I have a prototypes cell that changes height when I touch up inside it; below how I made it:
class SquadreController: UITableViewController
{
var index: NSIndexPath = NSIndexPath()
override func viewDidLoad()
{
super.viewDidLoad()
DataManager.sharedInstance.createCori()
}
override func didReceiveMemoryWarning()
{
super.didReceiveMemoryWarning()
}
override func numberOfSectionsInTableView(tableView: UITableView) -> Int
{
return 1
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int
{
return DataManager.sharedInstance.arrayCori.count
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
let cell = tableView.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath) as! UITableViewCell
let squadra = DataManager.sharedInstance.arrayCori[indexPath.row]
cell.backgroundColor = UIColor.clearColor()
return cell
}
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath)
{
index = indexPath
tableView.beginUpdates()
tableView.endUpdates()
}
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat
{
if index == indexPath
{
return 176
} else
{
return 88
}
}
}
Ok, it works perfectly. Now I need to put an UIImage in that cell, but I need that image were partially visible like this:
The final effect I would like to realize it's quite similar to this mokeup https://dribbble.com/shots/1293959-LiveSport-App: like the mokeup in my cell there will placed UIImage, labels, views, button.
This is it, if someone could help me with a step by step guide to do this or with some tutorial, I would be grateful!!!
I solved simply with set top, left, right constraints (not bottom) and height constraint to the UIImageView; so the image would not be resized but partially covered by the cell.
Related
I am creating single Tableview custom cell row with top and bottom two textview. Here, bottom textview need to adjust height dynamically based on textview text length.
My Storyboard
enter image description here
override func viewDidLoad() {
super.viewDidLoad()
self.tableView.rowHeight = 280.0
}
//Choose your custom row height
private func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 280.0;
}
// number of rows in table view
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return self.animals.count
}
// create a cell for each table view row
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell:MyCustomCell = self.tableView.dequeueReusableCell(withIdentifier: cellReuseIdentifier) as! MyCustomCell
cell.sourceTextView.text = “ABCD….”
return cell
}
Just do this
func adjustUITextViewHeight(arg : UITextView)
{
arg.translatesAutoresizingMaskIntoConstraints = true
arg.sizeToFit()
arg.scrollEnabled = false
}
In Swift 4 the syntax of arg.scrollEnabled = false has changed to
arg.isScrollEnabled = false.
This is a weird (but should be simple) one. I am simply trying to tap a custom UITableViewCell and trigger a segue to go to another ViewController. didSelectRowAt indexPath does not trigger when the cell is tapped, but it oddly enough does when the cell is swiped from right to left or left to right.
My didSelectRowAt indexPath:
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
print("You selected cell number: \(indexPath.row)!")
self.performSegue(withIdentifier: "mySegue", sender: self)
}
(as suggested here)
My ViewController:
import UIKit
class myViewController: UIViewController, UITableViewDelegate, UITableViewDataSource, UIPickerViewDelegate {
var myData = NSDictionary()
override func viewDidLoad() {
super.viewDidLoad()
fetchMyData()
self.tableView.delegate = self
self.tableView.dataSource = self
self.tableView.rowHeight = 100
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
func fetchMyData() {
// ... fetches my data
}
////////////////////////////////////////////////
//Table view data source
//set number of sections in table
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
//set number of rows in table
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return myData.count
}
//delegate information to cells in table rows
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
print("running tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell...")
// Dequeue cell
let cell = tableView.dequeueReusableCell(withIdentifier: "cell", for: indexPath) as! myCustomCell
cell.cellAmount!.text = "Hello World"
cell.cellTextField2!.text = "Some info"
cell.cellTextField3!.text = "Some other info"
cell.backgroundCardView.backgroundColor = UIColor.red
cell.backgroundCardView.layer.cornerRadius = 8.0
cell.backgroundCardView.layer.masksToBounds = false
cell.backgroundCardView.layer.shadowColor = UIColor.black.withAlphaComponent(0.9).cgColor
cell.backgroundCardView.layer.shadowOffset = CGSize(width: 0, height: 0)
cell.backgroundCardView.layer.shadowOpacity = 0.9
print("finished tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell...")
return cell
}
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
print("You selected cell number: \(indexPath.row)!")
self.performSegue(withIdentifier: "mySegue", sender: self)
}
// func tableView(_ tableView: UITableView, editActionsForRowAt indexPath: IndexPath) -> [UITableViewRowAction]? {
// let delete = UITableViewRowAction(style: .destructive, title: "Delete") { (action, indexPath) in
// // delete item at indexPath
// }
// let share = UITableViewRowAction(style: .normal, title: "Disable") { (action, indexPath) in
// // share item at indexPath
// }
//
// share.backgroundColor = UIColor.blue
//
// return [delete, share]
// }
func tableView(_ tableView: UITableView, editActionsForRowAt indexPath: IndexPath) -> [UITableViewRowAction]? {
return []
}
// Reload the table data when a change is made
// func controllerDidChangeContent(_ controller: NSFetchedResultsController<NSFetchRequestResult>) {
// self.tableView.reloadData()
// }
/*
// Override to support conditional editing of the table view.
override func tableView(tableView: UITableView, canEditRowAtIndexPath indexPath: NSIndexPath) -> Bool {
// Return false if you do not want the specified item to be editable.
return true
}
*/
/*
// Override to support rearranging the table view.
override func tableView(tableView: UITableView, moveRowAtIndexPath fromIndexPath: NSIndexPath, toIndexPath: NSIndexPath) {
}
*/
/*
// Override to support conditional rearranging of the table view.
override func tableView(tableView: UITableView, canMoveRowAtIndexPath indexPath: NSIndexPath) -> Bool {
// Return false if you do not want the item to be re-orderable.
return true
}
*/
//Table view data source (end)
////////////////////////////////////////////////
}
I have already tried the following as well:
-didSelectRowAtIndexPath: not being called
How to detect Cell selection in UITableView - Swift
Push segue from UITableViewCell to ViewController in Swift
How to tap cell's buttons in UITableViewCell without actionning the cell's segue
is it possible to segue from a UITableViewCell on a UIView to another view
UITableView didSelectRowAt is not called iOS 10, but works for 9.3.5
The UITableViewCell does have UIView and multiple UITextFields, so I did make sure that User Interaction Enabled is unchecked for the UIView and UITextFields.
EDIT: I have also looked in the debugger navigator and can see that the CPU usage percentage increases when I tap a cell (). Maybe there is a way to step deeper and see why that tap doesn't then cause the didSelectRowAt indexPath to be triggered..?
Does anyone know what could possibly be causing didSelectRowAt indexPath to not be triggered when the cell is tapped?
I faced the same issue and found an answer that was applicable for me here. I had this code for keyboard dismiss in viewWillAppear:
self.view.addGestureRecognizer(UITapGestureRecognizer(target: self.view, action: #selector(UIView.endEditing(_:))))
After commenting this line tapping started to work! But now I will have to find better way for keyboard dismiss. :) Kindly check your exstensions, probably you used similar solution for keyboard dismiss.
I have a subclass of UITableViewCell that has is having override func layoutSubviews() called twice for each cell. This is creating multiple copies of elements within the cell.
The UITableView returns the proper count of cells and displays the correct number of cells but the layout function resets a handful of properties to nil. Therefore rendering a lot of the data incorrectly.
TableView Inside UIViewController:
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return userMatches.count // return 2 correctly
}
func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return self.view.bounds.height * 0.20
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell: MatchTableViewCell = self.matchTableView.dequeueReusableCellWithIdentifier("matchCell", forIndexPath: indexPath) as! MatchTableViewCell
cell.matchDetails = userMatches[indexPath.row]
cell.userInteractionEnabled = true
cell.selectionStyle = UITableViewCellSelectionStyle.None
return cell // creates 2 correctly
}
UITableView Subclass:
override func layoutSubviews() {
super.layoutSubviews()
// runs 4 times
let userHelperIconArray = [userZoom, userTakeTwo, userStopper]
let opponentHelperIconArray = [opponentZoom, opponentTakeTwo, opponentStopper]
layoutHelperInventoryIcons(self, opponentHelperIconArray: opponentHelperIconArray, userHelperIconArray: userHelperIconArray, opponentNameLabel: opponentName)
layoutMiniGameboard(self)
self.layer.borderWidth = 1.0
self.layer.borderColor = UIColor.blackColor().CGColor
print("one")
turnIdentifier(self, matchDetails: matchDetails, opponentNameLabel: opponentName)
}
You should 't be doing this in layoutSubviews anyway. Instead, move the configuration to a separate method, and have your table view data source call that configuration method after dequeing the cell.
I have a tableView with prototypes cell; with this func I set cell height
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat
{
return cellHeight
}
with this action I change cell height touching up inside the UIButton
#IBAction func changeCellHeight(sender: UIButton)
{
if cellHeight == 44
{
cellHeight = 88
} else {
cellHeight = 44
}
tableView.beginUpdates()
tableView.endUpdates()
}
Now I need to change height only for selected cell (not for every cells); so I define
var index: NSIndexPath! and I implement this func
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath)
{
index = self.tableView.indexPathForSelectedRow()!
println("Cella " + "\(index)")
}
As I expected in console Xcode prints the selected cell (<NSIndexPath: 0xc000000000000016> {length = 2, path = 0 - 0} ).
So my trouble is how to use var index in the IBAction.
Thanks in advance.
To change your height based on selection, you don't need an IBAction if you are already implementing the didSelectRowAtIndexPath method.
Just make a little change in your didSelectRowAtIndexPath method first-
func tableView(tableView: UITableView!, didSelectRowAtIndexPath indexPath: NSIndexPath!) {
// You don't need to do this -> index=self.tableView.indexPathForSelectedRow()!
index = indexPath;
println("Cella " + "\(index)")
tableView.beginUpdates()
tableView.endUpdates()
}
And then a little change to your heightForRowAtIndexPath method-
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat
{
if index == indexPath {
return 88
}
else{
return 44
}
}
As the title says, I'd like to make my cells dynamically change height. I try to be as clear that I can. When I touch up inside a cell (prototype cell), the cell change height (from 44 to 88);in the cell there is an UIImage (88px height) partially hidden and where the cell is hidden there is view, touching up starts a segue to a second tableView; when I touch up inside an other cell the previous cell return to 44px height an this other cell change height as the previous one. Follow a scheme of I need to do.
I think that this is quite difficult, so If someone could help me doing this feature I would be very grateful!! or if you know any examples to get ideas (by gitHub for example) please report me!
thanks a lot :-)
It is not so bad. I have done it like this, there might be smarter ways to do it.
The important stuff is tableView.beginUpdate and ....endUpdate.
//
// DynamicTableViewController.swift
// DynamicCellTest
//
// Created by Lars Christoffersen on 27/08/15.
// Copyright (c) 2015 Lars Christoffersen. All rights reserved.
//
import UIKit
class DynamicTableViewController: UITableViewController {
var dataCource = ["A","B","C","D","E","F","G","H"]
var extraHeight:CGFloat?
var selectedRowIndex:Int?
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
if extraHeight != nil && selectedRowIndex != nil && selectedRowIndex == indexPath.row{
return 41 + extraHeight!
}else{
return 41
}
}
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
self.tableView.beginUpdates()
selectedRowIndex = indexPath.row
extraHeight = 100
self.tableView.endUpdates()
}
override func tableView(tableView: UITableView, didDeselectRowAtIndexPath indexPath: NSIndexPath) {
self.tableView.beginUpdates()
selectedRowIndex = indexPath.row
extraHeight = 0
self.tableView.endUpdates()
}
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return dataCource.count
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("reuseIdentifier", forIndexPath: indexPath) as! UITableViewCell
cell.textLabel?.text = dataCource[indexPath.row]
return cell
}
}