I am working on a popup view for an app I am making. If you take a second to look at the image attached below, you will see that the top edges are rounded, but the bottom edges are not. This is because I only rounded the edges of the view (it is lowest in the hierarchy). I cannot round the edges of the images (the colorful boxes) because they are tables in a scrolling view. The only solution I can think of is a very ugly one where I mask the bottom edges with a UIImageView that appears once the popup has faded in. Does anyone have a better solution? If so, I would greatly appreciate your help. Also, my scrolling view is not yet functional, so that is not referenced here and the solution (if functional) should work regardless.
My code:
allSeenPopover.layer.cornerRadius = 5
userProfile.layer.cornerRadius = 15
colorBackground.layer.cornerRadius = 15
colorBackground.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
#IBAction func loadUserProfile(_ sender: Any) {
if darken.alpha == 0 {
darken.alpha = 1
self.view.addSubview(userProfile)
userProfile.center = self.view.center
userProfile.transform = CGAffineTransform.init(scaleX: 1.3, y: 1.3)
userProfile.alpha = 0
UIView.animate(withDuration: 0.3) {
self.largeDropShadow.alpha = 0.3
self.userProfile.alpha = 1
self.userProfile.transform = CGAffineTransform.identity
}
}
else {
UIView.animate(withDuration: 0.2, animations: {
self.userProfile.transform = CGAffineTransform.init(scaleX: 1.3, y: 1.3)
self.userProfile.alpha = 0
self.darken.alpha = 0
self.largeDropShadow.alpha = 0
}) { (success:Bool) in
self.userProfile.removeFromSuperview()
}
}
}
The image I was referring to:
Since the view you want rounded is inside a table view cell, you must take care that the view is created added only once per reused cell.
Each time a reused cell scrolls into view, check to see if it has had an imageView subview (using a tag that is unique within the cell is a quick way to make that check). If you don't have one, create it and then configure it for the particular row, otherwise just configure it for the particular row...
(warning, I'm not swift fluent, but the idea should be clear)
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell:UITableViewCell = tableView.dequeueReusableCellWithIdentifier(cellReuseIdentifier) as UITableViewCell!
let imageView:UIImageView = cell.viewWithTag(99) as? UIImageView
if (!imageView) {
// this code runs just once per reused cell, so setup
// imageView properties here that are row-independent
imageView = UIImageView()
imageView.tag = 99 // so we'll find this when the cell gets reused
imageView.layer.cornerRadius = 15.0
imageView.clipsToBounds = true
// any other props that are the same for all rows
imageView.frame = // your framing code here
cell.addSubview(imageView)
}
// this code runs each time a row scrolls into view
// so setup properties here that are row-dependent
imageView.image = // some function of indexPath.row
return cell
}
Related
In a section of my UITableView, there are 5 cells, three of which have been configured to expand/collapse to provide a more detailed view when selected. One of these cells shows a diagram of a number of small squares, which displays perfectly, until another cell is expanded, like this:
When the cell is collapsed, however, the subviews in the cell display in different cells, in different sections, like this:
and this:
To create the subviews in the cell, this is my code in the cellForRow method, which just uses an array of UIViews:
for vote in vote_array {
cell.contentView.addSubview(vote as? UIView ?? UIView.init(frame: CGRect.init(x: 0, y: 0, width: 0, height: 0)))
}
I tried removing all the subviews before I added them by doing this, but it doesn't change anything:
for subview in cell.contentView.subviews {
subview.removeFromSuperview()
}
Edit: This is inside a switch statement, but here is the relevant cell/case cellForRow:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "cell", for: indexPath)
cell.contentView.clipsToBounds = true
cell.clipsToBounds = true
let vote_array = getVoteArray()
for subview in cell.contentView.subviews {
subview.removeFromSuperview()
}
for case let vote as UIView in vote_array {
cell.contentView.addSubview(vote)
}
Edit:
The core of getVoteArray:
func getVoteArray() -> NSMutableArray {
var i = 0
var x = 20
var y = 4
let blockViews : NSMutableArray = []
for color in blocks {
let block = UIView.init(frame: CGRect.init(x: x, y: y, width: 20, height: 20))
block.backgroundColor = color as? UIColor
blockViews.add(block)
x = x + 24
i = i + 1
if i == num_blocks_per_row { i = 0; y = y + 24; x = 20 }
}
diagramHeight = y + 24
return blockViews
}
I can't seem to figure out why the subviews are generating randomly all over the tableView.
Ended up adding
for case let cell as UITableViewCell in tableView.subviews {
for subview in cell.contentView.subviews {
if subview.tag == 115 {
subview.removeFromSuperview()
}
}
}
to my didSelectRowAt method, after adding the tag when each view is created. I'm still not sure why the views were being added to different cells, but this got rid of them at least.
Try to implement unique ReuseIdentifiers for collapsed and expanded states.
If the cell is collapsed then don't load all those views in it by dequeuing a collapsedCell where the height of all those UIViews is either 0 or they are not added to subview.
If the cell is expanded than deque a expandedCell where the views are layed out as in the first screenshot.
After expanding and or collapsing call tableview.reloadData()
It used to be a long long time ago that UIViews clipped their children, but that hasn't been true for a very long time. If you want clipping on you need to either change UIView.clipsToBounds to true or use the underlying CALayer property maskToBounds.
cell.contentView.clipsToBounds = true
Or you can check the box in the storyboard/nib.
I have a custom UITableViewCell that displays a circular image on the left-hand side. Since the default UIImageView supplied with the UITableViewCell is the same height as the row, the images end up nearly touching. I'd like to shrink the image slightly to create some extra padding.
I was able to get this to work using the following code
override func layoutSubviews() {
super.layoutSubviews()
// Make the image view slightly smaller than the row height
self.imageView!.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
// Round corners
self.imageView!.layer.cornerRadius = self.imageView!.bounds.height / 2.0
self.imageView!.layer.borderWidth = 0.5
self.imageView!.layer.borderColor = UIColor.gray.cgColor
self.imageView!.layer.masksToBounds = true
self.imageView!.contentMode = .scaleAspectFill;
self.updateConstraints()
}
override func prepareForReuse() {
super.prepareForReuse()
self.imageView!.image = nil
self.layoutSubviews()
}
This works only for the cells displayed in the table view when it first appears on the screen. Once I scroll (i.e. dequeue a re-usable cell), the transform is no longer applied. The image below shows the left side of the table view. I've captured the region where the original cells transition to re-used cells.
For completeness, here is my tableView(cellForRowAt:) function
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = self.itemTableView.dequeueReusableCell(withIdentifier: "ItemCell") as! InventoryItemTableViewCell
if let items = self.displayedItems {
if indexPath.row < items.count {
let item = items[indexPath.row]
cell.item = item
cell.textLabel!.text = items[indexPath.row].partNumber
cell.detailTextLabel!.text = items[indexPath.row].description
if let quantity = items[indexPath.row].quantity {
cell.quantityLabel.text = "Qty: \(Int(quantity))"
}
else {
cell.quantityLabel.text = "Qty: N/A"
}
if let stringImageBase64 = item.imageBase64 {
let dataDecoded: Data = Data(base64Encoded: stringImageBase64, options: .ignoreUnknownCharacters)!
cell.imageView!.image = UIImage(data: dataDecoded)
}
else {
cell.imageView!.image = blankImage
}
}
}
return cell
}
I tried other methods such as playing with the image view's insets but this had no effect.
Question
Why is the transform being applied to the original cells when the table is created but not to any re-used cells? Should I be approaching this differently?
I was able to accomplish resizing the image using the following code. It seems the autolayout is applied after the transform, therefore overriding it.
override func layoutSubviews() {
// Layout all subviews except for the image view
super.layoutSubviews()
// Make the image view slightly smaller than the row height
self.imageView!.frame = CGRect(x: self.imageView!.frame.origin.x + 4,
y: self.imageView!.frame.origin.y + 4,
width: 56,
height: 56)
// Round corners
self.imageView!.layer.cornerRadius = self.imageView!.frame.height / 2.0
self.imageView!.layer.borderWidth = 0.5
self.imageView!.layer.borderColor = UIColor.gray.cgColor
self.imageView!.layer.masksToBounds = false
self.imageView!.clipsToBounds = true
self.imageView!.contentMode = .scaleAspectFit;
}
I need to animate the scroll view to show the same views but with different values based on the selection on the segmented control.I need left to right & right to left slide animation to show different values on the same UI. I dont want to create duplicate views.
I had the exact same problem. Wanted to avoid creating multiple tableviews just for animation sake.
Here is how I solved it :
Basic idea : Take a screenshot of tableview and display it on the root view. Then, do a slide animation of tableview from Left to Right (or Right to left depending on the switching of segment control)
Code when swiped to right
func switchToLeft() {
let newIndex = currentIndex - 1
if newIndex > 0 {
let sS = showScreenShot()
self.tableView.animateFromLeft(0.5){
sS.removeFromSuperview()
}
//update data and RELOAD your tableview here
}
}
func showScreenShot() -> UIView{
let image = getScreenShot()
let imageView = UIImageView(image: image)
let blankView = UIView(frame: self.view.frame)
blankView.addSubview(imageView)
self.tableView.superview?.addSubview(blankView)
self.tableView.superview?.bringSubviewToFront(self.tableView)
return blankView
}
func getScreenShot() -> UIImage?{
let viewToRender = self.tableView
let contentOffset = self.tableView.contentOffset
UIGraphicsBeginImageContext(viewToRender.bounds.size)
let ctx = UIGraphicsGetCurrentContext()!
// need to translate the context down to the current visible portion of the tableview
CGContextTranslateCTM(ctx, 0, -contentOffset.y-tableHeaderHt)
viewToRender.layer.renderInContext(ctx)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
Leaving off code for animateFromLeft as an exercise!
Thanks in advance for the help.
I have a UITableView within a main view contoller. Within the prototype cell, I have a UIImageview. In the code below everything works until I add the 5 lines to apply a circular mask and border. Once I do that, the images will not load unless I scroll the cells. The mask and border do get applied perfectly however. Will be great when it works... but until then.
Certainly this has been seen before. I'm a swift/objective-C newbie.
Working in swift for this one.
Code below;
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("mixerCell", forIndexPath: indexPath) as! MixerTableViewCell
// set label background color to clear
cell.textLabel?.backgroundColor = UIColor.clearColor()
// set highlight selection to none
cell.selectionStyle = .None
// set image for cell
let imageView = cell.viewWithTag(1) as! UIImageView
// put circular mask and border. This is the problem code that causes initial load of the tableview images to show up blank.
imageView.layer.cornerRadius = imageView.frame.size.width / 2;
imageView.clipsToBounds = true;
let color1 = UIColor(white: 1.0, alpha: 0.5).CGColor as CGColorRef
imageView.layer.borderWidth = 2;
imageView.layer.borderColor = color1
// assign image
imageView.image = UIImage(named: mixerSounds[indexPath.row])
return cell
}
initial view load
after scroll
your code is perfectly working for me. Here i am using Xcode-7. i think you are using Xcode-6.3 or less version. just upgrade it to Xcode- 7. and if you are using the same then just check your heightforRowAtIndexpath or other delegates there should be some issue.
thanks
Try changing the below lines,
// replace this
let imageView = cell.viewWithTag(1) as! UIImageView
// to
let imageView = cell.yourImageViewName
/* yourImageViewName is the outlet
reference name you have given in the
MixerTableViewCell custom class.
*/
Edit 2: Just for debugging purposes,
hardcode the image name and check if the image appears on the all the cells.
imageView.image = UIImage(named: "first1.png")
override func tableView(tableView: UITableView!, cellForRowAtIndexPath indexPath: NSIndexPath!) -> UITableViewCell!
{
let cellIdentifier = "cell"
var cell : UITableViewCell = tableView.dequeueReusableCellWithIdentifier(cellIdentifier) as UITableViewCell
cell.image_View.image = UIImage(named: mixerSounds[indexPath.row])
println("The loaded image: \(image)")
cell.image_View.layer.masksToBounds = false
cell.image_View.layer.borderColor = UIColor.blackColor().CGColor
cell.image_View.layer.cornerRadius = image.frame.height/2
cell.image_View.clipsToBounds = true
return cell
}
Give imageview outlet to cell and not give imageview name because by default name is imageview so take diffrent name
It looks like the problem is using clipToBounds = true I am facing the same issue while making circular UIImageView inside UITableViewCell
I didn't find the exact solution but for now I found a way to do this
if (indexPath.row == indexPath.length && !isTableReloaded)
{
let dispatchTime: dispatch_time_t = dispatch_time(DISPATCH_TIME_NOW, Int64(0.000000001 * Double(NSEC_PER_SEC)))
dispatch_after(dispatchTime, dispatch_get_main_queue(), {
self.reloadTableView()
})
}
func reloadTableView()
{
isTableReloaded = true
self.tableViewContacts.reloadData()
}
Here isTableReloaded is a Bool type var which is initialized to false in viewDidLoad()
and the if condition is to be placed at the last of cellForRowAtIndexPath but before return statement
This will resolve our problem but do not rely on this as this is not the best approach.
Please post solution for this if any one found the better approach.
Here is a perfect and state away solution for circular image in UITableview Cell.
Simply modify your UITableviewCell (custom cell) class with below code.
override func awakeFromNib() {
super.awakeFromNib()
imgEvent.layer.frame = (imgEvent.layer.frame).insetBy(dx: 0, dy: 0)
imgEvent.layer.borderColor = UIColor.gray.cgColor
imgEvent.layer.cornerRadius = (imgEvent.frame.height)/2
imgEvent.layer.masksToBounds = false
imgEvent.clipsToBounds = true
imgEvent.layer.borderWidth = 0.5
imgEvent.contentMode = UIViewContentMode.scaleAspectFill
}
It will also helps to solve the problem of image circular only after scrolling table..(if any!)
let width = cell.frame.size.width
cell.img.layer.cornerRadius = width * 0.72 / 2
0.72 is the ratio of the cell width to image width, for eg. cellWidth = 125 and imageWidth = 90, so 125/90 would give 0.72. Do similar calculation for your image.
First: Images doesn't load until you scroll, because when cellForRowAtIndexPath methods called the constraints doesn't set for image until now, so when scrolling the constraints was added and the image appears, so if you set proportional width and height for imageView (width==height) in cell then
do that
let w = tableview.frame.width*(proportional value like 0.2)
imageView.layer.cornerRadius = w / 2
imageView.clipsToBounds = true;
I'm trying to build a custom UITableView that acts in a similar way to the reminders app.
Instead of the top-most visible cell scrolling off the display, I want it to be covered by the next cell so the cells appear to stack on top of one another as you scroll.
Currently I am using:
override func scrollViewDidScroll(scrollView: UIScrollView) {
let topIndexPath: NSIndexPath = tableView.indexPathsForVisibleRows()?.first as! NSIndexPath
let topCell = tableView.cellForRowAtIndexPath(topIndexPath)
let frame = topCell!.frame
topCell!.frame = CGRectMake(frame.origin.x, scrollView.contentOffset.y, frame.size.width, frame.size.height)
}
But the top cell is always above the second cell - causing the second cell to scroll under it.
Also if I scroll quickly this seems to misplace all of my cells.
EDIT: Have fixed this. Answer posted below for future reference.
For anybody searching this in the future.
Simply loop through all the visible cells and set their z position to their row number (so each cell stacks above the previous one).
The if statement tells the top cell to remain at the contentOffset of the scrollview and for all other cells to assume their expected position. This stops the other cells being offset if you scroll too quickly.
override func scrollViewDidScroll(scrollView: UIScrollView) {
// Grab visible index paths
let indexPaths: Array = tableView.indexPathsForVisibleRows()!
var i = 0
for path in indexPaths {
let cell = tableView.cellForRowAtIndexPath(path as! NSIndexPath)
// set zPosition to row value (for stacking)
cell?.layer.zPosition = CGFloat(path.row)
// Check if top cell (first in indexPaths)
if (i == 0) {
let frame = cell!.frame
// keep top cell at the contentOffset of the scrollview (top of screen)
cell!.frame = CGRectMake(frame.origin.x,
scrollView.contentOffset.y,
frame.size.width,
frame.size.height)
} else {
// set cell's frame to expected value
cell!.frame = tableView.rectForRowAtIndexPath(path as! NSIndexPath)
}
i++
}
}