origin.y = minimumY
}
}
return layoutAttributes
}
// You'd think you could just do this in layoutAttributesForItemAtIndexPath, but alas layoutAttributesForElementsInRect does not call that method :(
private func configureLayoutAttributes(layoutAttributes: GameCollectionViewLayoutAttributes)
{
layoutAttributes.maximumBoxArtSize = self.maximumBoxArtSize
}
}