I have already read some issues and not properly uses about spring animations in Swift but I am a little bit confused about this case. I have a ViewController which has a UITableView. I would like to add some little spring bouncing animation to its cells. When a cell tapped it should be expanding and running the bouncing animation and it works perfectly for the first time. But after a cell is expanded and tapped again, the animation is ignored, but the code inside animations is perfectly running (e.g. a print command). Do you have any idea to achieve that goal to make the animation work twice or more? I think I theoretically missed something.
My ViewController:
class TestTableViewController: UIViewController {
#IBOutlet weak var tableView: UITableView!
var selectedIndex: IndexPath = IndexPath(row: 0, section: 0)
var isExpanded = [Bool]()
var currentExpandedIndexPath: IndexPath?
override func viewDidLoad() {
super.viewDidLoad()
isExpanded = Array(repeating: false, count: 15)
tableView.delegate = self
tableView.dataSource = self
}
}
extension TestTableViewController: UITableViewDelegate, UITableViewDataSource {
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 15
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "TestTableViewCell", for: indexPath) as! TestTableViewCell
cell.selectionStyle = .none
cell.animate(duration: 0.5, delay: 0.2, damping: 0.5, options: .curveEaseOut)
return cell
}
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
if isExpanded[indexPath.row] == true { return 300 }
return 150
}
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
// This is just for handling that to be only one cell that is expanded at one time
isExpanded[indexPath.row] = !isExpanded[indexPath.row]
if (currentExpandedIndexPath != nil) {
if (indexPath == currentExpandedIndexPath) {
currentExpandedIndexPath = nil
} else {
isExpanded[currentExpandedIndexPath!.row] = false
currentExpandedIndexPath = indexPath
}
} else {
currentExpandedIndexPath = indexPath
}
tableView.beginUpdates()
tableView.reloadRows(at: [indexPath], with: .automatic)
tableView.endUpdates()
}
}
And this is my TableViewCell class:
class TestTableViewCell: UITableViewCell {
func animate(duration: TimeInterval, delay: TimeInterval, damping: CGFloat, options: UIView.AnimationOptions = []) {
UIView.animate(withDuration: duration, delay: delay, usingSpringWithDamping: damping, initialSpringVelocity: 1, options: options, animations: {
self.contentView.layoutIfNeeded()
print("this command runs everytime")
})
}
}
These links are GIFs that show how it's working now. If I tap another cell after one expanded it has correct animation (first link). But if I tap the expanded one, it is not animated (second link).
Tapping one after one expanded
Tapping the same cell after it is expanded
There are two possibilities here:
1 - Following code possibly overrides your animation:
tableView.reloadRows(at: [indexPath], with: .automatic)
Try passing .none or some other flag.
2 - Following code must be called from main thread a.k.a DispatchQueue.main.
self.contentView.layoutIfNeeded()
There is also a 3rd possibility that is reloadRows does not necessarily call cellForRowAt where you are currently handling animations.
Related
I have tableView cells that are populated with a color in each cell. What I want is when the user taps on the cell, it "opens"/expands so that that color fills the entire screen. Currently, it only scales downwards from the cell that I click on. I also need it to scale upwards along the y-axis, each cell expanding to the top of the screen, but I'm not sure what's prohibiting it to.
let expandedColorView: UIView = {
let view = UIView()
return view
}()
#objc func userTap(sender: UITapGestureRecognizer) {
if sender.state == UIGestureRecognizer.State.ended {
let tapLocation = sender.location(in: self.paletteTableView)
if let tapIndexPath = self.tableView.indexPathForRow(at: tapLocation) {
if let tappedCell = self.tableView.cellForRow(at: tapIndexPath) {
UIView.animate(withDuration: 1.0, animations: {
tappedCell.transform = CGAffineTransform(scaleX: 1, y: 50)
} )
}
}
}
}
UITapGestureRecognizer is declared in tableView(cellForRowAt:) with cell.isUserInteractionEnabled = true enabled.
I've tried changing the expandedColorView bounds self.expandedColorView.bounds.size.height = UIScreen.main.bounds.height in UIView.animate but that doesn't change anything. I was thinking the cell's frame would need to change so that it matches the parent view frame (which I think would be tableView) but I couldn't figure out how to do that.
Any help would be appreciated!
I've attached a gif of the issue:
If that's what you want
This is what I have done in data source extension
extension ViewController: UITableViewDataSource {
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
if let cell = self.tableView.dequeueReusableCell(withIdentifier: "colorCell") as? ColorFulTableViewCell {
let color = colors[Int(indexPath.row % 7)]
cell.backgroundColor = color
return cell
}
return UITableViewCell()
}
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 50
}
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
if let row = expandCell?.row, row == indexPath.row {
return self.tableView.bounds.size.height
}
else {
return 100
}
}
}
And tableView delegate extension looks like
extension ViewController: UITableViewDelegate {
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
if self.expandCell == indexPath { return }
else {
self.expandCell = indexPath
}
self.tableView.reloadRows(at: [indexPath], with: .automatic)
self.tableView.scrollToRow(at: indexPath, at: .top, animated: true)
}
}
Whats happening her?
In heightForRowAt of TableView data source method, I check if cell need to cover the whole tableView size by using if let row = expandCell?.row, row == indexPath.row { and set its height to match the tableView height by returning self.tableView.bounds.size.height else I return 100
In didSelectRowAt I update the indexPath of cell to expand by saving it in expandCell and I reload the row (so that this time when height for row is called it can return self.tableView.bounds.size.height and I also call scrollToRow(at with position as .top to ensure my cell scrolls to top and makes itself visible completely
Because you are reloading only a specific cell, though from cost perspective its efficient, but animation might look rusty as other cells in visible indexPath array are adjusting them selves abruptly, you can always call reload Data to get much better smoother experience.
extension ViewController: UITableViewDelegate {
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
if self.expandCell == indexPath { return }
else {
self.expandCell = indexPath
}
self.tableView.reloadData()
self.tableView.scrollToRow(at: indexPath, at: .top, animated: true)
}
}
Hope this helps
I'm able to expand and collapse cells but i wanna call functions (expand and collapse) inside UITableViewCell to change button title.
import UIKit
class MyTicketsTableViewController: UITableViewController {
var selectedIndexPath: NSIndexPath?
var extraHeight: CGFloat = 100
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 5
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath) as! MyTicketsTableViewCell
return cell
}
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
if(selectedIndexPath != nil && indexPath.compare(selectedIndexPath!) == NSComparisonResult.OrderedSame) {
return 230 + extraHeight
}
return 230.0
}
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
if(selectedIndexPath == indexPath) {
selectedIndexPath = nil
} else {
selectedIndexPath = indexPath
}
tableView.beginUpdates()
tableView.endUpdates()
}
}
import UIKit
class MyTicketsTableViewCell: UITableViewCell {
#IBOutlet weak var expandButton: ExpandButton!
#IBOutlet weak var detailsHeightConstraint: NSLayoutConstraint!
var defaultHeight: CGFloat!
override func awakeFromNib() {
super.awakeFromNib()
defaultHeight = detailsHeightConstraint.constant
expandButton.button.setTitle("TAP FOR DETAILS", forState: .Normal)
detailsHeightConstraint.constant = 30
}
func expand() {
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveLinear, animations: {
self.expandButton.arrowImage.transform = CGAffineTransformMakeRotation(CGFloat(M_PI * 0.99))
self.detailsHeightConstraint.constant = self.defaultHeight
self.layoutIfNeeded()
}, completion: { finished in
self.expandButton.button.setTitle("CLOSE", forState: .Normal)
})
}
func collapse() {
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveLinear, animations: {
self.expandButton.arrowImage.transform = CGAffineTransformMakeRotation(CGFloat(M_PI * 0.0))
self.detailsHeightConstraint.constant = CGFloat(30.0)
self.layoutIfNeeded()
}, completion: { finished in
self.expandButton.button.setTitle("TAP FOR DETAILS", forState: .Normal)
})
}
}
If you want the cell to get physically bigger, then where you have your store IndexPath, in heightForRow: use:
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
if selectedIndexPath == indexPath {
return 230 + extraHeight
}
return 230.0
}
Then when you want to expand one in the didSelectRow:
selectedIndexPath = indexPath
tableView.beginUpdates
tableView.endUpdates
Edit
This will make the cells animate themselves getting bigger, you dont need the extra animation blocks in the cell.
Edit 2
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
if(selectedIndexPath == indexPath) {
selectedIndexPath = nil
if let cell = tableView.cellForRowAtIndexPath(indexPath) as? MyTicketsTableViewCell {
cell.collapse()
}
if let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow:indexPath.row+1, section: indexPath.section) as? MyTicketsTableViewCell {
cell.collapse()
}
} else {
selectedIndexPath = indexPath
if let cell = tableView.cellForRowAtIndexPath(indexPath) as? MyTicketsTableViewCell {
cell.expand()
}
if let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow:indexPath.row+1, section: indexPath.section) as? MyTicketsTableViewCell {
cell.expand()
}
}
tableView.beginUpdates()
tableView.endUpdates()
}
All you need is implement UITableView Delegate this way:
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return UITableViewAutomaticDimension
}
override func tableView(tableView: UITableView, estimatedHeightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return UITableViewAutomaticDimension
}
By default, estimatedHeight is CGRectZero, when you set some value for it, it enables autoresizing (the same situation with UICollectionView), you can do even also so:
tableView?.estimatedRowHeight = CGSizeMake(50.f, 50.f);
Then you need to setup you constraints inside your cell.
Check this post: https://www.hackingwithswift.com/read/32/2/automatically-resizing-uitableviewcells-with-dynamic-type-and-ns
Hope it helps)
In MyTicketsTableViewController class, inside cellForRowAtIndexPath datasource method add target for the button.
cell.expandButton.addTarget(self, action: "expandorcollapsed:", forControlEvents: UIControlEvents.TouchUpInside)
I tried to implement lots of the given examples on this and other pages with similar questions, but none worked for me since I had to perform some logic in my custom cell (eg. hide unneeded UILables in CustomCell.swift when the cell is collapsed).
Here is the implementation that worked for me:
Create a dictionary:
private var _expandedCells: [IndexPath:Bool] = [:]
Implement the heightForRowAt method:
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
return _expandedCells[indexPath] == nil ? 70 : _expandedCells[indexPath]! ? 150 : 70
}
Implement the didSelectRowAt method:
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
_expandedCells[indexPath] = _expandedCells[indexPath] == nil ? true : !_expandedCells[indexPath]!
tableView.reloadRows(at: [indexPath], with: .fade)
}
Adjust your customCell:
func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
guard let cell = cell as? YourCustomTableViewCell, let isExpanded = _expandedCells[indexPath] else { return }
cell.set(expanded: isExpanded)
}
I am new to Swift and as a little Project I would like to create something like a "Choose your own Adventure Game".
I try to achieve this through a TableView in which every Cell contains a Line of the Story out of an Array.
With my current Code on App Start every Cell is generated Instant and is displaying the Strings of the Array - which is correct but I would like to generate every Cell over Time.
Optional: If possible it would be great to show the String in each Cell Char by Char with a delay so the Characters show up one by one with 0.5 Seconds delay - after First String/Cell is completed this way it should generate the second Cell and write out the second String.
Do you have any suggestions how I can achieve this?
Thanks!
Here is my current Code which is not including any functionality for the Delay since I don't know how to manage this :)
import UIKit
class ViewController: UIViewController {
var storyLines = ["Test Cell 1 and so on first cell of many","second cell bla","aaaand third cell sup"]
var actualTables = 1
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
tableView.dataSource = self
}
#IBOutlet weak var tableView: UITableView!
}
extension ViewController : UITableViewDataSource{
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return storyLines.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "TxtLine", for: indexPath)
cell.textLabel?.text = storyLines[indexPath.row]
cell.textLabel?.numberOfLines = 0;
cell.textLabel?.lineBreakMode = .byWordWrapping
return cell
}
}
https://developer.apple.com/documentation/uikit/uitableviewdelegate/1614883-tableview
There is an instance method named tableView(_:willDisplay:forRowAt:) in uitableviewdelegate. You can override that method and have your table view cell animated. You can refer the code below as an example.
extension ViewController: UITableViewDelegate {
func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
cell.transform = CGAffineTransform(translationX: tableView.bounds.width, y: 0)
UIView.animate(
withDuration: 0.5,
delay: 0.05 * Double(indexPath.row),
options: [.curveEaseInOut],
animations: {
cell.transform = CGAffineTransform(translationX: 0, y: 0)
})
}
}
And don't forget to set your viewcontroller as delegate to your tableview.
tableview.delegate = self
I am trying to create expandable UITableViewCells using the following code:
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
let cell = tableView.cellForRow(at: indexPath) as! feedBaseCell
if cell.expandButton.isExpanded == true {
return 128
} else {
return 64
}
return 64
}
.isExpanded is a custom property of feedBaseCell. When I run this code, the line let cell = tableView.cellForRow(at: indexPath) as! feedBaseCell gets a EXC_BAD_ACCESS error. How can I check the .isExpanded property and return the height based on whether or not it is true or false? Why is my code not working?
EDIT: Code for both cellForRowAt and numberOfRowsInSection:
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 3
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "feedBaseCell") as! feedBaseCell
cell.backgroundColor = .clear
cell.selectionStyle = UITableViewCellSelectionStyle.none
cell.contentView.isUserInteractionEnabled = false
cell.expandButton.tag = indexPath.row
cell.expandButton.addTarget(self, action: #selector(self.expandTheCell(_:)), for: .touchUpInside)
cell.contentView.bringSubview(toFront: cell.expandButton)
return cell
}
Here is the expandTheCell method:
func expandTheCell(_ sender: UIButton) {
if sender.isExpanded == false {
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
sender.transform = sender.transform.rotated(by: .pi/2)
sender.isExpanded = true
}, completion: nil)
} else {
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
sender.transform = sender.transform.rotated(by: -.pi/2)
sender.isExpanded = false
}, completion: nil)
}
tableView.beginUpdates()
tableView.endUpdates()
}
Never call cellForRow(at:) from within heightForRowAt. It causes infinite recursion because the table view tries to get the cell's height when you ask for the cell.
If you really, really need to get a cell to calculate its height, directly call your view controller's dataSource method tableView(_:cellForRowAt:) method instead of the table view's cellForRow(at:) method.
But in this case you don't need the cell. You should be storing the expanded state of each row in your data source data, not in the cell itself. Look at that data, not the cell, to determine the height in your heightForRowAt method. And of course you will need this state information in your cellForRowAt data source method so you can set the cell's state there since cells get reused as you scroll the table view.
I'm able to expand and collapse cells but i wanna call functions (expand and collapse) inside UITableViewCell to change button title.
import UIKit
class MyTicketsTableViewController: UITableViewController {
var selectedIndexPath: NSIndexPath?
var extraHeight: CGFloat = 100
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 5
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath) as! MyTicketsTableViewCell
return cell
}
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
if(selectedIndexPath != nil && indexPath.compare(selectedIndexPath!) == NSComparisonResult.OrderedSame) {
return 230 + extraHeight
}
return 230.0
}
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
if(selectedIndexPath == indexPath) {
selectedIndexPath = nil
} else {
selectedIndexPath = indexPath
}
tableView.beginUpdates()
tableView.endUpdates()
}
}
import UIKit
class MyTicketsTableViewCell: UITableViewCell {
#IBOutlet weak var expandButton: ExpandButton!
#IBOutlet weak var detailsHeightConstraint: NSLayoutConstraint!
var defaultHeight: CGFloat!
override func awakeFromNib() {
super.awakeFromNib()
defaultHeight = detailsHeightConstraint.constant
expandButton.button.setTitle("TAP FOR DETAILS", forState: .Normal)
detailsHeightConstraint.constant = 30
}
func expand() {
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveLinear, animations: {
self.expandButton.arrowImage.transform = CGAffineTransformMakeRotation(CGFloat(M_PI * 0.99))
self.detailsHeightConstraint.constant = self.defaultHeight
self.layoutIfNeeded()
}, completion: { finished in
self.expandButton.button.setTitle("CLOSE", forState: .Normal)
})
}
func collapse() {
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveLinear, animations: {
self.expandButton.arrowImage.transform = CGAffineTransformMakeRotation(CGFloat(M_PI * 0.0))
self.detailsHeightConstraint.constant = CGFloat(30.0)
self.layoutIfNeeded()
}, completion: { finished in
self.expandButton.button.setTitle("TAP FOR DETAILS", forState: .Normal)
})
}
}
If you want the cell to get physically bigger, then where you have your store IndexPath, in heightForRow: use:
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
if selectedIndexPath == indexPath {
return 230 + extraHeight
}
return 230.0
}
Then when you want to expand one in the didSelectRow:
selectedIndexPath = indexPath
tableView.beginUpdates
tableView.endUpdates
Edit
This will make the cells animate themselves getting bigger, you dont need the extra animation blocks in the cell.
Edit 2
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
if(selectedIndexPath == indexPath) {
selectedIndexPath = nil
if let cell = tableView.cellForRowAtIndexPath(indexPath) as? MyTicketsTableViewCell {
cell.collapse()
}
if let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow:indexPath.row+1, section: indexPath.section) as? MyTicketsTableViewCell {
cell.collapse()
}
} else {
selectedIndexPath = indexPath
if let cell = tableView.cellForRowAtIndexPath(indexPath) as? MyTicketsTableViewCell {
cell.expand()
}
if let cell = tableView.cellForRowAtIndexPath(NSIndexPath(forRow:indexPath.row+1, section: indexPath.section) as? MyTicketsTableViewCell {
cell.expand()
}
}
tableView.beginUpdates()
tableView.endUpdates()
}
All you need is implement UITableView Delegate this way:
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return UITableViewAutomaticDimension
}
override func tableView(tableView: UITableView, estimatedHeightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return UITableViewAutomaticDimension
}
By default, estimatedHeight is CGRectZero, when you set some value for it, it enables autoresizing (the same situation with UICollectionView), you can do even also so:
tableView?.estimatedRowHeight = CGSizeMake(50.f, 50.f);
Then you need to setup you constraints inside your cell.
Check this post: https://www.hackingwithswift.com/read/32/2/automatically-resizing-uitableviewcells-with-dynamic-type-and-ns
Hope it helps)
In MyTicketsTableViewController class, inside cellForRowAtIndexPath datasource method add target for the button.
cell.expandButton.addTarget(self, action: "expandorcollapsed:", forControlEvents: UIControlEvents.TouchUpInside)
I tried to implement lots of the given examples on this and other pages with similar questions, but none worked for me since I had to perform some logic in my custom cell (eg. hide unneeded UILables in CustomCell.swift when the cell is collapsed).
Here is the implementation that worked for me:
Create a dictionary:
private var _expandedCells: [IndexPath:Bool] = [:]
Implement the heightForRowAt method:
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
return _expandedCells[indexPath] == nil ? 70 : _expandedCells[indexPath]! ? 150 : 70
}
Implement the didSelectRowAt method:
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
_expandedCells[indexPath] = _expandedCells[indexPath] == nil ? true : !_expandedCells[indexPath]!
tableView.reloadRows(at: [indexPath], with: .fade)
}
Adjust your customCell:
func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
guard let cell = cell as? YourCustomTableViewCell, let isExpanded = _expandedCells[indexPath] else { return }
cell.set(expanded: isExpanded)
}