High performance and lightweight UIView, UIImage, UIImageView, UIlabel, UIButton and more.
- SwiftyView GPU rendering Image and Color
- SwiftyColor — color from Hex, colorRGBA value from UIColor, colors from Image
- UIImage Extensions for Inflation / Scaling / Rounding
- Auto-Purging In-Memory Image Cache
- SwiftyImageView extension 10+ animations
- SwiftyImageView 150% High performance more than UIImageView, depending on UIView-package, Image-GPU and Image-Cache
- SwiftyLabel 300% High performance more than UIlabel, depending on UIView-package and TextKit
- SwiftyButton 300% High performance more than UIButton, depending on UIControl-package, TextKit and BackgroundImage-Advanced
- SwiftyToast is depend on globalCenter and show the toast without overlap.
- SwiftyAlert contains SuccessAlert, ErrorAlert, WarningAlert, InfoAlert, EditAlert and their special styles.
- lightweight, almost one class for each UI
- UI loading thread-safe
- Block-Package to more easy to use
- Easy and simple to use, all APIs are same to system APIs
- SwiftyThreadPool auto manage threads depends on active CPUs, and autorelease Runloop inside
- SwiftyPromise is a lightweight version of PromiseKit, based partially on Javascript's A+ spec, depends on ThreadPool, an interesting feature is that it can
then
on both main thread and background in one Promise.
- iOS 8.0+
- Xcode 9.0+
- Swift 4.0+
- If you found a bug, open an issue.
- If you have a feature request, open an issue.
- If you want to contribute, submit a pull request.
CocoaPods is a dependency manager for Cocoa projects. You can install it with the following command:
$ gem install cocoapods
CocoaPods 1.1+ is required.
To integrate SwiftyUI into your Xcode project using CocoaPods, specify it in your Podfile
:
source 'https://github.com/CocoaPods/Specs.git'
platform :ios, '8.0'
use_frameworks!
target '<Your Target Name>' do
pod 'SwiftyUI'
end
Then, run the following command:
$ pod install
SwiftyView have a auto GPU rendering on color and Image showing.
import SwiftyUI
let myView : SwiftyView = SwiftyView.load().addTo(view)
myView.frame = CGRect.init(x: 50, y: 50, width: 100, height: 100)
You can also invoke UIView function directly, it also have most of the SwiftyView performance feature.
But if you want to have complete benefits, I suggest you to use SwiftyView, and it actually inherits from UIView.
let myView : UIView = UIView()
view.addSubview(myView)
myView.frame = CGRect.init(x: 50, y: 50, width: 100, height: 100)
color from Hex
colorRGBA value from UIColor
import SwiftyUI
let myColor: UIColor = .hex(0xccff00) // .hex("333399")
let redFloat: CGFloat = myColor.redValue //greenValue, blueValue, alphaValue
colors from Image, also return block is on main thread:
import SwiftyUI
myImage?.colors({ (background, primary, secondary, detail) in
print("background color: \(background)")
print("primary color: \(primary)")
print("secondary color: \(secondary)")
print("detail color: \(detail)")
})
There are several UIImage
extensions designed to make the common image manipulation operations as simple as possible.
let myImage : UIImage? = UIImage.load("aImage")
myImage.inflate()
Inflating compressed image formats (such as PNG or JPEG) in a background queue can significantly improve drawing performance on the main thread.
let myImage : UIImage? = UIImage.load("aImage")
let size = CGSize(width: 100.0, height: 100.0)
let scaledImage = myImage.reSize(to: size)
let scaledToFitImage = myImage.reSize(toFit: size)
let scaledToFillImage = myImage.reSize(toFill: size)
let myImage : UIImage? = UIImage.load("aImage")
let radius: CGFloat = 10.0
let roundedImage = myImage.rounded(withCornerRadius: radius)
let circularImage = myImage.roundedIntoCircle()
The ImageCachePool
in SwiftyUI fills the role of that additional caching layer. It is an in-memory image cache used to store images up to a given memory capacity. When the memory capacity is reached, the image cache is sorted by last access date, then the oldest image is continuously purged until the preferred memory usage after purge is met. Each time an image is accessed through the cache, the internal access date of the image is updated.
let imageCachePool : ImageCachePool = .defalut
Interacting with the ImageCache
protocol APIs is very straightforward.
let imageCachePool : ImageCachePool = .defalut
let myImage : UIImage? = UIImage.load("aImage")
imageCachePool.add(myImage, withIdentifier: "myImage")
let cachedMyImage = imageCachePool.image(withIdentifier: "myImage")
imageCachePool.removeImage(withIdentifier: "myImage")
SwiftyImagView inherits from UIView and ImageSettable Protocol and its extension. Also has a better performance.Yet to provide the foundation of the SwiftyImagView
extension. Due to the powerful support of these classes, protocols and extensions, the SwiftyImagView
APIs are concise, easy to use and contain a large amount of functionality.
let myImage : UIImage? = UIImage.load("btnBG")
let myImageView : SwiftyImageView = SwiftyImageView.load(myImage).addTo(view)
myImageView.frame = CGRect.init(x: 50, y: 150 + 20, width: 100, height: 100)
By default, there is no image transition animation when setting the image on the image view. If you wish to add a cross dissolve or flip-from-bottom animation, then specify an ImageTransition
with the preferred duration.
let myImage : UIImage? = UIImage.load("btnBG")
let myImageView : SwiftyImageView = SwiftyImageView.load(myImage).addTo(view)
myImageView.frame = CGRect.init(x: 50, y: 150 + 20, width: 100, height: 100)
let myTransition : SwiftyImageView.ImageTransition = .flipFromBottom(0.2)
myImageView.transition(myTransition, with: UIImage.load("aImage")!)
SwiftyLabel is a better performance than UILabel and can be used like a standard UI component. Also, Easier to use than UILabel. Since UIView is inherited instead of UILabel, there is little wasteful processing. It uses the function of TextKit to draw characters.
let myLable : SwiftyLabel = SwiftyLabel.load("Label", .white, .blue).addTo(view)
myLable.frame = CGRect.init(x: 50, y: 300 + 20 + 20, width: 100, height: 100)
SwiftyButton is a better performance than UIButton and can be used like a standard UI component. Also, Easier to use than UIButton because of block-package and mistake double tap IgnoreEvent. Since UIControl is inherited instead of UIbutton, there is little wasteful processing. It uses the function of TextKit to draw characters and Image feature from GPU.
let myBtn : SwiftyButton = SwiftyButton.load("Button", myImage, ClosureWrapper({ [weak self] (btn) in
guard let strongSelf = self, let btn = btn else { return }
// do something
})).addTo(view)
myBtn.frame = CGRect(x: 50, y: 450 + 20 + 20 + 20, width: 100, height: 100)
SwiftyTimer is running on RunLoop.
Timer.every(1.0, ClosureWrapper({ (timer) in
print("Timer_every")
})).start()
Timer.after(5.0, ClosureWrapper({ (timer) in
print("Timer_after")
})).start()
SwiftyToas is depend on global runloop cente, also show the toast without overlap.
SwiftyToast.load("This is a Toast")
SwiftyAlert contains SuccessAlert, ErrorAlert, WarningAlert, InfoAlert, EditAlert and their special styles.
let alert: SwiftyAlertView = .create()
_ = alert.addTextField()
_ = alert.addButton("First Button", action: {
print("First Button tapped")
})
_ = alert.addButton("Second Button") {
print("Second button tapped")
}
let theAlert: SwiftyAlertViewResponder = alert.showSuccess("Congratulations", subTitle: "You've just displayed this awesome Pop Up View") //showError, showWarning, showInfo, showEdit
theAlert.setDismissBlock {
print("Alert Dismissed")
}
ThreadPool is used to manage threads which depends on active CPUs, also autorelease Runloop inside.
let myOperation : BlockOperation = .init {
print("task2----Thread:\(Thread.current)")
for i in 1...3
{
print("Task-------\(i)")
}
}
ThreadPool.defalut.add(myOperation)
Everyone knows PromiseKit and its story. I also use this library in my code. But it is too heavy for my code, so I build a lightweight version of PromiseKit, based partially on Javascript's A+ spec, depends on ThreadPool.
If you dont need send value from different threads in a Premise, it will be simple:
Promise<Void>.firstly(with: nil, on: .background) {
print("Promise<Void>---task1----Thread:\(Thread.current)")
}.then(on: .main) {
print("Promise<Void>---task2----Thread:\(Thread.current)")
throw SimpleError()
}.then {
print("Promise<Void>---task3----Thread:\(Thread.current)")
}.always {
print("Promise<Void>---taskAlways----Thread:\(Thread.current)")
}.catch { (error) in
print("Promise<Void>---error\(String(describing: error))")
}
Also you need to share or send value in different threads in a Promise, you should code as below:
Promise<String>.firstly(on: .background) { (update, _) in
print("task1----Thread:\(Thread.current)")
update("abc")
}.then { (update, str) in
print("thenthenthenthenthenthen----\(String(describing: str))") // abc
var str = str
str?.append("aaaaaaaa") // aaaaaaaaabc
update(str)
}.then(with: nil, on: .main) { (_, str) in
print("mainmainmainmainmainmainmain----\(String(describing: str))") // aaaaaaaaabc
}.catch()
- CameraKit, it is a lightweight camera framework.
- OpenGL Video / Image processing.
- Metal Video / Image processing.
- OpenCV Computer vision processing.
SwiftyUI is released under the MIT license. See LICENSE for details.