Why I need to scroll up and down first before the collection view cell updated? - ios

I am trying to make a category list using CollectionView, as we can see there is a brown circle that actually an UIView (Designable Background View).
I want to update that background colour from brown to random colour. but the random colour only show up after I scroll up and scroll down the CollectionView, like the .gif file in here : http://g.recordit.co/BxRf26Uw2t.gif
before scroll down the colour will be still in brown like this
after scroll up and down, the colour will be updated, but some of the item still in the brown colour like this :
here is the code of my ViewController
import UIKit
import ChameleonFramework
class FacilitiesVC: UIViewController {
#IBOutlet weak var collectionVIew: UICollectionView!
struct StoryBoard {
// Collection View
static let indoorFacilitiesCategoryCellIdentifier = "indoorFacilitiesCell"
static let numberOfColumnsPerRow : CGFloat = 3.0
static let inset: CGFloat = 10.0
static let spacing: CGFloat = 8.0
static let lineSpacing: CGFloat = 8.0
//segue Identifiers
}
var indoorFacilitiesCategoryData = [FacilitiesCategory]()
var outdoorFacilitiesCategoryData = [FacilitiesCategory]()
override func viewDidLoad() {
super.viewDidLoad()
getIndoorOutdoorFacilitiesData()
}
}
extension FacilitiesVC {
func getIndoorOutdoorFacilitiesData() {
let facilitiesData = FacilitiesCategoryLibrary.fetchFacilitiesCategory()
// distinguishing between indoor and outdoor data
for facData in facilitiesData {
if facData.type == "Indoor Facility" {
indoorFacilitiesCategoryData.append(facData)
} else {
outdoorFacilitiesCategoryData.append(facData)
}
}
}
}
extension FacilitiesVC : UICollectionViewDataSource {
// MARK: - UICollectionViewDataSource
func numberOfSections(in collectionView: UICollectionView) -> Int {
return 1
}
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return indoorFacilitiesCategoryData.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: StoryBoard.indoorFacilitiesCategoryCellIdentifier, for: indexPath) as! IndoorFacilitiesCell
cell.indoorFacilitiesCategoryData = indoorFacilitiesCategoryData[indexPath.item]
cell.designableBackgroundView.backgroundColor = RandomFlatColor()
cell.layer.borderColor = UIColor.lightGray.cgColor
cell.layer.borderWidth = 1
return cell
}
}
and here is the code of CollectionViewCell
import UIKit
import ChameleonFramework
class IndoorFacilitiesCell: UICollectionViewCell {
#IBOutlet weak var designableBackgroundView: DesignableUIView!
#IBOutlet weak var iconImageView: UIImageView!
#IBOutlet weak var icontitleLabel: UILabel!
var indoorFacilitiesCategoryData : FacilitiesCategory? {
didSet {
updateUI()
}
}
}
extension IndoorFacilitiesCell {
func updateUI() {
guard let indoorData = indoorFacilitiesCategoryData else {return}
iconImageView.image = UIImage(named: indoorData.logo)
icontitleLabel.text = indoorData.categoryName
}
}
what went wrong in here? what should I do to fix that?

Related

How do I make image visible when collection view cell is double tapped?

I have a collection view with a lot of images and all of these images has a heart image in the right corner. This heart image needs to be set to visible when the big image is double tapped as an indicator that it has been liked.
I have added a double tap gesture to my collection view and now I need to set the heart image to visible when this gesture happens on the selected cell.
Any suggestions to how I do it? I can't find any answers to this anywhere.
This is my collection view controller:
import UIKit
class OevelserCollectionViewController: UIViewController, UICollectionViewDelegate, UICollectionViewDataSource {
// MARK: - Properties
#IBOutlet weak var OevelserCollectionView: UICollectionView!
#IBOutlet var tap: UITapGestureRecognizer!
var oevelseCollectionViewFlowLayout: UICollectionViewFlowLayout!
let oevelseArray = OevelseArray()
// MARK: - Init
override func viewDidLoad() {
super.viewDidLoad()
setupOevelseCollectionView()
}
// MARK: - Functions
#IBAction func didDoubleTap(_ sender: UITapGestureRecognizer) {
print("tapped")
}
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
setupOevelseCollectionViewItemSize()
}
private func setupOevelseCollectionView() {
self.OevelserCollectionView.delegate = self
self.OevelserCollectionView.dataSource = self
let nib = UINib(nibName: "OevelseCollectionViewCell", bundle: nil)
OevelserCollectionView.register(nib, forCellWithReuseIdentifier: "OevelseCollectionViewCell")
}
private func setupOevelseCollectionViewItemSize() {
if oevelseCollectionViewFlowLayout == nil {
let numberOfItemPerRow: CGFloat = 1
let lineSpacing: CGFloat = 20
let interItemSpacing: CGFloat = 8
let width = (OevelserCollectionView.frame.width - (numberOfItemPerRow - 1) * interItemSpacing) / numberOfItemPerRow
let height = width - 50
oevelseCollectionViewFlowLayout = UICollectionViewFlowLayout()
oevelseCollectionViewFlowLayout.itemSize = CGSize(width: width, height: height)
oevelseCollectionViewFlowLayout.sectionInset = UIEdgeInsets.zero
oevelseCollectionViewFlowLayout.scrollDirection = .vertical
oevelseCollectionViewFlowLayout.minimumLineSpacing = lineSpacing
oevelseCollectionViewFlowLayout.minimumInteritemSpacing = interItemSpacing
OevelserCollectionView.setCollectionViewLayout(oevelseCollectionViewFlowLayout, animated: true)
}
}
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return oevelseArray.oevelser.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "OevelseCollectionViewCell", for: indexPath) as! OevelseCollectionViewCell
let oevelseText = oevelseArray.oevelser[indexPath.item].oevelseName
let oevelseImage = oevelseArray.oevelser[indexPath.item].oevelseImage
cell.oevelseLabel.text = oevelseText
cell.oevelseImageView.image = UIImage(named: oevelseImage)
return cell
}
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
}
}
And here is my collection view cell class:
import UIKit
class OevelseCollectionViewCell: UICollectionViewCell {
#IBOutlet weak var oevelseImageView: UIImageView!
#IBOutlet weak var oevelseLabel: UILabel!
#IBOutlet weak var isLikedImageView: UIImageView!
#IBOutlet weak var heartImageWidthConstraint: NSLayoutConstraint!
override func awakeFromNib() {
super.awakeFromNib()
}
}
Inside cellForRowAt
cell.oevelseImageView.image = UIImage(named: oevelseImage)
cell.oevelseImageView.tag = indexPath.row
let tapGR = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tapGR.numberOfTapsRequired = 2
cell.oevelseImageView.addGestureRecognizer(tapGR)
#objc func handleTap(_ gesture: UITapGestureRecognizer){
let index = gesture.view!.tag
guard let cell = tableView.cellForRow(at:IndexPath(row:index,section:0)) else { return }
arr[index].isLiked.toggle()
cell.isLikedImageView.image = arr[index].isLiked ? <#likeImg#> : <#defImg#>
}
OR
#objc func handleTap(_ gesture: UITapGestureRecognizer){
arr[gesture.view!.tag ].isLiked.toggle()
self.tableView.reloadRows(at:[IndexPath(row:index,section:0)],with:.none)
}

How do I make my CollectionView Cells filter data from my TableView?

I'm having an issue trying to get my collection view to filter data in the tableview for the category(s) set in the collection view. My goal is to have a category selected in the collection view presents the search results for the selected category in tableview shown from the category shown in the categoryLabel:
the tableview is already connected to the search bar and presents the search results accurately. But I want it to do the same for the selections/category(s) in the collection view to filter out the result selected to present the search results for that specific category in the collection view.
My data is stored in the Cloud Firestore
import Foundation
import UIKit
class Category {
var categoryLabel: String
init(categoryLabel: String) {
self.categoryLabel = categoryLabel
}
class func createCategoryArray() -> [Category] {
var categorys: [Category] = []
let category1 = Category(categoryLabel: "All")
let category2 = Category(categoryLabel: "Flower")
let category3 = Category(categoryLabel: "CBD")
let category4 = Category(categoryLabel: "Pre-Roll")
let category5 = Category(categoryLabel: "Pens")
let category6 = Category(categoryLabel: "Cartridges")
let category7 = Category(categoryLabel: "Concentrate")
let category8 = Category(categoryLabel: "Edible")
let category9 = Category(categoryLabel: "Drinks")
let category10 = Category(categoryLabel: "Tinctures")
let category11 = Category(categoryLabel: "Topical")
let category12 = Category(categoryLabel: "Gear")
categorys.append(category1)
categorys.append(category2)
categorys.append(category3)
categorys.append(category4)
categorys.append(category5)
categorys.append(category6)
categorys.append(category7)
categorys.append(category8)
categorys.append(category9)
categorys.append(category10)
categorys.append(category11)
categorys.append(category12)
return categorys
}
}
import UIKit
class CategoryScrollCell: UICollectionViewCell {
#IBOutlet weak var categoryScroll: UILabel!
#IBOutlet weak var view: UIView!
func setCategory(category: Category) {
categoryScroll.text = category.categoryLabel
}
}
import UIKit
import Firebase
class ProductListController: UIViewController {
#IBOutlet weak var searchBar: UISearchBar!
#IBOutlet weak var productListCollectionView: UICollectionView!
#IBOutlet weak var productListTableView: UITableView!
var categorys: [Category] = []
var searchActive : Bool = false
var productInventory: [ProductList] = []
var productSetup: [ProductList] = []
override func viewDidLoad() {
super.viewDidLoad()
categorys = Category.createCategoryArray()
productListCollectionView.dataSource = self
productListCollectionView.delegate = self
productListTableView.dataSource = self
productListTableView.delegate = self
searchBar.delegate = self
fetchProducts { (products) in
self.productSetup = products
self.productListTableView.reloadData()
}
}
func fetchProducts(_ completion: #escaping ([ProductList]) -> Void) {
let ref = Firestore.firestore().collection("products")
ref.addSnapshotListener { (snapshot, error) in
guard error == nil, let snapshot = snapshot, !snapshot.isEmpty else {
return
}
completion(snapshot.documents.compactMap( {ProductList(dictionary: $0.data())} ))
}
}
}
extension ProductListController: UITableViewDelegate, UITableViewDataSource {
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return productSetup.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
guard let cell = tableView.dequeueReusableCell(withIdentifier: "ProductListCell") as?
ProductListCell else { return UITableViewCell() }
cell.configure(withProduct: productSetup[indexPath.row])
return cell
}
}
extension ProductListController: UICollectionViewDelegate, UICollectionViewDataSource{
func numberOfSections(in collectionView: UICollectionView) -> Int {
return 1
}
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return categorys.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "CategoryScrollCell", for: indexPath) as! CategoryScrollCell
let category = categorys[indexPath.row]
cell.setCategory(category: category)
return cell
}
func collectionView(collectionView: UICollectionView, didSelectItemAtIndexPath indexPath: NSIndexPath) {
print("selected")
self.productSetup.category = self.productInventory[indexPath.row]
}
}
As I understand your question,
First, here is my suggestion:
Don't use the UITableView and UICollectionView. No need to use two UI scroll classes together. You can achieve it using only UICollectionView.
Simply make a collectionView cell for category filter listing and returning it on the 0th index.
Now come to your problem, simply you can use the number of sections in CollectionView to show products with each filtered category.

nil label for custom UICollectionCell

EDIT: seems like same question as this
I made collection view with custom layout and cell but my cell's positions were a little off so I decided to number them so that I could debug it easier. I followed this guy's answer to number my cell using labels. Somehow myLabel was nil and caused my app to crash.
I believe I have connected the outlets correctly but maybe someone could provide a list for me to check if I am doing anything wrong.
ViewController
import UIKit
class ViewController: UIViewController, UICollectionViewDataSource, UICollectionViewDelegate {
#IBOutlet var gridView: UICollectionView!
private let reuseIdentifier = "DesignCell"
private let numberOfSections = 1
private let numberOfCircles = 48
override func viewDidLoad() {
super.viewDidLoad()
self.gridView.registerClass(MyCell.self, forCellWithReuseIdentifier: reuseIdentifier)
}
func numberOfSectionsInCollectionView(collectionView: UICollectionView) -> Int {
return numberOfSections
}
func collectionView(collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return numberOfCircles
}
func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCellWithReuseIdentifier(reuseIdentifier, forIndexPath: indexPath) as! MyCell
cell.myLabel.text = String(indexPath.item) // myLabel is nil and causes a crash
return cell
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
GridLayout (my custom layout)
import UIKit
import Darwin
class GridLayout: UICollectionViewLayout {
private let numberOfColumns = 12
private let numberOfRows = 4
private var cache = [UICollectionViewLayoutAttributes]()
private var contentHeight: CGFloat = 0
private var contentWidth: CGFloat {
let insets = collectionView!.contentInset
return CGRectGetWidth(collectionView!.bounds) - insets.left - insets.right
}
override func prepareLayout() {
// some calculation i did for my cells
}
override func collectionViewContentSize() -> CGSize {
return CGSize(width: contentWidth, height: contentHeight)
}
override func layoutAttributesForElementsInRect(rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
var layoutAttributes = [UICollectionViewLayoutAttributes]()
for attr in cache {
if CGRectIntersectsRect(attr.frame, rect) {
layoutAttributes.append(attr)
}
}
return layoutAttributes
}
}
MyCell
import UIKit
class MyCell : UICollectionViewCell {
#IBOutlet weak var myLabel: UILabel!
}
Try to remove this line within viewDidLoad() in your ViewController class:
self.gridView.registerClass(MyCell.self, forCellWithReuseIdentifier: reuseIdentifier)
It's not needed since you have created your UICollectionView in Storyboard, connected to your dataSource and delegate, and you have added all the required methods:
numberOfItemsInSection
cellForItemAtIndexPath

XCode7: "Failed to render instance of" affects all UICollectionViewCells

I currently always get an error when using UICollectionViewCells in a Storyboard. No other Controls show this behavior. How can I get rid of them?
This is how one of the affected CollectionViewCells looks like:
This is how I defined it:
Here is the code of the CategoryCollectionCell
import UIKit
import Foundation
#IBDesignable class CategoryCollectionCell : UICollectionViewCell {
#IBOutlet private weak var imageView: UIImageView!
#IBOutlet private weak var label: UILabel!
internal var id : Int?
override var highlighted : Bool {
didSet {
label.textColor = highlighted ? UIColor.greenColor() : UIColor.whiteColor()
}
}
#IBInspectable var text : String? {
get { return label.text }
set(value) { label.text = value }
}
#IBInspectable var image : UIImage? {
get { return imageView.image }
set(value) { imageView.image = value }
}
}
And this is the code of the CollectionViewController:
extension CategoryViewController : UICollectionViewController {
override func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath) -> UICollectionViewCell {
let cell = self.collectionView?.dequeueReusableCellWithReuseIdentifier(kReuseCellIdentifier, forIndexPath: indexPath)
var categoryCollectionCell = cell as? CategoryCollectionCell
if categoryCollectionCell == nil {
categoryCollectionCell = CategoryCollectionCell()
}
let data = getDataForIndexPath(indexPath)
if data != nil {
categoryCollectionCell?.id = data!.id
categoryCollectionCell!.text = data!.category
categoryCollectionCell!.image = data!.image
}
return categoryCollectionCell!
}
override func collectionView(collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return 8
}
override func numberOfSectionsInCollectionView(collectionView: UICollectionView) -> Int {
return 1
}
}
extension CategoryViewController : UICollectionViewDelegateFlowLayout {
func collectionView(collectionView: UICollectionView, layout collectionViewLayout: UICollectionViewLayout, sizeForItemAtIndexPath indexPath: NSIndexPath) -> CGSize {
guard let flowLayout = collectionViewLayout as? UICollectionViewFlowLayout else {
return CGSize()
}
let width = CGRectGetWidth(collectionView.bounds)
let padding = flowLayout.sectionInset.left + flowLayout.sectionInset.right
let itemSpacing = flowLayout.minimumInteritemSpacing
let size = (width - padding - itemSpacing) / 2
return CGSize(width: size, height: size)
}
}
Ok. I found that the errors displayed by XCode had nothing to do with the actual problem.
The directory /Users/{Username}/Library/Logs/DiagnosticReports should contain files with names like this: IBDesignablesAgentCocoaTouch[...].crash
Inside them I found stacktraces which led me to the real problem:
The problem lied inside the code of a custom UITableViewCell instead of a UICollectionViewCell
class FooTableCell : UITableViewCell {
#IBOutlet private weak var checkmarkImageView: UIImageView!
override internal var selected : Bool {
didSet {
checkmarkImageView.hidden = !selected
}
}
}
The checkmarkImageView was nil when using the designer. Because of this the Cocoa Storyboard Agent crashed.
I fixed it by adding a guard statement:
class FooTableCell : UITableViewCell {
#IBOutlet private weak var checkmarkImageView: UIImageView!
override internal var selected : Bool {
didSet {
guard let imageView = checkmarkImageView else {
return
}
imageView.hidden = !selected
}
}
}

UICollectionView cells with Images inside UITableView prototype

UPDATE: I solved my primary issue of correct images not loading until scrolling on the collectionView. I added a collectionView.reloadData() to the tableView:cellForRowAtIndexPath. I also made some changes to pre-load the sequence array, instead of building it while scrolling through the table (tableView:cellForRowAtIndexPath).
Added the updates to GitHub if you are interested.
https://github.com/Druiced/OpenDeck
I will follow-up once I figure out how to prevent the App from crashing when a dynamic value is placed in the return (if i set this to 15, the app will not crash):
func collectionView(collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return count(Array(sequenceArray[collectionView.tag])) / 2
}
ORIGINAL POST:
request for some guidance.
This tutorial helped me realize this must have to do with my DataSource/Delegate. The author builds the cell with addSubview instead of taking advantage of the Xcode prototype cell, which seems like a cool thing, so I'm trying to do it.
http://ashfurrow.com/blog/putting-a-uicollectionview-in-a-uitableviewcell
Any criticism about my approach or failure to follow best practices is welcome.
Each cell in the table has a UICollectionView. Each cell in the Collection View displays an image in order of the saved "Sequence" string. example: "ADKDQDJDTD" link up to AD.png KD.png QD.png JD.png TD.png
I have two issues I can't seem to get past.
numberOfItemsInSection gets whacky when the number of cards is driven by the array length (return handArray.count / 2). If I place a fixed number the app will work, but not very slick.
When the table first comes up, the correct cards do not display until I scroll up and down the table. It also appears the data for each CollectionView is crossing paths as the wrong cards show up when scrolling up and down rapidly.
I'm almost positive this has to do with how my datasource is setup.
DeckTableViewController.swift
import UIKit
import Parse
var deviceID: String?
var noRefresh: Bool?
var sequenceArray: Array<Character>?
class DeckTableViewController: UITableViewController, UICollectionViewDelegate, UICollectionViewDataSource {
var handArray: Array<Character>!
var timeLineData:NSMutableArray = NSMutableArray()
override func viewDidLoad() {
super.viewDidLoad()
noRefresh = false
deviceId = UIDevice.currentDevice().identifierForVendor.UUIDString
}
override func viewDidAppear(animated: Bool) {
if noRefresh == false {
loadData()
noRefresh = true
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return timeLineData.count
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell:DeckTableViewCell = tableView.dequeueReusableCellWithIdentifier("Cell", forIndexPath: indexPath) as! DeckTableViewCell
let deck:PFObject = timeLineData.objectAtIndex(indexPath.row) as! PFObject
cell.collectionView.dataSource = self
cell.collectionView.delegate = self
let sequenceTemp = deck.objectForKey("Sequence") as! String
handArray = Array(sequenceTemp)
cell.sequenceId.setTitle(deck.objectId, forState: UIControlState.Normal)
cell.cardCountLabel.text = "\((count(sequenceTemp)/2))"
// Date to String Stuff
var dateFormatter = NSDateFormatter()
dateFormatter.dateFormat = "(MM-dd) hh:mm:ss"
cell.timeLabel.text = dateFormatter.stringFromDate(deck.updatedAt!)
let layout:UICollectionViewFlowLayout = UICollectionViewFlowLayout()
layout.itemSize = CGSizeMake(99, 140)
layout.scrollDirection = UICollectionViewScrollDirection.Horizontal
cell.collectionView.collectionViewLayout = layout
return cell
}
func collectionView(collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return handArray.count / 2
}
func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath) -> UICollectionViewCell {
let cell:TableCollectionViewCell = collectionView.dequeueReusableCellWithReuseIdentifier("Cell", forIndexPath: indexPath) as! TableCollectionViewCell
var bcolor : UIColor = UIColor.orangeColor()
cell.layer.borderColor = bcolor.CGColor
cell.layer.borderWidth = 2
cell.layer.cornerRadius = 3
var firstLetter: Character!
var secondLetter: Character!
//Building card file names from Sequence data
if (indexPath.row * 2) + 1 <= handArray.count {
firstLetter = handArray[indexPath.row * 2]
secondLetter = handArray[indexPath.row * 2 + 1]
let imageNameString = "\(firstLetter)\(secondLetter).png"
let front = UIImage(named: imageNameString)
cell.ImageView.backgroundColor = UIColor.orangeColor()
cell.ImageView.image = front
}
return cell
}
DeckTableViewCell.swift
import UIKit
class DeckTableViewCell: UITableViewCell, UITextViewDelegate {
#IBOutlet var collectionView: UICollectionView!
#IBOutlet var sequenceId: UIButton!
#IBOutlet var timeLabel: UILabel!
#IBOutlet var cardCountLabel: UILabel!
override func awakeFromNib() {
super.awakeFromNib()
// Initialization code
}
override func setSelected(selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
}
}
TableCollectionViewCell.swift
import UIKit
class TableCollectionViewCell: UICollectionViewCell {
#IBOutlet var ImageView: UIImageView!
}
For this example I set (return handArray.count / 2) to a 10 and loaded 3 sequences.
The number in the top center represents the number of cards for each row.
Notice the CollectionView does not update with the right cards, it's picking up data from the other CollectionViews. IF I add bunch more sequences to this mix, when scrolling up and down, the correct cards WILL populate SOMETIMES, but unpredictable.
Thanks for any suggestions, I'm happy to go back to the drawing board. Cheers
Ok lets think this way, your DeckTableViewController acts as datasource for tableview, and DeckTableViewCell acts as datasource for collection view.
with the above thing in mind we create a sample project
i am not going in depth, i am giving example like the tutorial as u go through
lets create a sample project with single view app and in ViewController
past the below code, i took one array of integers which contains some values as how many cells to be appears in collection view. don't forget add tableview and set its datasource and deleagte.
before we are coding to controller class we need some classes like custom tableview cell and custom collection view cell we create them first
create a new file which is the subclass of UICollectionViewCell and name it as CustomCollectionViewCell and with xib file.
class CustomCollectionViewCell: UICollectionViewCell {
#IBOutlet weak var aLabel: UILabel! //to show the card number
#IBOutlet weak var imageView: UIImageView! //imageview i am setting it's background color
override init(frame: CGRect) {
super.init(frame: frame)
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func awakeFromNib() {
super.awakeFromNib()
}
}
and create a outlets for label and image view as in the above code.
Next, create new file subclass of UITableViewCell and name it as CustomTableViewCell with xib file. open up CustomTableViewCell.xib file and drag and drop the collection view and set it's datasource and delegate to cell not the controller.
and create a outlet for the collection view and name it as foldersCollectionView.
pass the below code
import UIKit
class CustomTableViewCell: UITableViewCell,UICollectionViewDataSource,UICollectionViewDelegate {
#IBOutlet weak var foldersCollectionView: UICollectionView!
override init(frame: CGRect) {
super.init(frame: frame)
}
required init(coder aDecoder: NSCoder) {
// fatalError("init(coder:) has not been implemented")
super.init(coder: aDecoder)
}
var folderCount:Int?
{
didSet(value)
{
}
}
override func awakeFromNib() {
super.awakeFromNib()
// Initialization code
//configure our collectionview
var aFlowLayout : UICollectionViewFlowLayout = UICollectionViewFlowLayout()
aFlowLayout.scrollDirection = UICollectionViewScrollDirection.Horizontal
aFlowLayout.itemSize = CGSizeMake(60.0, 90.0)
aFlowLayout.minimumLineSpacing = 10.0
aFlowLayout.minimumInteritemSpacing = 0.0
aFlowLayout.sectionInset = UIEdgeInsetsMake(2, 9, 0, 10)
foldersCollectionView.collectionViewLayout = aFlowLayout
foldersCollectionView.registerClass(CustomCollectionViewCell.self, forCellWithReuseIdentifier: "FOLDER_CELL")
var cNib:UINib? = UINib(nibName: "CustomCollectionViewCell", bundle: nil)
foldersCollectionView.registerNib(cNib, forCellWithReuseIdentifier: "FOLDER_CELL")
foldersCollectionView.frame = self.bounds
}
override func setSelected(selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
// Configure the view for the selected state
}
class func CreateCustomCell() -> CustomTableViewCell
{
var nibElements: Array = NSBundle.mainBundle().loadNibNamed("CustomTableViewCell", owner: self, options: nil)
var item: AnyObject?
for item in nibElements
{
if item is UITableViewCell
{
return item as CustomTableViewCell
}
}
return item as CustomTableViewCell
}
func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath) -> UICollectionViewCell {
var cell :CustomCollectionViewCell? = collectionView.dequeueReusableCellWithReuseIdentifier("FOLDER_CELL", forIndexPath: indexPath) as? CustomCollectionViewCell
//hear u can modify which image to be displayed in the collection view cell
cell?.aLabel.text = "Card:\(indexPath.row)"
return cell!
}
func collectionView(collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return folderCount!
}
func numberOfSectionsInCollectionView(collectionView: UICollectionView) -> Int {
return 1
}
}
now we are going the code the ViewController class
now just past the below code
class ViewController: UIViewController,UITableViewDataSource,UITableViewDelegate {
var cardCountArray:[Int] = []
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
cardCountArray = [5,15,6,12,7,10]
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func numberOfSectionsInTableView(tableView: UITableView) -> Int
{
return cardCountArray.count
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int
{
return 1
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
var cell:CustomTableViewCell? = tableView.dequeueReusableCellWithIdentifier("CELL") as? CustomTableViewCell;
if(cell == nil)
{
cell = CustomTableViewCell.CreateCustomCell()
}
cell?.folderCount = cardCountArray[indexPath.section]
cell?.foldersCollectionView.reloadData()
cell?.clipsToBounds = true
return cell!;
}
func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat
{
return 100.0
}
func tableView(tableView: UITableView, viewForHeaderInSection section: Int) -> UIView? {
var headerView:UIView = UIView(frame: CGRectMake(0, 0, tableView.bounds.size.width, 70.0))
var labelTitle:UILabel = UILabel(frame: CGRectMake(0, 0, tableView.bounds.size.width, 35))
var descriptionTitle:UILabel = UILabel(frame: CGRectMake(0, 20,tableView.bounds.size.width , 30))
headerView.addSubview(labelTitle)
headerView.addSubview(descriptionTitle)
labelTitle.text = "TOTAL_CARDS in section:\(section)"
descriptionTitle.text = "This CARD_SECTION contains \(cardCountArray[section]) CARDS"
return headerView
}
func tableView(tableView: UITableView, heightForHeaderInSection section: Int) -> CGFloat {
return 50.0
}
}
result will be like below
if any thing missing please let me know
For your comment I have an array, for example, ["2C3C4C5C6C7C", "AD2D3D4D5D", "9H8H7H"]
for this u need to make below modification
//for first row u get like this
//the string for the row is 2C3C4C5C6C7C
//stringForCell = "2C3C4C5C6C7C"
//2C
//3C
//4C
//5C
//6C
//7C
//for other cells u can get like below
//the string for the row is AD2D3D4D5D
//stringForCell = "AD2D3D4D5D"
//AD
//2D
//3D
//4D
//5D
//the string for the row is 9H8H7H
//stringForCell = "9H8H7H"
//9H
//8H
//7H
//in controller controller class define array of string
class ViewController: UIViewController,UITableViewDataSource,UITableViewDelegate {
var cardCountArray:[Int] = []
var stringArray : [String] = []
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
stringArray = ["2C3C4C5C6C7C", "AD2D3D4D5D", "9H8H7H"]
}
func numberOfSectionsInTableView(tableView: UITableView) -> Int
{
// return cardCountArray.count
return stringArray.count
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell
{
var cell:CustomTableViewCell? = tableView.dequeueReusableCellWithIdentifier("CELL") as? CustomTableViewCell;
if(cell == nil)
{
cell = CustomTableViewCell.CreateCustomCell()
}
//cell?.folderCount = cardCountArray[indexPath.section]
cell?.stringForCell = stringArray[indexPath.section];
cell?.foldersCollectionView.reloadData()
cell?.clipsToBounds = true
return cell!;
}
//in custom tableview cell add a string variable
class CustomTableViewCell: UITableViewCell,UICollectionViewDataSource,UICollectionViewDelegate {
#IBOutlet weak var foldersCollectionView: UICollectionView!
var stringForCell:String = "" //add the string to hold the string
//rest of the code
func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath) -> UICollectionViewCell {
var cell :CustomCollectionViewCell? = collectionView.dequeueReusableCellWithReuseIdentifier("FOLDER_CELL", forIndexPath: indexPath) as? CustomCollectionViewCell
var str:NSString = stringForCell
var length = str.length
var totalLlength:Int = length/2
var indexStart = indexPath.row * (2);
var aRange = NSMakeRange(indexStart, 2)
var cardString:NSString = str.substringWithRange(aRange)
println(cardString)
cell?.aLabel.text = "Card: \(cardString)"
return cell!
}
func collectionView(collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
println("the string for the row is \(stringForCell)")
var str:NSString = stringForCell
var length:Int = str.length
return length / 2
//return folderCount!
}
func numberOfSectionsInCollectionView(collectionView: UICollectionView) -> Int {
return 1
}
i written a detailed post about how to add collection view inside custom table view cell hear hope this gives more detailed explanation than this post.

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