Detecting a tap on a UILabel using UITapGestureRecognizer not performing action - iphone

Edit:
Thanks everyone, but this has gotten to be too general as it is clear there are deeper issues at hand. I'm going to try to delete this question. I appreciate all of your help!
We have a large UITableViewCell with a UILabel inside and we want to detect the user's single tap or touch on that label. We're adding a UITapGestureRecognizer inside of our subclassed UITableViewCell:
CGRect frame = CGRectMake(0, 10, 150, 20);
self.titleLabel = [[UILabel alloc] initWithFrame:frame];
self.titleLabel.text = self.title;
self.titleLabel.userInteractionEnabled = YES;
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(expandButtonTapped:)];
singleTap.numberOfTapsRequired = 1;
singleTap.numberOfTouchesRequired = 1;
[self.titleLabel addGestureRecognizer:singleTap];
[cell.contentView addSubview:self.titleLabel];
We've also tried setting the target to the cell's UITableViewController, but same result, the action doesn't get performed. When checking the debugger, the gesture is indeed there and attached to the label.
Edit: After more investigating, if we add a normal UIButton to the cell, it cannot be clicked. Doing more investigating, but here is the cellForRowAtIndexPath method:
- (UITableViewCell*)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
if (![self.metaDataSections count]) {
return nil;
}
ACMTableCellMetaData *metaData = [self metaDataForIndexPath:indexPath];
UITableViewCell *cell = [self.tableView dequeueReusableCellWithIdentifier:metaData.reuseIdentifier];
if (cell == nil) {
cell = [metaData createCell];
cell.selectionStyle = UITableViewCellSelectionStyleNone;
}
cell = [metaData updateCellWithCellForReuse:cell];
return cell;
}
The createCell method:
- (UITableViewCell *)createCell
{
UITableViewCell *cell = [super createCell];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:self.reuseIdentifier];
cell.frame = CGRectMake(CGRectGetMinX(cell.contentView.frame),
CGRectGetMinY(cell.contentView.frame),
CGRectGetWidth(cell.contentView.frame),
ACM_TABLE_CELL_HEIGHT);
[self setupExpandButtonInCell:cell];
}
return cell;
}
updateCell method:
- (UITableViewCell *)updateCellWithCellForReuse:(UITableViewCell *)cell {
UILabel * titleLabel = (UILabel *)[cell.contentView viewWithTag:TITLE_TAG];
titleLabel = self.titleLabel;
self.cell = [super updateCellWithCellForReuse:cell];
return self.cell;
}
I clipped out some code that I don't believe affects anything. The didSelectRowAtIndexPath that is being over ridden in the the subclassed tableview doesn't have anything that would prevent user taps. But strangely, if I put a break point there, it never gets hit when tapping the cells. So I believe there are other issues at play here. We can't see why this is the case however.

If you are writing this code in class, which inherits UITableViewCell, then instead of
[cell.contentView addSubview:self.titleLabel];
use
[self addSubView:self.titleLabel];
make sure to implement
-(void)expandButtonTapped:(parameter type)parameter{
}
in the same class.

I forgot to mention about
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
TableCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if(!cell)
{
cell = [[TableCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:#"Cell"];
}
// Configure the cell...
return cell;
}

Related

UITableView not scrolling smooth due to removeFromSuperview

What makes scrolling so choppy on the UITableView? In my mind following code is a culprit. I am having very hard time to replace this logic with something other.
for (UIView *view in cell.contentView.subviews) {
[view removeFromSuperview]; }
This is what I am doing.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
}
for (UIView *view in cell.contentView.subviews) {
[view removeFromSuperview];
}
BGMArticleAbstract *articleAbstract = [self.section.articleAbstracts objectAtIndex:indexPath.row];
[cell.contentView addSubview:[self getHedlineFromArticleAbstract:articleAbstract]];
[cell.contentView addSubview:[self getThumbnailImageFromArticleAbstract:articleAbstract]];
[cell.contentView addSubview:[self getAbstractParaFromArticleAbstract:articleAbstract]];
cell.selectionStyle = UITableViewCellSelectionStyleNone;
return cell; }
I am doing, addSubview to contentview because I am creating a dynamic cell height. Is there any way I can make this scroll view work smooth ? Thank you for your help.
You should design your cell as you need it. Add labels and whatever you need to the cell, and then change the content of these already available subviews.
If you need to display an image, add once an UIImageView to the cell and only change the image property of it. Same for text fields and so on.
The way you do it makes the built-in cache useless, because you regenerate all subviews again and again..
To boost the performance even more, you can do the drawing of the cell by yourself.
Apple has a quite nice example project:
http://developer.apple.com/library/ios/#samplecode/AdvancedTableViewCells/Introduction/Intro.html
You are right that the problem is caused by how you return cells. The correct pattern is as follows...
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
}
// see if cell contains our image views. A reused cell will, but a new cell won't
UIImageView *imageViewA = (UIImageView *)[cell viewWithTag:32];
UIImageView *imageViewB = (UIImageView *)[cell viewWithTag:33];
UIImageView *imageViewC = (UIImageView *)[cell viewWithTag:34];
if (!imageViewA) {
// the cell must be new, so create it's image views
// you should be able to borrow most of this code from your getHeadline/thumbnail/etc methods.
// the good news is that this relatively expensive code runs only for new
// cells and there are only a few of those - only enough to fill the visible frame
imageViewA = [[UIImageView alloc] initWithFrame:CGRectMake(/* frame it here */)];
[cell.contentView addSubview:imageViewA];
imageViewA.tag = 32;
imageViewB = [[UIImageView alloc] initWithFrame:CGRectMake(/* frame it here */)];
[cell.contentView addSubview:imageViewB];
imageViewB.tag = 33;
imageViewC = [[UIImageView alloc] initWithFrame:CGRectMake(/* frame it here */)];
[cell.contentView addSubview:imageViewC;
imageViewC.tag = 34;
// this too, need only be done upon creation
cell.selectionStyle = UITableViewCellSelectionStyleNone;
}
// now, whether it's a new cell or a reused cell, we have image views
BGMArticleAbstract *articleAbstract = [self.section.articleAbstracts objectAtIndex:indexPath.row];
// change your methods getHeadline... getThumbnail... etc to answer UIImages
// not UIImageViews, which are setup only for new cells
imageViewA.image = [self getHedlineFromArticleAbstract:articleAbstract]];
imageViewB.image = [self getThumbnailImageFromArticleAbstract:articleAbstract]];
imageViewC.image = [self getAbstractParaFromArticleAbstract:articleAbstract]];
// as a side note, once you get these methods returning images (more like model objects)
// rather than image views (view objects) they might be more appropriately placed
// in the BGMArticleAbstract class rather than the view controller
return cell;
}

Dequeueing UIViews withing UITableViewCell

In a normal situation when working with a UITableView I have the standard code for reusing old cells:
- (UITableViewCell *)tableView:(UITableView *)tv cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *cellIdentifier = #"Cell";
UITableViewCell *cell = [tv dequeueReusableCellWithIdentifier:cellIdentifier];
if (cell == nil)
{
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier];
}
return cell;
}
I noticed, however, that in the case when I added subviews to the cell that they weren't deleted and that a new view were added every time. I have an example below that demonstrate it perfectly:
- (UITableViewCell *)tableView:(UITableView *)tv cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *cellIdentifier = #"Cell";
UITableViewCell *cell = [tv dequeueReusableCellWithIdentifier:cellIdentifier];
if (cell == nil)
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier];
UILabel *label = [[UILabel alloc] init];
label.text = #"HELLO";
label.frame = CGRectMake(arc4random() % 50, -1, 286, 45);
label.backgroundColor = [UIColor clearColor];
// Add views
[cell addSubview:label];
return cell;
}
I need some code that reuses my labels again in the same way the cells are being reused. What should I do?
Thanks
You must only add the subviews if you are making a new cell. If you are dequeuing, the subview is already present and should not be re-created.
Your method should be:
- (UITableViewCell *)tableView:(UITableView *)tv cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *cellIdentifier = #"Cell";
UITableViewCell *cell = [tv dequeueReusableCellWithIdentifier:cellIdentifier];
UILabel *label;
if (cell == nil)
{
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier];
label = [[UILabel alloc] init];
label.tag = 1;
// Add views
[cell addSubview:label];
}
else
{
// Label will already exist, get a pointer to it
label = [cell viewWithTag:1];
}
// Now set properties on the subview that are unique to each cell
label.text = #"HELLO";
label.frame = CGRectMake(arc4random() % 50, -1, 286, 45);
label.backgroundColor = [UIColor clearColor];
return cell;
}
Note how the label is only created when the cell is nil. Otherwise, it is found using the tag.
I need some code that reuses my labels again in the same way the cells
are being reused.
No, you need to understand the table view design better. It should be obvious why the views are being added multiple times – reusing a cell means that you take a previous instance of UITableViewCell that’s no longer needed (thus saving a costly allocation of a new object) and reuse this instance for the new cell. But this previous instance already has the label attached to it, so the number of labels grows.
I would subclass UITableViewCell and put the label creation inside the initialization code for this new class. (Or create a UIView subclass and set it as the cell’s contentView, as suggested in this nice table tutorial by Matt Gallagher.) That’s the proper way to encapsulate the view details and hide them from the table data source.
you can use something like in the else part for if(cell == nil)
for (UIView *sub in [cell.contentView subviews])
{
if([UILabel class] == [sub class])
NSLog(#"%#",[sub class]);
UILabel *label = (UILabel *)sub;
//do label coding ie set text etc.
}
I use lazy initialization of views within my custom table cell class.
It only needs to load views and "addSubview" once.
- (void) lazyInitTitleLabel {
if (_titleLabel != nil) {
return;
}
_titleLabel = [[UILabel alloc] initWithFrame: CGRectMake(10.0f, 10.0f, 200.0f, 30.0f)];
// Cell adds the label as a subview...
[self addSubview: _titleLabel];
}
The only thing you need to be careful about is resetting any content that views display like text in your labels and images in your image views. If you don't old content may get reused along with the recycled table cells.
Good luck!

My Textfield UITableViewCell and my textfieldShouldReturn are not seeing eye to eye

After selecting a cell and writing something in it, I would like to hit the return/next button on the keyboard and simply move to the next cell, that's what I am trying to achieve. But after placing a breakpoint on my method textfieldShouldReturn, I find that it does not get visited, even though I pressed on the return/next key. Can someone explain why?
Thank you.
What do you mean by cell. It will only call when you have UITextField in the cell and also set delegate to self.
UITextField *txt=[[UITextField alloc]initWithFrame:CellFrame];
text.tag=indexPath.row;
txt.delegate=self;
[cell.contentView addSubview:txt];
then it will definitely call textFieldShouldReturn method. on return click
#interface WordListTableController : UITableViewController <UITextFieldDelegate>
{
}
#end
// Customize the appearance of table view cells.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
}
// Configure the cell...
UITextField *FirstField = [[UITextField alloc] initWithFrame:CGRectMake(10, 10, 130, 25)];
FirstField.delegate = self;
[FirstField setTag:indexPath.row];
FirstField.returnKeyType = UIReturnKeyNext;
[cell.contentView addSubview:FirstField];
[FirstField release];
return cell;
}
// Handle any actions, after the return/next/done button is pressed
- (BOOL)textfieldShouldReturn:(UITextField *)textfield
{
[textfield resignFirstResponder];
return NO;
}

How do I know which content view is touched?

I have two questions about content view.
1st question:
There are two content views in tableview cell. How do I know which one is touched?
2nd question:
I only want content view to appear in the first section of the tableview.
But, when I scroll up tableview, content view appears in the third section also.
How can I fix this problem?
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = (UITableViewCell *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier];
UIImageView *imgView, *imgView1;
if(cell == nil)
{
if (indexPath.section == 0) {
cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier] autorelease];
cell.textLabel.text = #"test";
imgView = [[UIImageView alloc] initWithFrame:CGRectMake(100,0,20,62)];
[imgView setImage:[UIImage imageNamed:#"1.png"]];
imgView.tag = 10;
[cell.contentView addSubview:imgView];
[imgView release];
imgView1 = [[UIImageView alloc] initWithFrame:CGRectMake(200,0,20,62)];
[imgView1 setImage:[UIImage imageNamed:#"2.png"]];
imgView1.tag = 20;
[cell.contentView addSubview:imgView1];
[imgView1 release];
}
}
else
{
if (indexPath.section == 0) {
imgView = (id)[cell.contentView viewWithTag:10];
imgView1 = (id)[cell.contentView viewWithTag:20];
}
}
return cell;
}
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = [tableView cellForRowAtIndexPath:indexPath];
// How do I know left content view is touched or right content view is touched?
}
1) You can add different recognizers to each view which will call different methods.
// create view
UIImageView *view = [UIImageView ...];
view.userInteractionEnabled = YES;
// create recognizer
UITapGestureRecognizer *recognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(myViewTapped:)];
// add recognizer to your view
[view addGestureRecognizer:recognizer];
[recognizer release];
// now when user will tap on your view method - (IBAction)myViewTapped:(UIGestureRecognizer); will be called
2) As you are reusing cell, don't forget to nil or remove from content view unneedfull views (as they already been added in previous section and reused in third one).
UIView *view2remove = [cell viewWithTag:itsTag];
[view2remove removeFromSuperview];
The code you posted is missing a brace. You need an extra close brace before the else. Presumably your real code is not, or it would not compile.
In the else clause, assigning something to local variables won't do anything.
You also need to do something if indexPath.section != 0. If you do nothing, it is possible you will get the content of a cell that was built earlier. If you want the views not to appear, you would have to remove them. Something like:
for (UIView *subview in cell.contentView.subviews)
[subview removeFromSuperview];
But I think it will be easier if you just use a different cell identifier for section 1 and other sections. Then you will not get back cells that have been used for section 1 in section 3, and have to reconfigure them. Like:
NSString *CellIdentifier;
if (indexPath.section == 0)
CellIdentifier = #"Section1Cell";
else
CellIdentifier = #"OtherSectionCell";
UITableViewCell *cell = (UITableViewCell *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier];

UiTableView bug, added cell doesnt insert text needed

Hey guys i have a table view that can add and delete cells. but when i delete the only cell that comes with the app, and i try to add a new cell with the text of "Meghan Way" and the text just automatically changes it self to the original cells text which is "House 1" here is my code!
- (IBAction)saveButton:(id)sender {
FacePlatesViewController * viewController = (FacePlatesViewController
*)self.parentViewController;
[viewController addObject:[NSMutableDictionary dictionaryWithObject:text.text
forKey:#"name"]];
[self dismissModalViewControllerAnimated:YES];
}
- (IBAction)cancel:(id)sender {
[self dismissModalViewControllerAnimated:YES];
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:
(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero
reuseIdentifier:CellIdentifier] autorelease];
cell.textLabel.text = [[cells objectAtIndex:indexPath.row] valueForKey:#"name"];
UIImage * myimage = [UIImage imageNamed: #"check.png"];
image = [[UIImageView alloc]initWithImage:myimage];
tableView.backgroundColor = [UIColor clearColor];
self.myTableView = tableView;
}
return cell;
}
this is for the save button! any help would be very appreciated:D Thanks
You code is quite messed up. I have improved it below and added comments:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:
(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil)
{
cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero
reuseIdentifier:CellIdentifier] autorelease];
} //The if block should end here. You should set the cell's label irrespective whether the cell was nil. This is the cause of the issue you are facing.
cell.textLabel.text = [[cells objectAtIndex:indexPath.row] valueForKey:#"name"];
//You are doing nothing with the UIImage
//UIImage * myimage = [UIImage imageNamed: #"check.png"];
//image = [[UIImageView alloc]initWithImage:myimage];
//You should be setting the background color just once, in ViewDidLoad, not here.
//tableView.backgroundColor = [UIColor clearColor];
//I don't see why this is required
//self.myTableView = tableView;
return cell;
}
Are you storing the text labels for these cells in any kind of array or dictionary and loading them in there using the standard "cellForRowAtIndexPath?" If so, then you need to delete the dictionary / array entry in that data source to prevent it from being used again.
I can't tell for sure without seeing some more code...but it sounds like a cell recycling issue. I could be wrong...but I'd need to see more info.