I have a bare-bones sample project here:
http://dl.dropbox.com/u/7834263/ExpandingCells.zip
In this project, a UITableView has a custom UITableViewCell. In each cell are 3 UIViews containing a label.
The goal is to expand the cell when tapped, then collapse it when tapped again. The cell itself must change it’s height to expose the subviews. Inserting or removing rows is unacceptable.
The demo project works almost as expected. In fact, in iOS 4.3 it works perfect. Under iOS 5, however, when the rows collapse, the previous cells magically disappear.
To re-create the problem, run the project in the simulator or device with iOS 5 and tap the first cell to expand it. Then tap the cell again to collapse it. Finally, tap the cell directly underneath it. The previous one disappears.
Continuing the tapping for each cell in the section will cause all the cells to disappear, to where the entire section is missing.
I’ve also tried using reloadData instead of the current setup, but that ruins the animations and feels a bit like a hack anyway. reloadRowsAtIndexPaths should work, but the question is why doesn’t it?
See images of what's happening below:
Table appears:
Cell expands:
Cell collapses:
Cell disappears (when tapping the cell underneath):
Keep repeating until the entire section disappears:
EDIT:
Overriding the alpha is a hack, but works. Here is another 'hack' that fixes it as well but WHY does it fix it?
JVViewController.m line 125:
if( previousIndexPath_ != nil )
{
if( [previousIndexPath_ compare:indexPath] == NSOrderedSame ) currentCellSameAsPreviousCell = YES;
JVCell *previousCell = (JVCell*)[self cellForIndexPath:previousIndexPath_];
BOOL expanded = [previousCell expanded];
if( expanded )
{
[previousCell setExpanded:NO];
[indicesToReload addObject:[previousIndexPath_ copy]];
}
else if( currentCellSameAsPreviousCell )
{
[previousCell setExpanded:YES];
[indicesToReload addObject:[previousIndexPath_ copy]];
}
//[indicesToReload addObject:[previousIndexPath_ copy]];
}
EDIT 2:
Made a few minor changes to demo project, worth checking out and reviewing JVViewController didSelectRowAtIndexPath method.
Your problem is in setExpanded: in JVCell.m, you are directly editing the frame of the target cell in that method.
- (void)setExpanded:(BOOL)expanded
{
expanded_ = expanded;
CGFloat newHeight = heightCollapsed_;
if( expanded_ ) newHeight = heightExpanded_;
CGRect frame = self.frame;
frame.size.height = newHeight;
self.frame = frame;
}
Update it to:
- (void)setExpanded:(BOOL)expanded
{
expanded_ = expanded;
}
Then remove the call to -reloadRowsAtIndexPaths:withRowAnimation: at line 163 of JVViewController.m and it will animate as expected.
-reloadRowsAtIndexPaths:withRowAnimation: expects different cells to be returned for the provided indexPaths. Since you are only adjusting sizes -beginUpdates & -endUpdates is sufficient to layout the table view cells again.
May be I am missing a point, but why dont you just use:
UITableViewRowAnimationNone
I mean instead of :
[tableView reloadRowsAtIndexPaths:indicesToReload withRowAnimation:UITableViewRowAnimationAutomatic];
use
[tableView reloadRowsAtIndexPaths:indicesToReload withRowAnimation:UITableViewRowAnimationNone];
To animate the height changes of a tableView just call.
[tableView beginUpdates];
[tableView endUpdates];
Don't call reloadRowsAtIndexPaths:
See Can you animate a height change on a UITableViewCell when selected?
The cell that is fading out is the previous cell that is not changing size. As the documentation of reloadRowsAtIndexPaths:withRowAnimation: states:
The table animates that new cell in as it animates the old row out.
What happens is the opacity is set to 1 then immediately set to 0 and so it fades out.
If both the previous and the new cell change size then it works as intended. This is because the begin/end Updates notice the height changes and create new animations on those cells overriding the reloadRowsAtIndexPaths:withRowAnimation: ones.
Your problem is due to abusing reloadRowsAtIndexPaths:withRowAnimation: to resize the cells when it's intended for loading new cells.
But you don't need reloadRowsAtIndexPaths:withRowAnimation: at all. Just change the expanded state of the cells and do the begin/end updates. That will handle all the animation for you.
As a side note I found the blue selection a little annoying, in JVCell set the selectedBackgroundView to the same image as the backgroundView (or create a new image that has the correct look of a selected cell).
EDIT:
Move the statement adding previousIndexPath_ to indicesToReload to the if statement (at line 132) so that it is only added if the previous cell was expanded and needs to resize.
if( expanded ) {
[previousCell setExpanded:NO];
[indicesToReload addObject:[previousIndexPath_ copy]];
}
This removes the case where the previous collapsed cell would disappear.
Another option would be to set previousIndexPath_ to nil when the current cell is collapsed and only set it when a cell expands.
This still feels like a hack. Doing both the reloadRows and the begin/end Updates causes the tableView to reload everything twice but both seem to be needed to animate correctly. I suppose if the table is not too large this won't be a performance problem.
Short, pragmatic answer: Changing UITableViewRowAnimationAutomatic to UITableViewRowAnimationTop solves the issue. No more disappearing rows! (tested on iOS 5.1)
Another short, pragmatic answer, since UITableViewRowAnimationTop is said to cause its own issues: Create a new cell view instead of modifying the existing one's frame. In a real app the data displayed in the cell view is supposed to be in the Model part of the app anyway, so if properly designed it shouldn't be a problem to create another cell view which displays the same data only in a different manner (frame in our case).
Some more thoughts regarding animating the reload of the same cell:
UITableViewRowAnimationAutomatic seems to resolve to UITableViewRowAnimationFade in some cases, which is when you see the cells fading away and disappearing. The new cell is supposed to fade in while the old one fades out. But here the old cell and the new one are one and the same - So, could this even work? In the Core Animation level, Is it possible to fade out a view AND fade it in at the same time? Sounds dubious. So the result is that you just see the fade out. This could be considered an Apple bug, since an expected behavior could be that if the same view has changed, the alpha property wouldn't be animated (since it can't animate both to 0 and to 1 at the same time), but instead just the frame, color etc. would be animated.
Note the problem is just in the animation's display - if you scroll away and back, everything will appear correctly.
In iOS 4.3 the Automatic mode might have been resolved to something other than Fade which is why things work there (as you write they do) - I didn't dig into that.
I don't know why iOS chooses the Fade mode when it does. But one of the cases it does is when your code asks reloads a previously tapped cell, which is collapsed, and is different than the current tapped cell. Note the previously tapped cell is always reloaded, this line in your code is always called:
[indicesToReload addObject:[previousIndexPath_ copy]];
This explains the magic disappearing cells scenario you have described.
By the way, the beginUpdates/endUpdates seem like a hack to me. This pair of calls is just supposed to contain animations, and there aren't any animations you are adding in addition to the rows you already asked to reload. All it did in this case is magically cause the Automatic mode to not choose Fade in some cases - But this just obscured the problem.
A final note: I played around with the Top mode and found it can also cause problems. For example plugging the following code makes cells disappear funkily:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
[tableView reloadRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationTop];
}
Not sure if there is a real issue here (similar to the one with fading a view in and out at the same time), or maybe an Apple bug.
I just downloaded your project & found this section of code in didSelectRowAtIndexPath delegate where reloadRowsAtIndexPaths is used.
[tableView reloadRowsAtIndexPaths:indicesToReload withRowAnimation:UITableViewRowAnimationAutomatic];
[tableView beginUpdates];
[tableView endUpdates];
instead of the above why don't you try this?
[tableView beginUpdates];
[tableView reloadRowsAtIndexPaths:indicesToReload withRowAnimation:UITableViewRowAnimationAutomatic];
[tableView endUpdates];
The reason i am suggesting this is that I believe reloadRowsAtIndexPaths:... only works when wrapped inbetween calls to:
- (void)beginUpdates;
- (void)endUpdates;
Outside of that, behavior is undefined and as you've discovered, fairly unreliable. Quoting relevant part of "Table View Programming Guide for iPhone OS":
To animate a batch insertion and deletion of rows and sections, call the insertion and deletion methods within an animation block defined by successive calls to beginUpdates and endUpdates. If you don’t call the insertion and deletion methods within this block, row and section indexes may be invalid. beginUpdates...endUpdates blocks are not nestable.
At the conclusion of a block—that is, after endUpdates returns—the table view queries its data source and delegate as usual for row and section data. Thus the collection objects backing the table view should be updated to reflect the new or removed rows or sections.
The reloadSections:withRowAnimation: and reloadRowsAtIndexPaths:withRowAnimation: methods, which were introduced in iPhone OS 3.0, are related to the methods discussed above. They allow you to request the table view to reload the data for specific sections and rows instead of loading the entire visible table view by calling reloadData.
There could be other valid reason but let me mull on this a bit, since i have your code too I could muck around with it. Hopefully we should figure it out...
When you use this method, you have to be sure that you are on the main thread.
Refreshing a UITableViewCell as follow should do the trick :
- (void) refreshTableViewCell:(NSNumber *)row
{
if (![[NSThread currentThread] isMainThread])
{
[self performSelector:_cmd onThread:[NSThread mainThread] withObject:row waitUntilDone:NO];
return;
}
/*Refresh your cell here
...
*/
}
I think you should not retain the previous indexPath when the cell is not expanded,
try by modifying you did select method like the below, its working fine..
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
BOOL currentCellSameAsPreviousCell = NO;
NSMutableArray *indicesToReload = [NSMutableArray array];
if(previousIndexPath_ != nil)
{
if( [previousIndexPath_ compare:indexPath] == NSOrderedSame ) currentCellSameAsPreviousCell = YES;
JVCell *previousCell = (JVCell*)[self cellForIndexPath:previousIndexPath_];
BOOL expanded = [previousCell expanded];
if(expanded)
{
[previousCell setExpanded:NO];
}
else if (currentCellSameAsPreviousCell)
{
[previousCell setExpanded:YES];
}
[indicesToReload addObject:[previousIndexPath_ copy]];
if (expanded)
previousIndexPath_ = nil;
else
previousIndexPath_ = [indexPath copy];
}
if(currentCellSameAsPreviousCell == NO)
{
JVCell *currentCell = (JVCell*)[self cellForIndexPath:indexPath];
BOOL expanded = [currentCell expanded];
if(expanded)
{
[currentCell setExpanded:NO];
previousIndexPath_ = nil;
}
else
{
[currentCell setExpanded:YES];
previousIndexPath_ = [indexPath copy];
}
// moving this line to inside the if statement blocks above instead of outside the loop works, but why?
[indicesToReload addObject:[indexPath copy]];
}
// commenting out this line makes the animations work, but the table view background is visible between the cells
[tableView reloadRowsAtIndexPaths:indicesToReload withRowAnimation:UITableViewRowAnimationAutomatic];
// using reloadData completely ruins the animations
[tableView beginUpdates];
[tableView endUpdates];
}
This problem is caused by returning cached cells in cellForRowAtIndexPath.
The reloadRowsAtIndexPaths is expecting to get fresh new cells from cellForRowAtIndexPath.
If you do that you will be ok ... no workarounds required.
From Apple doc:
"Reloading a row causes the table view to ask its data source for a new cell for that row."
I had a similar issue where I wanted to expand a cell when a switch is activated to display and extra label and button in the cell that is normally hidden when the cell is at its default height (44). I tried various versions of reloadRowsAtPath to no avail. Finally I decided to keep it simpler by adding a condition at heightForRowAtIndexPath like so:
override func tableView(tableView: UITableView,heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
if ( indexPath.row == 2){
resetIndexPath.append(indexPath)
if resetPassword.on {
// whatever height you want to set the row to
return 125
}
}
return 44
}
And in whatever code you want to trigger the expanding of the cell just insert tableview.reloadData(). In my case it was when a switch was turned on to indicate the desire to reset a password.
#IBAction func resetPasswordSwitch(sender: AnyObject) {
tableView.reloadData()
}
There is no lag with this approach, no visible way to see that the table reloaded and the expansion of the sell is done gradually like you'd expect. Hope this helps someone.
#Javy, i noticed some weird behavior while testing your app.
While running on iPhone 5.0 simulator the previousIndexpth_ variable is of
class NSArray (it looks like.) here is the debugger output
(lldb) po previousIndexPath_
(NSIndexPath *) $5 = 0x06a67bf0 <__NSArrayI 0x6a67bf0>(
<JVSectionData: 0x6a61230>,
<JVSectionData: 0x6a64920>,
<JVSectionData: 0x6a66260>
)
(lldb) po [previousIndexPath_ class]
(id) $7 = 0x0145cb64 __NSArrayI
Whereas in iPhone 4.3 simulator it is of type NSIndexPath.
lldb) po [previousIndexPath_ class]
(id) $5 = 0x009605c8 NSIndexPath
(lldb) po previousIndexPath_
(NSIndexPath *) $6 = 0x04b5a570 <NSIndexPath 0x4b5a570> 2 indexes [0, 0]
Are you aware of this issue? Not sure whether this will help but thought of letting you know.
Try this hope it will help u Cell Expansion
Related
I am new to iphone.I have a small doubt that is,I have a table view with 66 rows initially i placed a progress view to all rows but in viewdidload i set it to hidden for all those like below in tableViewClass(ShowProgressViewCont)
cell.progressView.hidden = YES;
here (cell) is the the reference of the CustomCell class.In this class i declare a progress view and setter and getter properties also be set here in this class
here in tableview there is a download button in each cell.If we click on that download button(for example in 66th cell).we have to remove the hidden property to the progress view for that particular 66th cell only.The remaining 65 cells should have the progress view in hidden only like that for all cells.
If any body know this please help me....
Are you familiar with the concept of table cells being reused?
viewDidLoad is not an appropriate place to manipulate the content of a single cell. It may work fine if the table is so small that all of its cells fit on the screen (in both orientations).
When there are more cells in the table than beeing displayed on the screen, then those cell that became invisible recently is being reused and displayed again.
So if there are 6 cells on the screen at a time then table cell no. 7 (sometimes 8) will be identical with cell no. 1.
cellForRowAtIndexPath would be a better place to hide/unhide certain views of a cell.
If it is a custom cell already then the cell's layoutSubViews could be appropriate, too. However, only in the tableViewController's cellForRowAtIndexPath you will have easy access to both, the table's data and the associated cell.
cellForRowAtIndexPath is called every time when a cell is about to become visible. Use the default reusing-mechanism to ensure that a proper cell object will be reused. It is pretty much straight forward.
Get the cell at index 65 and then cast it to your custom cell
UITableViewCell *cell = [tableView cellForRowAtIndexPath:[NSIndexPath indexPathForRow:64 inSection:0]];
YourCustomCell *customCell = (YourCustomCell *)cell;
customCell.progressView.hidden = NO;
First set the row number in your download button in CellForRowAtInedexPath
downloadButton.tag = indexPath.row
[downloadButton addTarget:self action:#selector(actionDownload:) forControlEvents:UIControlEventTouchUpInside];
in actionDownload, make the IndexPath from button.tag and get the cell from "cellForRowAtIndexPath:",
finally update via reloadRowsAtIndexPaths: withRowAnimation:
Hide your progress view in your custom cell means make the default property of every progress view is hidden ,and then your button click method .
CutomeCell *cell = (CutomeCell *)[[button superview] superview];
[cell.progressView setHidden:NO];
NSIndexPath *rowToReload = [[self tableView] indexPathForCell:cell];
NSArray* rowsToReload = [NSArray arrayWithObjects:rowToReload, nil];
[UITableView reloadRowsAtIndexPaths:rowsToReload withRowAnimation:UITableViewRowAnimationNone];
may this help you ...
your model should be tracking the progress for every button clicked. for purposes of this answer, let's say the model is held in a property called modelInformationArray (which would contain an array of objects that relate to each cell in the table)
when the download button is clicked for a cell, modelInformationArray is modified in such a way that its object knows a download is being processed for it.
that object reports the downloading processing in a member called downloadingProcessingStarted. there are many other ways to do that part.
to get to the answer to your question … to then unhide the progress view, you would do something as follows in your UITableViewDataSource implementation of tableView:cellForRowAtIndexPath: .
- (UITableViewCell*)tableView:tableView cellForRowAtIndexPath:(NSIndexPath*)indexPath {
YourCustomCell* cell = ...
if ([[self.modelInformationArray objectAtIndex:indexPath.row] downloadingProcessingStarted])
cell.progressView.hidden = NO;
}
I have a plain UITableView with 4 rows, each with a height of 50. When I press the fourth row, I insert a fifth row with a height of 80 using UITableViewRowAnimationTop. So far, so good.
I want to delete the fifth row when the fourth row is pressed again. But when I delete the row using UITableViewRowAnimationTop (or any other animation style for that matter), the animation looks very awkward--the animation begins but the cell disappears abruptly before the animation is complete. (This is only apparent when you're using cells that have a background color. You can see the bottom half of the cell suddenly disappear rather than disappearing under the cell above it.)
The code is something like this:
[self.tableview beginupdates];
[self.tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationTop];
[self.tableview endupdates];
The row heights are provided by the tableView:heightForRowAtIndexPath: method.
This problem does not occur when all rows have the same height, or when the row being deleted is shorter than the other rows.
I think one workaround is changing the height of the fifth cell to 50 before deleting it, but I'd rather not do that.Please help
I just ran into this problem this morning. Basically, I ended up handling the animation myself, then deleting the cell once the animation completed. Here's some code to show how I did that:
#property (nonatomic, strong) NSArray *tableData;
#property (nonatomic, strong) NSMutableDictionary *deletedItems;
...
- (void)deleteItemForCell:(UITableViewCell *)cell
{
NSIndexPath *indexPath = [self.tableView indexPathForCell:cell];
NSObject *item = self.tableData[indexPath.row];
NSNumber *rowKey = #(indexPath.row);
__weak id weakSelf = self;
[CATransaction setCompletionBlock:^{
#synchronized(weakSelf) {
[self.deletedItems removeObjectForKey:rowKey];
[self.tableData removeObject:item];
[self.tableView deleteRowsAtIndexPaths:#[indexPath]
withRowAnimation:UITableViewRowAnimationNone];
}
}];
self.deletedItems[rowKey] = item;
[self.tableView beginUpdates];
[self.tableView endUpdates];
[CATransaction commit];
}
- (CGFloat)tableView:(UITableView *)tableView
heightForRowAtIndexPath:(NSIndexPath *)indexPath
{
if (self.deletedItem[#(indexPath.row)]) {
return 0;
}
return CELL_HEIGHT;
}
The code tracks deleted items in the data structure and informs the table to update. Any items in the deleted data structure will get a height of 0, which will result in a "collapse" animation.
The code utilizes a CATransaction to know when the animation has completed. Once it's completed the item is deleted from the tableData data structure and deleted from the table, without any animation.
NOTE:
I'm not sure if the synchronized is required, but seemed smart to have, since we're dealing with asynchronously deleting items.
I tried using the indexPath object as the key for the dictionary, but it didn't seem to work. Used the row instead.
Hope this helps.
Using a UITableViewRowAnimationMiddle made it slightly less terrible for me.
Similarly, I noticed that with UITableViewRowAnimationTop, the height beyond the tableviews default cell height appears/disappears without animation. So if your tableview row height is 44, but you animate in a cell with height of 74, it will immediately show 30, and then animate in the remaining 44.
With UITableViewRowAnimationMiddle the cell content animates in nicely, but the cell border is glitchy for the duration of the animation - originally appearing at 30, then animating the remaining 44.
Have you tried doing it without begin/endUpdates? I vaguely recall using those making things weird once.
Have you tried doing a reloadRowsAtIndexPaths: for the next row? Presuming there is one, that is.
Are you sure the data source is behaving correctly in terms of heightForRow response at the point where you make the deleteRowsAt call? (e.g., you may set some flag to indicate the thing is not visible anymore after the delete call which may result in the new row having a bad height)
I have a tableview which is being reloaded as new content is added, using [tableview reloadData];
Trouble is I have a UILongPressGestureRecognizer on the TableCells in the Table and because the cells / table are being reloaded quite often the LongPress doesnt always have time to work as, I'm guessing it's internal timers are being reset when the cell/table is being reloaded.
Have you tried looking at the state of your UILongPressGestureRecognizers before [tableView reloadData] is called? For example:
// Returns |YES| if a gesture recognizer began detecting a long tap gesture
- (BOOL)longTapPossible {
BOOL possible = NO;
UIGestureRecognizer *gestureRecognizer = nil;
NSArray *visibleIndexPaths = [tableView indexPathsForVisibleRows];
for (NSIndexPath *indexPath in visibleIndexPaths) {
// I suppose you have only one UILongPressGestureRecognizer per cell
gestureRecognizer = [[tableView cellForRowAtIndexPath:indexPath] gestureRecognizers]
lastObject];
possible = (gestureRecognizer.state == UIGestureRecognizerStateBegan ||
gestureRecognizer.state == UIGestureRecognizerStateChanged);
if (possible) {
break;
}
}
return possible;
}
// ... later, where you reload the tableView:
if ([self longTapPossible] == NO) {
[tableView reloadData];
}
Let me know if it works!
Don't use reloadData if you want existing cells to remain. Instead, when you get new data, use the methods for Inserting and Deleting Cells to inform the table view exactly which cells have changed. The general procedure is:
You get new data.
Call beginUpdates
Call deleteRowsAtIndexPaths:withRowAnimation: to remove cells for any old items that have been deleted in the new data.
Call insertRowsAtIndexPaths:withRowAnimation: to add new cells for any items that have been added in the new data.
If you need to selectively replace a particular cell for some reason (and can't just update the existing cell's subviews with the new data), use reloadRowsAtIndexPaths:withRowAnimation:.
Call commitUpdates. At this point, your UITableViewDataSource methods must reflect the new data (e.g. tableView:numberOfRowsInSection: should reflect the changed count, and tableView:cellForRowAtIndexPath: should use the new items).
The table view will now call your data source methods as needed to update the display. Existing rows will not be changed.
Set a BOOL like aCellIsSelected to YES when you touch the cell
and just reload tableview if aCellIsSelected is NO
I've discovered a strange behavior with setSelected:animated: in my custom UITableViewCell class. I discovered that this function gets called multiple times if I click on a cell in my table. I am wondering if this is normal behavior or a bug in my code.
To help with debugging, I've modified the setSelected:animated: function in my custom UITableViewCell class implementation as such:
- (void)setSelected:(BOOL)selected animated:(BOOL)animated {
[super setSelected:selected animated:animated];
// Configure the view for the selected state.
if (selected)
NSLog(#"Yes %X", &self);
else
NSLog(#"No %X", &self);
}
If I click on a cell in the simulator, here is what I get in the console:
2011-03-22 22:05:26.963 marketPulse[3294:207] Yes BFFFDDD0
2011-03-22 22:05:26.964 marketPulse[3294:207] Yes BFFFDE30
You would think that I would get only 1 entry, since I only clicked on 1 cell.
And if I click on a different cell after that:
2011-03-22 22:07:11.014 marketPulse[3294:207] No BFFFD890
2011-03-22 22:07:11.016 marketPulse[3294:207] No BFFFDD00
2011-03-22 22:07:11.017 marketPulse[3294:207] Yes BFFFDDD0
2011-03-22 22:07:11.017 marketPulse[3294:207] Yes BFFFDE30
If I click on the same cell 2 times in a row, I get more than 2 Yes:
2011-03-22 22:08:41.067 marketPulse[3294:207] Yes BFFFDDD0
2011-03-22 22:08:41.068 marketPulse[3294:207] Yes BFFFDE30
2011-03-22 22:08:41.069 marketPulse[3294:207] Yes BFFFDE30
The more times I click the same cell, the more Yes I will get, and if I click on a different cell after that, I'll get a lot of No
I put a breakpoint before the NSLog, and looking at the debugger, it seems that all the repeated calls are coming from the same object.
Here is a part of my tableView:cellForRowAtIndexPath: function so you can see how my cells are being treated:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *ContentCellIdentifier = #"newsTableCellContent";
UITableViewCell *cell;
//index of cell data in tableData
NSUInteger index = indexPath.row / 2;
...
//content of story
else if( [indexPath row] % 2 == 1 ) {
cell = [tableView dequeueReusableCellWithIdentifier:ContentCellIdentifier];
if (cell == nil) {
NSArray *topLevelObjects = [[NSBundle mainBundle]
loadNibNamed:#"newsTableCells"
owner:nil options:nil];
for (id currentObject in topLevelObjects) {
if ( [currentObject isKindOfClass:[newsTableCellContent class]] ) {
cell = currentObject;
break;
}
}
}
((newsTableCellContent *)cell).content.text = [[tableData objectAtIndex:index] description];
}
return cell;
}
Everything works fine so its hard to tell if the repeat calls to setSelected:animated: are intentional or not. If this is normal operation, I can make do with another method, but I would just like to know if this is suppose to happen or not.
Thanks
What's going on is simply that the UITableView keeps track of which cells are selected in the table.
Since cells are reused when you scroll through a large table view, the table view has to keep the list of selected cells separate. Not only that, but whenever it reuses a cell it has to set its selected property, because it may be using an old, invalid selected state from a previous incarnation.
When you tap a cell, several things happen: the previously selected cell is deselected (using setSelected:). The new cell is highlighted. It's de-highlighted (at least if you tap, instead of holding your finger down), and the setSelected: method is called because the new cell was selected. That's one.
The second call is a delayed perform call, possibly from a point where the table view didn't yet know what the final state of the table would be. This call goes to _selectAllSelectedRows, which, as the name suggests, calls 'setSelected:animated:' on all selected rows. That's the second call. The reason for this is most likely to address potential issues due to the the table view being in a "transition", but who knows.
Whether it's a bug or not is up for interpretation. A fix for the duplicate calls is to simply do:
if (self.selected == selected) return;
right before the call to super (you do not have to call super if self.selected == selected).
This is a normal behavior if you're using iPad. (it is only called once on iPhone).
In order to stop getting multiple "setSelected:YES" or multiple "setSelected:NO", all you have to do is this:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
[tableView deselectRowAtIndexPath:indexPath animated:YES];
}
Now, 1 click on any cell gives you:
1 entry of setSelected:YES animated:NO
1 entry of tableView: didSelectRowAtIndexPath:
1 entry of setSelected:NO animated:YES
So, calls are now stable regardless of what you do.
Ideally you should not be calling setSelected from anywhere in your code.
UIKit will take care of calling it.
If you want to show a cell/row as selected in cellForRowAtIndexPath method simply call
tableView.selectRowAtIndexPath(indexPath, animated: true, scrollPosition: .None)
for that specific indexPath.
Again never ever call setSelected explicitly unless you really mean to.
It should definitely be called when table is scrolled. Cells are reused, that means, if you scroll cells in invisible areas will be reused and reinitialized, including the call to setSelected, which is basically a lightweight property setter.
If you really want to see what's happening, add a NSLog to tableView:cellForRowAtIndexPath: which will log indexPath and the returned cell.
The entire log should give you a good understanding what happens inside and why.
I suppose it will be something like this (Clicked on IndexPath 1:1)
Give me cell on 1:0 (previously selected cell).
Deselect 1:0
Give me cell on 1:0 again (updated after deselection)
Deselect 1:0 (update selected flag on this cell and trigger animation)
Give me cell on 1:1
Select 1:1
Give me cell on 1:1 again (updated after selection)
Select 1:1 (update selected flag on this cell and trigger animation)
Clicking on a selected cell again is only slightly different - instead of triggering unselecting, it triggers another update.
The standard Grouped UITableView style allows UITableViewCells to be drawn with rounded corners at the top and bottom of each section. How is this accomplished? How does the cell know its own location within its section, and how does it know when to change its rounded edges?
I want to make my own rounded cells, and I have images to use, but don't know when to show which image
Note: I already know how the UITableView works, and I know how to use it. I just thought that since a UITableView is able to automatically draw rounded corners at the correct places, I should be able to as well, without needing to add anything to my data source or delegate.
NSIndexPath *indexPath = [(UITableView *)self.superview indexPathForCell: self];
int rows = [(UITableView *)self.superview numberOfRowsInSection:indexPath.section];
if (indexPath.row == 0 && rows == 1) {
// the one and only cell in the section
}
else if (indexPath.row == 0) {
//top
}
else if (indexPath.row != rows - 1) {
//middle
}
else {
//bottom
}
It's very simple. suppose cell is the object, whose position is to be found out.
UITableView* table = (UITableView *)[cell superview];
NSIndexPath* pathOfTheCell = [table indexPathForCell:cell];
NSInteger sectionOfTheCell = [pathOfTheCell section];
NSInteger rowOfTheCell = [pathOfTheCell row];
There is sectionLocation method of UITableViewCell that returns integer telling you what you need:
1 - middle cell
2 - top cell
3 - bottom cell
4 - single cell
I had no issues using this in several production apps since 2010.
UPDATE: one of our binaries was automatically rejected recently (end of 2018) because we were using 'sectionLocation' property, so it's not a good option anymore.
Add something like this into your header files and you can use it:
typedef NS_ENUM(NSInteger, MMMTableViewCellLocation) {
MMMTableViewCellLocationUndefined = 0,
MMMTableViewCellLocationMiddle = 1,
MMMTableViewCellLocationTop = 2,
MMMTableViewCellLocationBottom = 3,
MMMTableViewCellLocationSingle = 4
};
#interface UITableViewCell ()
/** Undocumented method of UITableViewCell which allows to know where within section the cell is located,
* so the cell can draw its borders properly. */
- (MMMTableViewCellLocation)sectionLocation;
/** Override this one to know when the value of sectionLocation changes. */
- (void)setSectionLocation:(MMMTableViewCellLocation)sectionLocation animated:(BOOL)animated;
#end
You can use
- (NSIndexPath *)indexPathForCell:(UITableViewCell *)cell
for this issue. In my example I am using this to scroll the cell (with custom content) to the top of the view.
If you need more robust and general stuff, take a look at http://cocoawithlove.com/2009/04/easy-custom-uitableview-drawing.html - Matt Gallagher shows what you need, pretty effectively. He basically recreates UITableViewController from UIViewController, while adding ability to use your own custom graphics. I'm just working on applying this to one my projects, so far it looks it would do the job.
Unfortunately, I have found no solution to this problem, and have resorted to subclassing UITableViewController and UITableViewCell into a generic solution that I can extend as necessary.
You don't do this in cell. Rounded corners are drawn in [tableView viewForHeaderInSection] and viewForFooterInSection.
The way I do it is to use Plain tableview style, then use these two views for roundness and cells are normal, no rounds.
Without getting into who draws what, you can know which cell is the last cell in its section inside of cellForRowAtIndexPath very easily.
You're passed in the indexPath of the cell you need to provide, right? You're also passed the tableView.
call [tableView numberofRowsInSection:indexPath.section] and if it's == ([indexPath.row]-1) you know you're being asked to supply the last cell in that section.
At the time that cellForRowAtIndexPath is being called, the cell is guaranteed to be at the indexPath passed in.
To expand upon Darren's answer (which I found most useful, thanks Darren!), what you can do is to iterate through all of the superviews' until you find the parent UITableView. This should be future proof since you do not rely on a fixed hierarchy of views.
I use a recursive method that will return the UITableView if it finds one or return nil if there is none.
- (UITableView *)parentTableViewOf:(UIView *)view {
Class class = [view.superview class];
NSLog(#"Class : %#", NSStringFromClass(class));
if([view.superview isKindOfClass:[UITableView class]]) {
return (UITableView *)view.superview;
} else {
return [self parentTableViewOf:view.superview];
}
return nil;
}
So far I've used this one and it seems to work without hiccups. Hope it helps! :)
The cells dont know where they go...The table view has cells, You are the one telling the table view WHAT goes in the cell. You do this in the DataSource where you implement cellForRowAtIndexPath...The way this works :
An index path has a row and a section
For a grouped table view
A section pertains to a group, and a row pertains to 1 entry in that section,
the way UITableView knows how many rows are in a section and how many sections there are is the DataSources methods numberOfSectionInTableView and the method numberOfRowsInSection, this will make the right calls to cellForRowAtIndexPath, it is up to you to recognize which section and row is being queried and you need to build your cell according to these specifications.
A good way to do this i s you can have a Dictionary with keys of section names and values of NSArray with the values that go in that section.
So you implementation for numberOfSectionsInRows would look like
return [[dictionary allKeys] count]
And the implmentation of numberOfRowsInSection would look like
NSString* key=[[dictionary allKeys] objectAtIndex:sectionNumber]
return [[dictionary objectForKey:key] count]
You can always refer to the UITableView programming guide at http://developer.apple.com/iphone/library/documentation/UserExperience/Conceptual/TableView_iPhone/Introduction/Introduction.html
Hope that helps
Simply add a property to your custom UITableViewCell (depending on implementation) class that contains an int, NSNumber, or an NSIndexPath specifying which one it is. In you're using a data structure instead, then put it in you element in that data structure. Then you simply set the property when you create the data structure, something like elt.id=i, and then you access it in the cellForRowAtIndexPath, something like if (elt.id == 0 || elt.id == n-1) where n is the number of rows in your section.
I might have totally missed your question, but if I did, just comment and I'll post again.