3D Touch Peek in transform-inverted table view cell - ios

I have a chat application where I am using the inverted table view technique (table view is scaled to (1, -1) with a transform, and all the cells themselves are scale to (1, -1) as well, neutralizing the effect, thus effectively inverting the table view to display the "first" cell at the bottom) to "start" the table view from bottom. Everything works fine, except that I need to implement peek and pop gesture. I've connected a button inside my table view cell to the target view controller, and enabled peek and pop as shown:
The gesture works, though when I 3D touch partially and hold enough to stand out the touched item (but not pop the preview view controller) I am getting inverted view:
How can I make the view pop out with correct transform, while still using the inverted table view?

The reason why it shows the view upside down after a light press is not because it removes the transform from the cell. In fact the transform on the cell stays as it is but the segue pulls the cell view out of the context of the tableView. Therefore the transform on the cell is not counteracted by the transform on the table anymore.
I believe you could fix this by subclassing UIStoryboardSegue but it would probably be much easier to switch your method of starting the table at the bottom. Check out the accepted answer on this question.
I used a slightly modified version which accounts for the navigation bar and status bar:
func updateTableContentInset() {
let numRows = tableView(self.tableView, numberOfRowsInSection: 0)
var contentInsetTop = self.tableView.bounds.size.height - (self.navigationController?.navigationBar.frame.size.height)! - 20
for i in 0..<numRows {
let rowRect = self.tableView.rectForRow(at: IndexPath(item: i, section: 0))
contentInsetTop -= rowRect.size.height
if contentInsetTop <= 0 {
contentInsetTop = 0
}
}
self.tableView.contentInset = UIEdgeInsetsMake(contentInsetTop, 0, 0, 0)
}
Just add this to your UITableViewController and call it on viewDidLoad() and every time a new row is added to the table.
After adding a new row and then calling updateTableContentInset() you will have to scroll to the bottom like this:
tableView.scrollToRow(at: indexPath, at: .bottom, animated: true)
Since there is nothing upside down here you will not have problems with your Peek segue.

Related

Reordering sections in UITableView

I have UITableView with sections and rows(https://imgur.com/a/hrYTEVR). I know how enable reordering for rows, but i dont know how implement reordering for sections.
I need add reordering control to sections(https://imgur.com/a/V5kU9Ew) and then when user touch this control, rows under section should flops. After that user can move section to new place.
After read topics on stackoverflow and other sites, i dont find any good idea how implement something like this.
I thought about implement sections through cells, but in this case i can't flop rows under section for further moving to new place.
If you have any idea how implement this – give me advice. Thanks!
There is no native functionality to achieve what you want. If I understand correctly you would want to collapse a whole section of rows and then start dragging the "header" around. If you want to do this on your own I would suggest starting with a pan gesture recognizer which triggers on the header button.
The gesture should be relatively obvious. After it starts on the header you need to track position using locationIn in your table view.
To collapse rows all you need to do is modify your table view cells with appropriate animation like:
tableView.beginUpdates()
tableView.deleteSections([myIndexPath], with: .top) // Maybe experiment with animation type
// Modify whatever you need to correspond this change in the data source
tableView.endUpdates()
Since you will be removing the section you will also be removing the view (header) which has the gesture recognizer. That means it might be better adding the gesture to the table view directly or its superview even. You will need to force it to trigger only when one of those buttons on headers is pressed. You can get some idea here about it. The rest is unaffected by this change.
At this point you will probably need to create an extra view which represents your section stack and follows your finger. This should be pretty easy if you add it as a subview and manipulate it's center with pan gesture recognizer locationIn in it's superview:
movableSectionView.center = panGestureRecognizer.location(in: movableSectionView.superview!)
So up to this point you should be able to grab a section which collapses all cells and be able to drag the "section stack" view around. Now you need to check where in table view your finger is to know where to drop the section. This is a bit painful but can be done with visibleCells and tableView.indexPath(for: ):
func indexPathForGestureRecognizer(_ recognizer: UIGestureRecognizer) -> IndexPath {
let coordinateView: UIView = tableView.superview! // This can actually be pretty much anything as long as it is in hierarchy
let y = recognizer.location(in: coordinateView).y
if let hitCell = tableView.visibleCells.first(where: { cell in
let frameInCoordinateView = cell.convert(cell.bounds, to: coordinateView)
return frameInCoordinateView.minY >= y && frameInCoordinateView.maxY <= y
}) {
// We have the cell at which the finger is. Retrieve the index path
return tableView.indexPath(for: hitCell) ?? IndexPath(row: 0, section: 0) // This should always succeed but just in case
} else {
// We may be out of bounds. That may be either too high which means above the table view otherwise too low
if recognizer.location(in: tableView).y < 0.0 {
return IndexPath(row: 0, section: 0)
} else {
guard tableView.numberOfSections > 0 else {
return IndexPath(row: 0, section: 0) // Nothing in the table view at all
}
let section = tableView.numberOfSections-1
return IndexPath(row: tableView.numberOfRows(inSection: section), section: section)
}
}
}
Once the gesture recognizer ends you can use this method to get the section you are dropping your items into. So just:
tableView.beginUpdates()
// Modify whatever you need to correspond this change in the data source
tableView.insertSections([indexPathForGestureRecognizer(panGestureRecognizer).section], with: .bottom)
tableView.endUpdates()
This should basically be enough for reordering but you might want to show in table view where the dragged section is. Like having a placeholder at the end of the section in which the stack will be dropped into. That should be relatively easy by simply adding and then moving an extra placeholder cell reusing indexPathForGestureRecognizer to get a position for it.
Have fun.

UITableView jumping on scrollToRow?

I am facing issue with UITableView in Swift. Table contains lyrics. Each cell is a lyric class. I know which index I have to focus on so I show the current lyric in red and the rest in black.
All okay so far. But when using scrollToRow, it's working well before table starts to scroll down to lyrics outside the view. Once the UITableView starts scrolling outside the view, it starts jumping.
Any idea how to make it scroll smoothly to the current cell without jumping?
Here is how I make the table go to the desired lyric:
let lcCell = IndexPath(row: (vc_lyrics.sharedInstance().lyric_time[seconds]?.index)!, section: 0)
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
vc_lyrics.sharedInstance().tableView.scrollToRow(at: lcCell, at: .none , animated: false)
vc_lyrics.sharedInstance().tableView!.reloadData()
}
Or if I can keep the lyric cell in the center by scrolling the scrollview of the table, not its delegate scrollToRow.
Change this line to set animated to true:
vc_lyrics.sharedInstance().tableView.scrollToRow(at: lcCell, at: .none , animated: true)
This will cause the cells to scroll smoothly. I would also think about whether or not you need to reload the tableView data here because that can also cause scrolling issues as #rmaddy mentioned.

Best way to add multiple diagonal connection lines between TableViewCells

I'm creating an app that needs to show a tableview like below image
Similar colored circles are to be matched with a line.
Which view i can add the lines?
Or need to create a new view above tableview? But still my tableview needs to be scrolled.
How can i achieve this?
Update for Bounty
I want to implement the same with incliend lines between neighbouring circles. How to achieve the same?
Demonstration below:
create design like this
Based on your requirement just hide upper line and lower line of circle
You need to create collection view in tableview cell. In collection view you create one cell. Design the same user interface like your design. Show and hide the view with matching of rule. It will not affect tableview scrolling. and with this approach you can also provide scroll in collection view cell. i can provide you coded solution if you able to provide me more information. Thanks
You can use this Third Party LIb
You need to use a combination of collection view and a table view to give support for all devices.
1.Create one collection view cell with following layout
Hide upper and lower lines as per your need
Add collection view in table view cell and managed a number of cells in collection view depending upon the current device width and item's in between spacing.
You can create a vertical label without text, set the background color with black and place it behind the circle in view hierarchy and set a width of the label as per your requirement. Then you can hide unhide the label whenever you want.
P.S.: Make sure to hide your cell separator.
I have created a demo project. You can find it here. I tried to match your requirements. You can update the collection view settings to handle the hide and show of labels.
Let me know if you have any questions.
Hope this help.
Thanks!
To connect any circle with any other circle in the cell above / below, it will be easier and cleaner to create the connection lines dynamically rather than building them into the asset as before. This part is simple. The question now is where to add them.
You could have the connection lines between every two cells be contained in the top or bottom cell of each pair, since views can show content beyond their bounds.
There's a problem with this though, regardless of which cell contains the lines. For example, if the top cell contains them, then as soon as it is scrolled up off screen, the lines will disappear when didEndDisplayingCell is called, even though the bottom cell is still completely on screen. And then scrolling slightly such that cellForRow is called, the lines will suddenly appear again.
If you want to avoid that problem, then here is one approach:
One Approach
Give your table view and cells a clear background color, and have another table view underneath to display a new cell which will contain the connection lines.
So you now have a background TVC, with a back cell, and a foreground TVC with a fore cell. You add these TVC's as children in a parent view controller (of which you can set whatever background color you like), disable user interaction on the background TVC, and peg the background TVC's content offset to the foreground TVC's content offset in an observation block, so they will stay in sync when scrolling. I've done this before; it works well. Use the same row height, and give the background TVC a top inset of half the row height.
We can make the connection lines in the back cell hug the top and bottom edges of the cell. This way circles will be connected at their centre.
Perhaps define a method in your model that calculates what connections there are, and returns them, making that a model concern.
extension Array where Element == MyModel {
/**
A connection is a (Int, Int).
(0, 0) means the 0th circle in element i is connected to the 0th circle in element j
For each pair of elements i, j, there is an array of such connections, called a mesh.
Returns n - 1 meshes.
*/
func getMeshes() -> [[(Int, Int)]] {
// Your code here
}
}
Then in your parent VC, do something like this:
class Parent_VC: UIViewController {
var observation: NSKeyValueObservation!
var b: Background_TVC!
override func viewDidLoad() {
super.viewDidLoad()
let b = Background_TVC(model.getMeshes())
let f = Foreground_TVC(model)
for each in [b, f] {
self.addChild(each)
each.view.frame = self.view.bounds
self.view.addSubview(each.view)
each.didMove(toParent: self)
}
let insets = UIEdgeInsets(top: b.tableView.rowHeight / 2, left: 0, bottom: 0, right: 0)
b.tableView.isUserInteractionEnabled = false
b.tableView.contentInset = insets
self.b = b
self.observation = f.tableView.observe(\.contentOffset, options: [.new]) { (_, change) in
let y = change.newValue!.y
self.b.tableView.contentOffset.y = y // + or - half the row height
}
}
}
Then of course there's your drawing code. You could make it a method of your back cell class (a custom cell), which will take in a mesh data structure and then draw the lines that represent it. Something like this:
class Back_Cell: UITableViewCell {
/**
Returns an image with all the connection lines drawn for the given mesh.
*/
func createMeshImage(for mesh: [(Int, Int)]) -> UIImage {
let canvasSize = self.contentView.bounds.size
// Create a new canvas
UIGraphicsBeginImageContextWithOptions(canvasSize, false, 0)
// Grab that canvas
let canvas = UIGraphicsGetCurrentContext()!
let spacing: CGFloat = 10.0 // whatever the spacing between your circles is
// Draw the lines
for each in mesh {
canvas.move(to: CGPoint(x: CGFloat(each.0) * spacing, y: 0))
canvas.addLine(to: CGPoint(x: CGFloat(each.1) * spacing, y: self.contentView.bounds.height))
}
canvas.setStrokeColor(UIColor.black.cgColor)
canvas.setLineWidth(3)
canvas.strokePath()
let image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
return image
}
}
You'd probably want to create a Mesh class and store the images in that model, to avoid redrawing.

Make a UITableView "sticky to the bottom"

Say you have a table view T which shows messages,
T[ message d
T[ message c
T[ message b
T[ most recent message down bottom
Say there are 100 messages, with the bottom 4 visible in the example.
So the table view height is 700 say. You have a typical text entry underneath...
T[ message d
T[ message c
T[ message b
T[ most recent message down bottom
[enter snapped chat message!] [send]
When the keyboard appears, the new height of the visible table view is 400 say.
Of course, that will "cut off the bottom" of the messages - the most recent two will no longer be visible.
T[ message d
T[ message c
[enter snapped chat message!] [send]
[ iOS keyboard ]
[ iOS keyboard ]
(So, messages A and B are now "under" the keyboard.)
Naturally what you do is just scroll the table after the keyboard appears, for example. No problem doing it in an ad-hoc manner.
However, it would be really natural if one could subclass UITableView in such a way that, as the size of the visible area changed, the table view knew to keep the "bottom point" identical.
So, as the bottom of the table moves up and down (due to keyboard appearing - or whatever cause), the table would scroll actually based on the movement of the "base" of the table.
(Apart from anything else this would solve the "match the animation timing" nuisance.)
Could this be achieved elegantly and if so how - indeed this would seem so natural these days, perhaps it's built-in to UITableView as a flag and I just don't know?
once again the question here is
How to modify UITableView so that it moves its own scroll position, as, the view size changes...
(so as to keep the "bottom point the same")
Note that it's trivial to just scroll the table "manually" as it were from the outside.
Section headers stick to the top, so maybe something like this:
1. Make the most recent message a section header view instead of a table cell
2. Mirror the table view vertically:
tableView.transform = CGAffineTransformMakeScale(1, -1);
3. Mirror vertically the section header and table cells
4. Reverse the order of your messages
Is that what you were looking for?
This is a way late answer, but I just solved the problem a bit more elegantly than the very ingenious accepted solution.
You'll need to have the following AutoLayout constraints (I'll omit the horizontal constraints):
UITableView.top = Safe Area.top
UITableView.bottom = MessageContainerView.top
MessageContainerView.bottom = Safe Area.bottom
MessageContainerView is where I keep the message text view and button. Now, in your ViewController add an IBOutlet for the bottom constraint of MessageContainerView:
#IBOutlet weak var messageContainerBottomConstraint: NSLayoutConstraint!
Next step is animating the bottom constraint's constant to be equal to the keyboard height + the safe area at the bottom and scrolling the table to the bottom when the keyboard is shown (add an observer for the notification as well):
#objc func showKeyboard(_ notification: NSNotification) {
guard let userInfo = notification.userInfo,
let targetFrame = userInfo[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue,
let animationTime = userInfo[UIResponder.keyboardAnimationDurationUserInfoKey] as? Double
else {
return
}
let safeAreaBottom = view.safeAreaInsets.bottom
messageContainerBottomConstraint.constant = -targetFrame.cgRectValue.height + safeAreaBottom
UIView.animate(withDuration: animationTime) {
self.view.layoutIfNeeded()
self.tableView.scrollToBottom()
}
}
Note that we use UIResponder.keyboardAnimationDurationUserInfoKey for the animation timing, so everything will be smooth.
Lastly, tableView.scrollToBottom() is an Extension for UITableView:
import UIKit
extension UITableView {
func scrollToBottom() {
let numberOfSections = self.numberOfSections
let numberOfRowsInSection = self.numberOfRows(inSection: numberOfSections - 1)
let indexPathForLastRow = IndexPath(row: numberOfRowsInSection - 1, section: numberOfSections - 1)
self.scrollToRow(at: indexPathForLastRow, at: .bottom, animated: false)
}
}
Let me know if you can try it, and if I missed anything.
(I did notice you asked for a way to modify the native UITableView behavior instead of "manually" scrolling, but I think this is a valid way of solving the problem)
As far as I know, you have a few choices for doing this:
If you have the indexPath of the row you want to be visible:
tableView.ScrollToRow(indexPath, UITableViewScrollPosition.Top, true);
This will scroll to the cell given by the indexPath. In this case you are selecting the option to show it on the .Top of the screen.
If you don't have the indexPath, you can use:
tableView.ScrollRectToVisible(new RectangleF(0, Ydisplacement, tableView.Width, tableView.Height), true);

UICollectionViewController Push Transitions

I'm trying to implement an interface where the user drills down through successive collection views of data, and would like to have each collection view animate to the next one as it's pushed. This has been very frustrating.
I've boiled it down to a very simple test case which I still can't get to work the way I think it ought to.
1- A UINavigationController has a UICollectionViewController which is hardwired to return a numberOfSections == 1, an itemsInSection = 8, and the backgroundColor of the cells is set to redColor in cellForItemAtIndexPath. The associated UICollectionViewFlowLayout.itemSize is set to 80, 80.
2 - When a cell is selected I push a new UICollectionViewController which is hardwired to return a numberOfSections == 1, an itemsInSection == 30, and the backgroundColor of the cells is set to blueColor in cellForItemAtIndexPath. The associated UICollectionViewFlowLayout.itemSize is set to 60, 60.
If I push the second controller with its useLayoutToLayoutNavigationTransitions property set to false, the controller slides in with the proper data display (30 blue cells). If I set useLayoutToLayoutNavigationTransitions to true before pushing, only the layout changes on push. The 8 red cells from the first controller are still displayed, but their size changes to 60, 60.
Apple's UICollectionViewController class reference says that when you set useLayoutToLayoutNavigationTransitions to true, "the navigation controller performs an animated layout change between the contents of the two collection view controllers instead of the traditional push animation", but I'm only getting the layout change.
My test code is stupid simple, so not sure what I might be doing wrong here. Does Apple's class reference misrepresent what the expected behavior should be? Is there any reason to just change layouts when you've pushed a new controller (and theoretically a new data source)? Is there an alternative way to animate to the next collection view?
For what it's worth, here is the only code in my test program other than returning appropriate values for numberOfSections and numberOfItems, and setting appropriate cell background colors.
override func collectionView(collectionView: UICollectionView, didDeselectItemAtIndexPath indexPath: NSIndexPath) {
let itemSize = (collectionViewLayout as! UICollectionViewFlowLayout).itemSize;
let theLayout = UICollectionViewFlowLayout()
theLayout.itemSize = CGSizeMake(itemSize.width - 20, itemSize.height - 20)
let toVC = SecondCollectionViewController(collectionViewLayout:theLayout)
toVC.useLayoutToLayoutNavigationTransitions = true
navigationController?.pushViewController(toVC, animated:true)
}

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