Swift What is the best way to replace content in TableViewCell - ios

I want to do something like in the GIF
I tried 2 ways, one was hiding the elements on selecting the row and showing others, but that's not really elegant and doesn't work very well
and second was creating 2 views, one with labels, another with buttons, adding them as subviews to cell.contentView but that caused some issues with other cells as they were displaying wrong data. How can I recreate something like this?

I think something like this would work:
Use 2 different UITableViewCells: add them to the table view in your storyboard and design them separately, also you can use 2 different UITableViewCell subclasses for them
Have an array in the tableview's datasource class that will define the type of the cell from each row (e.g. the simplest solution would be an array of integers, with values: 0 representing the first cell, 1 representing the second cell)
Initialise that array with 0s for each row
In tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell :
if cellTypes[indexPath.row] == 0 --> return a cell of first type
if cellTypes[indexPath.row] == 1 --> return a cell of the second type
In tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) :
switch the cell type in the array
reload the row with animation, e.g. you can use .fade or .left or .right etc.
tableView.reloadRows(at: [indexPath], with: .fade)
EDIT: Your solution is also a good one, but it can cause problems when the cells are dequeued, so if a cell with the wrong subviews is dequeued then you need to switch the subviews back in the cellForRowAt indexPath datasource method.
EDIT2: I took some time and I have tried my solution in Xcode. Here is the code of my tableview controller:
class TableViewController: UITableViewController {
private var cellTypes: [Int] = [1, 1, 1, 1, 1, 1]
public override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return self.cellTypes.count
}
public override func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
return 56.0
}
public override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
if self.cellTypes[indexPath.row] == 1 {
return tableView.dequeueReusableCell(withIdentifier: "Cell1", for: indexPath)[![enter image description here][1]][1]
} else {
return tableView.dequeueReusableCell(withIdentifier: "Cell2", for: indexPath)
}
}
public override func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
tableView.deselectRow(at: indexPath, animated: true)
if self.cellTypes[indexPath.row] == 1 {
self.cellTypes[indexPath.row] = 2
tableView.reloadRows(at: [indexPath], with: .fade)
} else {
self.cellTypes[indexPath.row] = 1
tableView.reloadRows(at: [indexPath], with: .right)
}
}
}
And here is how it is working in the iOS simulator:

I believe you are on the right track about creating 2 separate views inside the cell; one for showing 3 buttons (Play Now, Play Next etc.) and, one for showing the song's details (song name, singer name etc.).
In order not to mess with frames or constraints (in case you are using Autolayout), the main trick here is to create a snapshot of the view containing the buttons and move it to the end of the cell.
As I said above, you should have 2 separate views. I'll call them:
infoView: View that has 2 labels showing the song's and the singer's name.
actionsView: View that has 3 buttons for play actions. (Now, Next, Last etc.)
Here are things that you should do when user taps on a cell:
Check if cell is not selected. If it is not, then hide infoView and show actionView.
If cell is selected:
Deselect the cell.
Create a snapshot out of actionsView, set its frame accordingly so it'll shadow the real actionsView.
Set actionView's isHidden property to true.
Set infoView's isHidden property to false.
Set frame.origin.x value of the snapshot to contentView's maxX in an animation block so it'll move to the right side of the cell smoothly.
At the end of the animation, remove the snapshot from view hierarchy.
I've created a cell class and defined a method that executes those steps:
public class SongCell: UITableViewCell {
#IBOutlet fileprivate weak var infoView: UIView!
#IBOutlet fileprivate weak var actionsView: UIView!
...
public func showActions(_ show: Bool) {
switch show {
case true:
infoView.isHidden = true
actionsView.isHidden = false
case false:
if let snapshot = actionsView.snapshotView(afterScreenUpdates: true) {
snapshot.frame = actionsView.frame
contentView.addSubview(snapshot)
actionsView.isHidden = true
infoView.isHidden = false
UIView.animate(withDuration: 0.25, animations: {
snapshot.frame.origin.x = self.contentView.frame.maxX
}, completion: { _ in
snapshot.removeFromSuperview()
})
}
else {
infoView.isHidden = false
actionsView.isHidden = true
}
}
}
}
Here is how it looks on my simulator:
You can download the project from here.

Related

Table View insetGrouped Bug

I have expandable table view cells, everything works, except animation. I have one cell with UISwitch, when I tap on it, other cells appear but with some view movements, same thing when I hide these cells when I tap on UISwitch.
I'm using insetGroup Table View and these movements make view square instead of round.
I want to keep animation, I tried reloadSections(IndexSet(integer: 0), with: .fade) seems like a solution, but it also reloads my header, but I don't want that.
My cellForRowAt func:
internal func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "RemindersCell", for: indexPath) as! RemindersCell
cell.switchReminder.isOn = remindersAllowed ? true : false
cell.switchReminder.addTarget(self, action: #selector(switchTapped(sender:)), for: .touchUpInside)
return cell
}
My numberOfRowsInSection func:
internal func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return remindersAllowed ? 5 : 1
}
My func for UISwitch:
#objc private func switchTapped(sender: UISwitch) {
if !remindersAllowed {
// Add
remindersAllowed = true
} else {
// Delete
remindersAllowed = false
}
tableView.beginUpdates()
tableView.reloadSections(IndexSet(integer: 0), with: .none)
tableView.endUpdates()
}
Default remindersAllowed is true, when I switch it becomes false and hides cells. I really don't understand what the problem is, any help would be appreciated!
The gif shows this bug when I hide the cells.
you can use activate cell as a tableviewheader
You can try this code to delete system reload section animation and reload section with fade animation:
tableView.reloadData()
tableView.reloadSections(IndexSet(integer: 0), with: .fade)

Swift 5 | didSelectRowAt is selecting two cells at the same time

I am doing a screen where there a list o cells with a switch, like an image below;
I have a struct where a save the label of the cell and the switch state value. This struct is loaded at: var source: [StructName] = [] and then source values are attributed to the UITableView cells.
The problem is that when a touch a cell the function: func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) change multiples cells switches states at the same time.
I try to work around the problem by implementing the following function:
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
tableView.deselectRow(at: indexPath, animated: true)
let cell = tableView.cellForRow(at: indexPath) as! CustomTableViewCell
for n in 0..<source.count{ // This loop search for the right cell by looking at the cell label text and the struct where the state of the switch is saved
if cell.label.text! == source[n].Label{
// If the label text is equal to the position where the values is saved (is the same order that the cells are loaded in the UITableView) then a change the state of the switch
let indexLabel = IndexPath(row: n, section: 0)
let cellValues = tableView.cellForRow(at: indexLabel) as! CustomTableViewCell
if cellValues.switchButton.isOn {
cellValues.switchButton.setOn(false, animated: true)
source[n].valor = cellValues.switchButton.isOn
} else {
cellValues.switchButton.setOn(true, animated: true)
source[n].valor = cellValues.switchButton.isOn
}
break
}
}
although is saved the right values to the switch state array(source) the visual state of multiples switches also changes even though the cells where never touch.
How could I change my code to select and change only the touched cell?
You should not store / read the state of anything in a cell.
But first things first:
Why do loop through all the values? You should be able to access the row in the data model directly by indexPath.row
You should only modify the model data, not the cell
You then tell the table view to reload the cell, which will then ask the model for the correct data to be displayed.
I would suggest the following:
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
tableView.deselectRow(at: indexPath, animated: true)
let row = indexPath.row
source[row].valor.toggle()
tableView.reloadRows(at:[indexPath], with:.automatic)
}

how to perform specific action at certain table view row in swift?

I have a table view cell. I make an app for a tenant in the apartment to report the defect of the room facility. if the defect has been repaired (status: Complete), data from server will give defect.status == 2 (if defect.status == 1, still on process to be repaired), and it will show YES and NO Button like the picture above.
I want if it still on the repairment process, the view that contains "Are You satisfied" label and Yes No Button will not appear. The expected result should be like the picture below
here is the code I use to remove that satisfied or not view
extension RequestDefectVC : UITableViewDataSource {
//MARK: Table View Delegate & Datasource
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return listDefects.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "defectCell", for: indexPath) as! RequestDefectCell
let dataDefect = listDefects[indexPath.row]
cell.defectData = dataDefect
if dataDefect.status == 2 {
if let wantToRemoveView = cell.commentResponseView {
wantToRemoveView.removeFromSuperview()
}
}
return cell
}
}
but unfortunately, if that wantToRemoveView.removeFromSuperview() is triggered, it will remove all the view in all cell, even though the status is completed like picture below
I want that satisfied or not view appears if the status is complete, otherwise, it will be removed. how to do that ?
For your costumed cells are reused, removing views will cause uncertain effects. You don't actually need the specific view to be removed, only if it stays invisible.
if dataDefect.status == 2 {
if let wantToRemoveView = cell.commentResponseView {
wantToRemoveView.isHidden = true
}
} else {
if let wantToRemoveView = cell.commentResponseView {
wantToRemoveView.isHidden = false
}
}
Create a height constraint for that view and hook it as IBOutlet and control it's constant according to that in cellForRowAt
self.askViewH.constant = show ? 50 : 0
cell.layoutIfNeeded()
return cell
I expect you using automatic tableView cells
#Alexa289 One suggestion is that you can take heightConstraints of UIView. then create IBOutlet of your height constraints and make its constant 0 when you want to hide otherwise assign value to your static height.
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "defectCell", for: indexPath) as! RequestDefectCell
let dataDefect = listDefects[indexPath.row]
cell.defectData = dataDefect
if dataDefect.status == 2 {
cell.viewSatisficationHeightConstraints.constant = 50
} else {
cell.viewSatisficationHeightConstraints.constant = 0
}
return cell
}
Second suggestion is that you can take label and button in view and embed stackview to your view(view contain label and button)
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "defectCell", for: indexPath) as! RequestDefectCell
let dataDefect = listDefects[indexPath.row]
cell.defectData = dataDefect
if dataDefect.status == 2 {
cell.viewSatisfication.isHidden = false
} else {
cell.viewSatisfication.isHidden = true
}
return cell
}
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
return UITableViewAutomaticDimension
}
override func tableView(_ tableView: UITableView, estimatedHeightForRowAt indexPath: IndexPath) -> CGFloat {
return 40
}
you can read about UIStackView which makes hiding things easier. If you are not using stackview and hiding things the UI will not good as the space used by the hidden view will be still there. So better to use stackView when need to hide or show some view.
UIStackView : https://developer.apple.com/documentation/uikit/uistackview

Identify when the UITableView loads the visible set of rows in iOS

I am looking for the event that gets fired when the tableview loads the rows to fit the screen. I know tableview loads only the number of rows that fit the screen. I want to execute a set of code when the rows that fit the screen are loaded.
Any pointers on how to determine this?
I think you'd need to implement UITableViewDelegate and override the WillDisplay(UITableView, UITableViewCell, NSIndexPath) method. Be sure to set the delegate of your tableview to the class that implements UITableViewDelegate.
Unfortunately WillDisplay is called per cell, not per row.
I am not good at c#, so please translate this from Swift. I've added another solution down below which is, sort of a manual calculation of visible rows in tableview.
The Recommended Solution:
var isFirstTime:Bool = true
override func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
if let indexPaths = tableView.indexPathsForVisibleRows {
if indexPath == indexPaths.last {
if isFirstTime {
self.visibleCellsLoaded()
}
isFirstTime = false
}
}
}
The isFirstTime (Very important) flag will restrict your specific "set of code" (self.visibleCellsLoaded()) to execute only once. You can remove it if you want it to be executed every time you scroll - which apparently negates the purpose of your question.
Another solution that also works:
Here we manually calculate and get what tableView.indexPathsForVisibleRows returns us (Result is mostly similar to the previous method)
fileprivate func getLastVisibleIndexPath() -> IndexPath {
//This samples the first indexPath only, so this works only with rows that have static height, not with UITableViewAutomaticDimension.
let firstIndexPath = IndexPath.init(row: 0, section: 0)
let tableViewHeight = self.tableView.bounds.height
let rowHeight = tableView.rectForRow(at: firstIndexPath).size.height
let numberOfVisibleRows = tableViewHeight / rowHeight
return IndexPath.init(row: Int(numberOfVisibleRows - 1), section: 0)
}
var isFirstTime:Bool = true
override func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
if indexPath == getLastVisibleIndexPath() {
if isFirstTime {
self.visibleCellsLoaded()
}
isFirstTime = false
}
}

Swift 3 - Expandable table view cells without closing other ones

I am using Swift 3.
I've been following this tutorial: https://www.youtube.com/watch?v=VWgr_wNtGPM , supplemented by this answer on StackOverflow.
However, the way that this works is that if I click on a cell, it expands while hiding other cells. How do I make it such that when I expand it, the other already-expanded cells stay expanded?
The best approach I suggest you for achieving this in an elegant way is implementing it through UIStackView elements.
Take a look this post http://www.atomicbird.com/blog/uistackview-table-cells
if you wanna do this yourself, you could try this way.
first step is you should create a model list just like:
var cellsData: [CustomData] = [];
the CustomData seem like:
class CustomData {
var isExpanded: Bool = false;
// whatever other variables
}
then your custom cell should whatever look like but you must do something in the tableView:didSelectItemAt like:
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
let row = indexPath.row;
self.cellsData[row].isExpanded = !self.cellsData[row].isExpanded;
self.tableView.reloadRows(at: [indexPath], with: .none); // or the other animations
}
then in the "tableView:cellForRowAt" seems like:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "CustomCell", for: indexPath) as! CustomCell;
if(cell.isExpanded){
// do something when the cell is expanded
}else{
// do something when the cell is not expanded
}
}
remember, the cell is reusable, means if you have used the cell more than one time, then the cell will keep the state when it was used the last time.
You can use ExpyTableView, which makes an expandable section from your given header cell. Compatible down to iOS 8.0.
All you have to do is to import ExpyTableView and then:
class ViewController: ExpyTableViewDataSource, ExpyTableViewDelegate {
#IBOutlet weak var expandableTableView: ExpyTableView!
// First, set data source and delegate for your table view.
override func viewDidLoad() {
super.viewDidLoad()
expandableTableView.dataSource = self
expandableTableView.delegate = self
}
// Then return your expandable cell instance from expandingCell data source method.
func expandableCell(forSection section: Int, inTableView tableView: ExpyTableView) -> UITableViewCell {
// this cell will be displayed at IndexPath with section: section and row 0
}
}
You can see your former table view section is now an expandable table view section. You can also download the example project and see more detailed examples.

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