Swift - 界面路由

随着业务增长,项目中的模块愈来愈多,而且这些模块进行相互的调用,使得它们交缠在一块儿,增长了维护成本,而且会下降开发效率。此时就须要对整个项目进行模块划分,将这些模块划分给多个开发人员(组)进行维护,而后在主工程中对这些模块进行调用。html

每一个模块独立存在,提供接口供其余模块调用。从而如何有效且解耦的进行模块间的调用成了重中之重。git

那么如何传递参数而且初始化对应模块的主窗口成为了主要问题。下面会介绍两种方案来解决这个问题。github

方案1

得益于Swift中枚举能够传参的特性,咱们能够经过枚举来进行参数传递,而后添加方法来映射控制器。swift

在枚举中经过参数来肯定初始化控制器的数据,外部进行调用时能够很明确的知道须要传入哪些参数,同时还能传递很是规参数(DataUIImage等)async

enum Scene {

    case targetA
    case targetB(data: Data)

    func transToViewController() -> UIViewController  {
        switch self {
        case .targetA:
            return ViewControllerA()
        case let .targetB(data):
            return ViewControllerB(data: data)
        }
    }

}

解决了UIViewController映射的问题后,咱们接下来解决如何统一跳转方法。ide

项目中,基本上都会使用UINavigationController来进行界面的跳转,主要涉及pushpop操做。此时简便的作法是扩展UIViewController为其添加统一界面跳转方法。ui

extension UIViewController {
    
    func push(to scene: Scene, animated: Bool = true) {
        let scene = scene.transToViewController()
        DispatchQueue.main.async { [weak self] in
            self?.navigationController?.pushViewController(scene, animated: animated)
        }
    }
    
    func pop(toRoot: Bool = false, animated: Bool = true) {
        DispatchQueue.main.async { [weak self] in
            if toRoot {
                self?.navigationController?.popToRootViewController(animated: animated)
            } else {
                self?.navigationController?.popViewController(animated: animated)
            }
        }
    }

最后咱们跳转界面时进行以下调用便可spa

push(to: .targetA)

push(to: .targetB(data: Data()))

面向协议进行改造

protocol Scene: UIViewController {
    
}

protocol SceneAdpater {
    
    func transToScene() -> Scene
}

protocol Navigable: UIViewController {
    
    func push(to scene: SceneAdpater, animated: Bool)

    func pop(toRoot: Bool, animated: Bool)
}

扩展Navigable为其添加默认的实现。.net

extension Navigable {
    
    func push(to scene: SceneAdpater, animated: Bool = true) {
        let scene = scene.transToScene()
        DispatchQueue.main.async { [weak self] in
            self?.navigationController?.pushViewController(scene, animated: animated)
        }
    }
    
    func pop(toRoot: Bool = false, animated: Bool = true) {
        DispatchQueue.main.async { [weak self] in
            if toRoot {
                self?.navigationController?.popToRootViewController(animated: animated)
            } else {
                self?.navigationController?.popViewController(animated: animated)
            }
        }
    }
    
}

通过上述的面向协议的改造,咱们在使用时的代码以下:code

enum TestScene: SceneAdpater {

    case targetA
    case targetB(data: Data)

    func transToScene() -> Scene {
        switch self {
        case .targetA:
            return ViewControllerA()
        case let .targetB(data):
            return ViewControllerB(data: data)
        }
    }

}

class ViewControllerA: UIViewController, Navigable, Scene {
    
    override func viewDidLoad() {
        super.viewDidLoad()
        push(to: TestScene.targetB(data: Data()))
    }
    
}

class ViewControllerB: UIViewController, Scene {

    override func viewDidLoad() {
        super.viewDidLoad()
    }
    
    init(data: Data) {
        super.init(nibName: nil, bundle: nil)
    }
    
    required init?(coder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}

方案2

初始化UIViewController存在两种状况:须要传参、不须要传参。不须要传参的比较简单,直接调用UIKit提供的初始化方法便可。而须要传参的UIViewController,就涉及到如何肯定传参的类型、传入哪些参数。此时须要利用协议的关联类型来肯定传入的参数。

基于上述结论,制定的协议以下:

protocol Scene: UIViewController {
    
}

protocol NeedInputScene: Scene {
    
    associatedtype Input
    
    init(input: Input)
}

protocol NoneInputScene: Scene {
    
}

由此在跳转方法中须要用到泛型

protocol Navigable: UIViewController {
    
    func push<S: NeedInputScene>(to scene: S.Type, input: S.Input, animated: Bool)
    
    func push<S: NoneInputScene>(to scene: S.Type, animated: Bool)
}

extension Navigable {
    
    func push<S: NeedInputScene>(to scene: S.Type, input: S.Input, animated: Bool = true) {
        let scene = scene.init(input: input)
        DispatchQueue.main.async { [weak self] in
            self?.navigationController?.pushViewController(scene, animated: animated)
        }
    }
    
    func push<S: NoneInputScene>(to scene: S.Type, animated: Bool = true) {
        let scene = scene.init()
        DispatchQueue.main.async { [weak self] in
            self?.navigationController?.pushViewController(scene, animated: animated)
        }
    }
}

使用示例:

class ViewControllerA: UIViewController, Navigable {
    
    override func viewDidLoad() {
        super.viewDidLoad()
        push(to: ViewControllerB.self, input: Data())
        
        push(to: ViewControllerC.self)
    }
    
}

class ViewControllerB: UIViewController, NeedInputScene {
    
    typealias Input = Data

    required init(input: Data) {
        super.init(nibName: nil, bundle: nil)
    }
    
    override func viewDidLoad() {
        super.viewDidLoad()
    }
    
    required init?(coder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}

class ViewControllerC: UIViewController, NoneInputScene {
    
    override func viewDidLoad() {
        super.viewDidLoad()
    }
}

方案2相较于方案1最显著的区别就是再也不须要维护映射UIViewController的枚举类型。

使用枚举来做为入参,外部在调用时能够很清晰的肯定须要传入参数的意义。而关联类型则不具有这种优点,不过这个问题经过使用枚举做为关联类型来解决,可是在UIViewController仅须要一个字符串类型时这种作法就显得有点重。

方案2在模块须要提供多个入口时,须要暴露出多个控制器的类型,增长了耦合。而方案1则仅需用暴露出枚举类型便可。

Demo

Demo对方案1进行了演示,也是我目前在项目中使用的方案。

参考链接:

https://github.com/meili/MGJRouter

https://casatwy.com/iOS-Modulization.html

http://blog.cnbang.net/tech/3080/