Currently, I have a CustomTableViewCell that is used in four or 5 different places. The custom cell has a lazy loaded UILongPressGestureRecognizer property that gets added as a gesture recognizer in cellForRowAtIndexPath in the parent VC.
self.tableView.addGestureRecognizer(cell.longPress)
When a user initiates the long press, I want a toast notification to popup displaying some contextual information, and then to disappear after a few seconds. I've included this in my code for the CustomTableViewCell, but all of these decisions are starting to "smell." Is there a smarter, more logical way to be implementing these decisions?
This table view cell has the following code:
weak var parentTableView: UITableView?
lazy var longPress: UILongPressGestureRecognizer = {
let longPress = UILongPressGestureRecognizer(target: self, action: #selector(longPressSelector))
longPress.minimumPressDuration = 0.5
longPress.delegate = self
return longPress
}()
func longPressSelector(_ longPress: UILongPressGestureRecognizer!) {
if let tableView = self.parentTableView {
let point = longPress.location(in: tableView)
let indexPath = tableView.indexPathForRow(at: point)
if ((indexPath! as NSIndexPath).section == 0 && longPress.state == .began) {
// do some work
// Show informational popup
let toast = createToastNotification(withTitle: addedSong.name)
Timer.scheduledTimer(withTimeInterval: 2.0, repeats: false) { (timer) -> Void in
UIView.animate(withDuration: 1.0) { () -> Void in
toast.alpha = 0.0
toast = nil
}
}
}
}
}
func createToastNotification(withTitle title: String) -> UIView {
if let tableView = self.parentTableView {
let windowFrame = tableView.superview?.bounds
let height:CGFloat = 145, width: CGFloat = 145
let x = (windowFrame?.width)! / 2 - width / 2
let y = (windowFrame?.height)! / 2 - height / 2
let toast = EnsembleToastView.create()
toast.frame = CGRect(x: x, y: y, width: width, height: height)
toast.songLabel.text = title
toast.layer.cornerRadius = 5
tableView.superview?.addSubview(toast)
return toast
}
return UIView()
}
I think it makes more sense for the TableView to know how to display a toast so I would create a protocol in your tableViewCell, so I would take the following steps.
Make the TableViewController responsible for:
creating toast (only once)
configuring toast
showing toast
responding to long press gesture
configuring your table view cell
Allow YourTableViewCell to only delegate
So let's do responding to long press gesture first
protocol TableViewCellLongPressDelegate {
func tableViewCellHadLongPress(_ cell: YourTableViewCell)
}
Then extend your TableViewController to conform to your new protocol
extension YourTableViewController : TableViewCellLongPressDelegate {
func tableViewCellHadLongPress(_ cell: YourTableViewCell){
//configure toast based on which cell long pressed
configureToastNotification(with title: cell.title){
//show toast
}
}
Now, configuring your table view cell within your TableViewController configure your cell and assign the TableViewController as the longPressDelegate
let cell = YourTableViewCell.dequeue(from: self.tableView)!
//configure cell
cell.tableViewCellLongPressDelegate = self
This approach is nice because you can move the createToastNotification() method to your TableViewController and be responsible for creating toast (only once)
var toastNotification : UIView?
viewDidLoad(){
//yatta yatta
toastNotification = createToastNotification()
}
Then you can change createToastNotification to
func createToastNotification() -> UIView? {
let windowFrame = self.bounds
let height:CGFloat = 145, width: CGFloat = 145
let x = (windowFrame?.width)! / 2 - width / 2
let y = (windowFrame?.height)! / 2 - height / 2
let toast = EnsembleToastView.create()
toast.frame = CGRect(x: x, y: y, width: width, height: height)
toast.layer.cornerRadius = 5
self.addSubview(toast)
return toast
}
Lastly for YourTableViewController, configuring toast, let's create a configureToastNotification(with title: String) like:
func configureToastNotification(with title: String){
if let toast = self.toastNotification {
toast.songLabel.text = title
}
}
For the end, we remove a lot of the responsibility from YourTableViewCell and allow it to only delegate :
protocol TableViewCellLongPressDelegate : class {
func tableViewCellHadLongPress(_ cell: YourTableViewCell)
}
class YourTableViewCell : UITableViewCell {
//initializers
weak var longPressDelegate: TableViewCellLongPressDelegate?
lazy var longPress: UILongPressGestureRecognizer = {
let longPress = UILongPressGestureRecognizer(target: self, action: #selector(longPressHappened))
longPress.minimumPressDuration = 0.5
longPress.delegate = self
return longPress
}()
func longPressHappened() {
self.longPressDelegate?.tableViewCellHadLongPress(self)
}
}
Related
My first question on SO so bear with me. I have created a UICollectionViewController which has a header and 1 cell. Inside the cell is a tableview, inside the table view there are multiple static cells. One of those has a horizontal UICollectionView with cells which have UITextViews.
Problem: When tapping on a UITextView the collection view scrolls/jumps
Problem Illustration
On the right you can see the y offset values. On first tap it changes to 267 -- the header hight. On a consecutive tap it goes down to 400 -- the very bottom. This occurs no matter what I tried to do.
Note: Throughout my app I'am using IQKeyboardManager
What have I tried:
Disabling IQKeyboardManager completely and
Taping on text view
Replacing it with a custom keyboard management methods based on old SO answers
Set collectionView.shouldIgnoreScrollingAdjustment = true for:
all scrollable views in VC
Individuals scrollable views
Note: this property originates from the IQKeyboardManager Library and as far as I understand it is supposed to disable scroll adjustment offset.
Tried disabling scroll completely in viewDidLoad() as well as all other places within this VC. I used:
collectionView.isScrollEnabled = false
collectionView.alwaysBounceVertical = false
Notably, I have tried disabling scroll in text viewDidBeginEditing as well as the custom keyboard management methods.
My Code:
The main UICollectionView and its one cell are created in the storyboard. Everything else is done programatically. Here is the flow layout function that dictates the size of the one and only cell:
extension CardBuilderCollectionViewController: UICollectionViewDelegateFlowLayout {
func collectionView(_ collectionView: UICollectionView, layout collectionViewLayout:
UICollectionViewLayout, sizeForItemAt indexPath: IndexPath) -> CGSize {
let height = view.frame.size.height
let width = view.frame.size.width
return CGSize(width: width * cellWidthScale, height: height * cellHeigthScale)
}
}
Additionally, collectionView.contentInsetAdjustmentBehavior = .never
The TableView within the subclass of that one cell is created like so:
let tableView: UITableView = {
let table = UITableView()
table.estimatedRowHeight = 300
table.rowHeight = UITableView.automaticDimension
return table
}()
and:
override func awakeFromNib() {
super.awakeFromNib()
dataProvider = DataProvider(delegate: delegate)
addSubview(tableView)
tableView.fillSuperview() // Anchors to 4 corners of superview
registerCells()
tableView.delegate = dataProvider
tableView.dataSource = dataProvider
}
The cells inside the table view are all subclasses of class GeneralTableViewCell, which contains the following methods which determine the cells height:
var cellHeightScale: CGFloat = 0.2 {
didSet {
setContraints()
}
}
private func setContraints() {
let screen = UIScreen.main.bounds.height
let heightConstraint = heightAnchor.constraint(equalToConstant: screen*cellHeightScale)
heightConstraint.priority = UILayoutPriority(999)
heightConstraint.isActive = true
}
The height of the nested cells (with TextView) residing in the table view is determined using the same method as the one and only cell in the main View.
Lastly the header is created using a custom FlowLayout:
class StretchyHeaderLayout: UICollectionViewFlowLayout {
override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
let layoutAttributes = super.layoutAttributesForElements(in: rect)
layoutAttributes?.forEach({ (attribute) in
if attribute.representedElementKind == UICollectionView.elementKindSectionHeader && attribute.indexPath.section == 0 {
guard let collectionView = collectionView else { return }
attribute.zIndex = -1
let width = collectionView.frame.width
let contentOffsetY = collectionView.contentOffset.y
print(contentOffsetY)
if contentOffsetY > 0 { return }
let height = attribute.frame.height - contentOffsetY
attribute.frame = CGRect(x: 0, y: contentOffsetY, width: width, height: height)
}
})
return layoutAttributes
}
override func shouldInvalidateLayout(forBoundsChange newBounds: CGRect) -> Bool {
return true
}
}
This is my first time designing a complex layout with mostly a programatic approach. Hence it is possible that I missed something obvious. However, despite browsing numerous old questions I was not able to find a solution. Any solutions or guidance is appreciated.
Edit:
As per request here are the custom keyboard methods:
In viewDidLoad()
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: UIResponder.keyboardWillChangeFrameNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHide), name: UIResponder.keyboardWillHideNotification, object: nil)
Then:
var scrollOffset : CGFloat = 0
var distance : CGFloat = 0
var activeTextFeild: UITextView?
var safeArea: CGRect?
#objc func keyboardWillShow(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue {
var safeArea = self.view.frame
safeArea.size.height += collectionView.contentOffset.y
safeArea.size.height -= keyboardSize.height + (UIScreen.main.bounds.height*0.04)
self.safeArea = safeArea
}
}
private func configureScrollView() {
if let activeField = activeTextFeild {
if safeArea!.contains(CGPoint(x: 0, y: activeField.frame.maxY)) {
print("No need to Scroll")
return
} else {
distance = activeField.frame.maxY - safeArea!.size.height
scrollOffset = collectionView.contentOffset.y
self.collectionView.setContentOffset(CGPoint(x: 0, y: scrollOffset + distance), animated: true)
}
}
// prevent scrolling while typing
collectionView.isScrollEnabled = false
collectionView.alwaysBounceVertical = false
}
#objc func keyboardWillHide(notification: NSNotification) {
if distance == 0 {
return
}
// return to origin scrollOffset
self.collectionView.setContentOffset(CGPoint(x: 0, y: scrollOffset), animated: true)
scrollOffset = 0
distance = 0
collectionView.isScrollEnabled = true
}
Finaly:
//MARK: - TextViewDelegate
extension CardBuilderCollectionViewController: UITextViewDelegate {
func textViewDidBeginEditing(_ textView: UITextView) {
self.activeTextFeild = textView
configureScrollView()
}
}
The problem that I can see is you calling configureScrollView() when your textView is focused in textViewDidBeginEditing .
distance = activeField.frame.maxY - safeArea!.size.height
scrollOffset = collectionView.contentOffset.y
self.collectionView.setContentOffset(CGPoint(x: 0, y: scrollOffset + distance), animated: true)
You're calling collectionView.setContentOffset --> so that's why your collection view jumping.
Please check your distance calculated correctly or not. Also, your safeArea was modified when keyboardWillShow.
Try to disable setCOntentOffset?
I have a tableView where when a user taps on that cell, I want the cell to expand and fill the entire screen with that color. Currently, it does scale to fill the entire screen but the cells above it will also show. The colors come from an API and each cell changes color when the user taps the "Generate" button. Due to how the API's JSON file is structured, I only want 5 colors on the screen at a time.
I can't figure out why the cells above it don't move upwards or how I can move the clicked cell to the top of the screen. I've tried offsetting the coordinates of the tapped cell and changing its frame size to be the height of the tableView tappedCell.bounds.size = CGSize(width: UIScreen.main.bounds.width, height: self.paletteTableView.bounds.height) but when I click the 1st or 2nd cells from the top, the screen doesn't fill all the way to the bottom.
I've also tried animating from a UIView (called colorDetailsView here) but wasn't able to successfully get it to animate from the center of each cell that's tapped on, only from the center of the screen.
The animation happens here:
#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: 0.5, animations: {
switch self.currentAnimation {
case 0:
tappedCell.transform = CGAffineTransform(scaleX: 1, y: 50)
//...
case 1:
tappedCell.transform = .identity
default: break
}
} )
currentAnimation += 1
if currentAnimation > 1 {
currentAnimation = 0
} } } } }
Full code:
class PaletteController: UIViewController, UITableViewDataSource, UITableViewDelegate {
let tableView = UITableView()
var colorPalette = [Color]()
var currentAnimation = 0
let colorDetailsView: UIView = {
let view = UIView()
return view
}()
override func viewDidLoad() {
super.viewDidLoad()
tableView.dataSource = self
tableView.delegate = self
tableView.isScrollEnabled = false
\\...
view.addSubview(colorDetailsView)
}
//Color cell expands to fill the screen of that color when user taps on the cell
#objc func userTap(sender: UITapGestureRecognizer) {
if sender.state == UIGestureRecognizer.State.ended {
let tapLocation = sender.location(in: self.tableView)
if let tapIndexPath = self.tableView.indexPathForRow(at: tapLocation) {
if let tappedCell = self.tableView.cellForRow(at: tapIndexPath) {
UIView.animate(withDuration: 0.5, animations: {
//When user taps on a cell, it is scaled to fill the screen with that color
switch self.currentAnimation {
case 0:
tappedCell.transform = CGAffineTransform(scaleX: 1, y: 50)
for i in 0..<self.colorPalette.count {
if tapIndexPath.row == i {
self.colorDetailsView.backgroundColor = UIColor(hexString: self.colorPalette[i])
}
}
case 1:
tappedCell.transform = .identity
default: break
}
} )
currentAnimation += 1
if currentAnimation > 1 {
currentAnimation = 0
}
}
}
}
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 5
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier:"ColorCell", for: indexPath)
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(userTap(sender:)))
cell.addGestureRecognizer(tapGesture)
cell.isUserInteractionEnabled = true
//Assigns a new color to each row. Colors are converted from HEX to RGB
for i in 0..<colorPalette.count {
if tapIndexPath.row == i {
cell.backgroundColor = UIColor(hexString: colorPalette[i])
}
}
return cell
}
}
I know the cell is scaling when I set tableView.isScrollEnabled to true, as shown below. Each cell should end up filling the whole screen and not get covered by any other cells, like the top-most cell. Ideally, I'd like the tableView to not scroll, but I'm not sure if the top cells will "move up" if scroll is disable.
Any help is appreciated!
The cells are after all sub-views of the table view. You need to bring the tapped cell at the front of the sub-view list.
I would suggest adding
tableView.bringSubviewToFront(tappedCell)
just after the line
if let tappedCell = self.tableView.cellForRow(at: tapIndexPath) {.
See if this works!
I'm getting record from server using php
As i'm getting 11 record currently so i want in starting i will show just 6 records and remaining next 5 record will show when user reached at last cell while scrolling. So this process is in working form, but the problem is while running, it working so fast that before reaching last row all records are already showing while scrolling and the activity indicator is just animating at the bottom of tableView.
I don't know what is the problem.
Also i want when user reached at last cell, activity indicator start animating while loading data .
Here is my code
import UIKit
import AlamofireImage
struct property{
let property_Id : String
let propertyTitle : String
let imageURL : String
let user_Id : String
let area : String
let bed : String
let unit : String
let bath : String
let price : String
}
class searchRecordsViewController: UIViewController, UITableViewDelegate, UITableViewDataSource,favouriteButtonTableViewCellDelegate {
var y = 6
var m = 12
#IBOutlet weak var tableView : UITableView!
var RESULT : [NSDictionary] = []
var myProperty = [property]()
var myPropertyCopy = [property]()
override func viewDidLoad() {
super.viewDidLoad()
tableView.delegate = self
tableView.dataSource = self
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
//MARK: Getting dictionary data from previous controller
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
self.navigationItem.title = "Results"
self.navigationController?.navigationBar.tintColor = UIColor.black
//MARK: Getting dictionary data from previous controller
for item in RESULT {
let propertyInfo = property(property_Id: String(item["propertyId"]! as! Int), propertyTitle: item["propertyTitle"]! as! String, imageURL: item["imagePath"]! as! String, user_Id: String(item["userId"]! as! Int), area: item["area"]! as! String, bed: item["bed"]! as! String, unit: item["unit"]! as! String, bath: item["bath"]! as! String, price: item["price"]! as! String )
myProperty.append(propertyInfo)
}
//MARK: Inserting first 6 records in Array
for i in 0 ..< 6 {
if !(myProperty.indices.contains(i)) {
break
}
myPropertyCopy.append(myProperty[i])
}
}
func downloadImage(imagePath : String, theIMAGEVIEW : UIImageView) {
let myUrl = URL(string: URL_IP+imagePath);
//MARK: AlamofireImage to download the image
theIMAGEVIEW.af_setImage(withURL: myUrl!, placeholderImage: #imageLiteral(resourceName: "addProperty"), filter: nil, progress: nil, runImageTransitionIfCached: true, completion: nil)
}
func tableView(_ tableView:UITableView, numberOfRowsInSection section:Int) -> Int
{
return myPropertyCopy.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell
{
let cell = tableView.dequeueReusableCell(withIdentifier: "RecordCell") as! searchrecordsTableViewCell
let property = myPropertyCopy[indexPath.row]
cell.area.text = property.area+" "+property.unit
if property.bath == ""{
cell.bath.text = property.bath
}
else{
cell.bath.text = property.bath+" Baths"
}
if property.bed == ""{
cell.bed.text = property.bed
}
else{
cell.bed.text = property.bed+" Baths"
}
cell.propertyTitle.text = property.propertyTitle
cell.price.text = convertAMOUNT(price : property.price)
downloadImage(imagePath: property.imageURL, theIMAGEVIEW: cell.myImageView)
//----
cell.delegate = self
return cell
}
func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
if myPropertyCopy.count != myProperty.count{
let lastRow = myPropertyCopy.count - 1
if indexPath.row == lastRow {
let spinner = UIActivityIndicatorView(activityIndicatorStyle: .gray)
spinner.startAnimating()
spinner.frame = CGRect(x: CGFloat(0), y: CGFloat(0), width: tableView.bounds.width, height: CGFloat(44))
self.tableView.tableFooterView = spinner
self.tableView.tableFooterView?.isHidden = false
moreData()
}
}
}
func moreData(){
for i in y ..< m {
if !(myProperty.indices.contains(i)) {
break
}
myPropertyCopy.append(myProperty[i])
}
y = y + 10
m = m + 10
self.tableView.reloadData()
}
}
currently my TableView looks like
See output here
Thanks in Advance.
After a long practice i have done my problem, i have just added UIScrollView delegate function for checking if the user reached at last cell then start activityIndicator for 3 seconds and then load data and that's it.
As i have just very small amount of data that's why i'm start ing UIactivityIndicator for 3 seconds before getting data.
func scrollViewDidEndDragging(_ scrollView: UIScrollView, willDecelerate decelerate: Bool) {
// UITableView only moves in one direction, y axis
let currentOffset = scrollView.contentOffset.y
let maximumOffset = scrollView.contentSize.height - scrollView.frame.size.height
if maximumOffset - currentOffset <= 10.0 {
let spinner = UIActivityIndicatorView(activityIndicatorStyle: .gray)
if myPropertyCopy.count != myProperty.count {
//print("this is the last cell")
spinner.startAnimating()
spinner.frame = CGRect(x: CGFloat(0), y: CGFloat(0), width: tableView.bounds.width, height: CGFloat(44))
spinner.hidesWhenStopped = true
self.tableView.tableFooterView = spinner
self.tableView.tableFooterView?.isHidden = false
DispatchQueue.main.asyncAfter(deadline: .now() + 3) {
//MARK: Loading more data
self.moreData()
}
}
else{
self.tableView.tableFooterView?.isHidden = true
spinner.stopAnimating()
}
}
}
I have a slider inside a table view cell and I'm trying to set the text of a label to the value of the slider. However, the text isn't setting to the changed slider values. What am I doing wrong?
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = UITableViewCell()
if indexPath.section == 0 {
let slider = UISlider(frame: CGRectMake(0, 0, 320, 44))
slider.userInteractionEnabled = true
slider.minimumValue = 1
slider.maximumValue = 100
slider.value = 50
slider.continuous = true
cell.addSubview(slider)
println(cell.bounds)
let label = UILabel(frame: CGRectMake(260, -20, 100, 20))
var theValue = Int(slider.value)
label.text = "\(theValue)" + "mi."
cell.addSubview(label)
}
You can do it as you have using some tricks, first of all you need to set the target for the UISlider as some as suggested, the other point is get the selected row, which you can achieve saving in the tag property the indexPath.row like in the following code:
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("Cell", forIndexPath: indexPath) as! UITableViewCell
let slider = UISlider(frame: CGRectMake(0, 0, 100, 44))
slider.userInteractionEnabled = true
slider.minimumValue = 1
slider.maximumValue = 100
slider.value = 50
slider.continuous = true
// set the target to respond to changes.
slider.addTarget(self, action: "sliderValueChanged:", forControlEvents: UIControlEvents.ValueChanged)
// save the indexPath.row
slider.tag = indexPath.row
cell.addSubview(slider)
let label = UILabel(frame: CGRectMake(105, 0, 100, 20))
var theValue = Int(slider.value)
label.text = "\(theValue)" + "mi."
cell.addSubview(label)
return cell
}
The another problem is set the UILabel text , which you can achieve by getting the exactly view inside the cell, like in the following code:
func sliderValueChanged(sender: AnyObject) {
var slider = sender as! UISlider
let cell = self.tableView.cellForRowAtIndexPath(NSIndexPath(forRow: slider.tag, inSection: 0)) as UITableViewCell!
// If you know the exactly index
// var label = cell.subviews[4] as! UILabel
// label.text = "\(slider.value)"
// assuming you have only one `UILabel` inside your cell
for view in cell.subviews {
if let label = view as? UILabel {
label.text = "\(slider.value)"
}
}
}
In the above code I only set the exactly number inside the UITableViewCell for purpose of show the way, but the strongly recommended way is iterate through all the UIView and find your UILabel like in the method proposed in this question Find UILabel in UIView in Swift because the number can change.
As some people said before, is more easy set a Custom Cell all through Interface Builder, but it's up to you.
I hope this help you.
Generally you should add an action to your slider :
slider.addTarget(self, action: "sliderValueDidChange:", forControlEvents: .ValueChanged)
func sliderValueDidChange(sender:UISlider!)
{
println("value--\(sender.value)")
}
as described here : http://www.apptuitions.com/programmatically-creating-uiview-uislider-uiswitch-using-swift/
** As you need to change label and use slider's value in any cell, separately, You have to use custom TableViewCell class and define your slider, label and action in it, easily.
** MY RECOMMENDATION: Use storyBoard and then easily design your view and use customized TableViewCell class.
a sample table view cell class for you ( similar to one in my own project ) :
class CustomCell: UITableViewCell {
#IBOutlet weak var slider: UISlider!
#IBOutlet weak var label: UILabel!
#IBAction func sliderChanged(sender: AnyObject) {
// set label text to slider.value here
}
}
You are missing action on slider drag.
slider.addTarget(self, action: "sliderValueDidChange", forControlEvents: .ValueChanged)
func sliderValueDidChange(sender:UISlider!){
println("value--\(sender.value)")
label.text = String(sender.value)
}
You can use slider.superview or store index in tag of the slider in order to get the reference to cell to which slider belongs and access label.
Better solution will be to create custom class for the cell.
Add this in your cellForRowAtIndexPath function:
slider.addTarget(self, action: "sliderValueChanged:", forControlEvents: .ValueChanged)
label.tag = 1
You can use this to update the label:
func sliderValueChanged(sender: AnyObject)
{
var position: CGPoint = sender.convertPoint(CGPointZero, toView: self.tableView)
if let indexPath = self.tableView.indexPathForRowAtPoint(position) {
//get your cell here
let cell = tableView.cellForRowAtIndexPath(indexPath)
//update label
for view in cell.subviews {
if let label = view as? UILabel {
if label.tag == 1 {
label.text! = "\((sender as! UISlider).value)"
}
}
}
}
}
OR
You can do what others have mentioned and create a Custom UITableViewCell, add a slider and a label, and create IBOutlets for them.
Please bear with me. I'm new to programming and new to StackOverflow. I hope that my question will grant me a warm response for entering the programming community. An acquaintance, whose opinion I trust, told me to post this email to him on StackOverflow.
What do I have to do to get two instances of NSObject to work in the same ViewController? I've initialized an NSObject subclass called SideBar and RightSideBar. They both draw from NSObject. The cells in the menu are called created by a TableViewController I created programatically. I followed a tutorial that did everything programmatically because I didn't know that Storyboard is better for building things.
Below is the code base.
EDITED: Sorry for being long winded. I don't know how to make this any shorter and as complete
===========
****Note the SideBar subclass is the left menu. The RightSideBar class has the same initializer setup and is the right menu. I want to be able to make them both appear on the same ViewController in the same instance of the same ViewController if possible.****
This is the left TableViewController:
import UIKit
//this protocol of the sidebar delegate manages the selection of the item in the row.
protocol SidebarTableViewControllerDelegate {
func sidebarControlDidSelectRow(indexPath: NSIndexPath)
}
class SidebarTableViewController: UITableViewController {
//setting up the delegate and array of menu items.
var delegate:SidebarTableViewControllerDelegate?
var tableData:Array <String> = []
var imageData:[UIImage] = []
// MARK: - Table view data source
//Setting up the number of sections in the menu
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
//Setting up the number of items in the menu
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return tableData.count
}
//Setting up the menu look for the main screen after login.
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell:UITableViewCell? = tableView.dequeueReusableCellWithIdentifier("Cell") as? UITableViewCell
if cell == nil {
cell = UITableViewCell(style: UITableViewCellStyle.Default, reuseIdentifier: "Cell")
//configure the cell...
cell!.backgroundColor = UIColor.clearColor()
cell!.textLabel?.textColor = UIColor.darkTextColor()
let selectedView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: cell!.frame.size.width, height: cell!.frame.size.height))
selectedView.backgroundColor = UIColor.blackColor().colorWithAlphaComponent(0.3)
cell!.selectedBackgroundView = selectedView
}
cell!.textLabel!.text = tableData[indexPath.row]
cell!.imageView!.image = imageData[indexPath.row]
return cell!
}
//Setting up the height for each cell of the table
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 45.0
}
//Setting up the selection of the item in the cell.
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
delegate?.sidebarControlDidSelectRow(indexPath)
}
override func viewDidLoad() {
}
override func didReceiveMemoryWarning() {
}
}
This is the right table view controller:
//setting up the RightSidebarControllerDelegate
protocol RightSidebarTableViewControllerDelegate {
func rightSidebarControlDidSelectRow(indexPath: NSIndexPath)
}
class RightSidebarTableViewController: UITableViewController {
//setting up the delegate and array of menu items.
var delegate:RightSidebarTableViewControllerDelegate?
var rightTableData:Array <String> = []
var rightImageData:[UIImage] = []
// MARK: - Table view data source
//Setting up the number of sections in the menu
override func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
//Setting up the number of items in the menu
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return rightTableData.count
}
//Setting up the menu look for the main screen after login.
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
var cell:UITableViewCell? = tableView.dequeueReusableCellWithIdentifier("Cell") as? UITableViewCell
if cell == nil {
cell = UITableViewCell(style: UITableViewCellStyle.Default, reuseIdentifier: "Cell")
//configure the cell...
cell!.backgroundColor = UIColor.clearColor()
cell!.textLabel?.textColor = UIColor.darkTextColor()
let selectedView:UIView = UIView(frame: CGRect(x: 0, y: 0, width: cell!.frame.size.width, height: cell!.frame.size.height))
selectedView.backgroundColor = UIColor.blackColor().colorWithAlphaComponent(0.3)
cell!.selectedBackgroundView = selectedView
}
cell!.textLabel!.text = rightTableData[indexPath.row]
cell!.imageView!.image = rightImageData[indexPath.row]
return cell!
}
//Setting up the height for each cell of the table
override func tableView(tableView: UITableView, heightForRowAtIndexPath indexPath: NSIndexPath) -> CGFloat {
return 45.0
}
//Setting up the selection of the item in the cell.
override func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
delegate?.rightSidebarControlDidSelectRow(indexPath)
}
override func viewDidLoad() {
}
override func didReceiveMemoryWarning() {
}
}
Here is where my problems may start with SideBar:NSObject. This is the left SideBar to be initialized:
import UIKit
#objc protocol SideBarDelegate {
func sideBarDidSelectButtonAtIndex (index: Int)
optional func sideBarWillClose()
optional func sideBarWillOpen()
optional func sideBarWillDeinitialize()
}
//this class sets up the actual sidebar.
class SideBar: NSObject, SidebarTableViewControllerDelegate {
//width of the bar, tableview setup, and views for the sidebar
let barWidth:CGFloat = 175.0
let sideBarTableViewTopInset:CGFloat = 25.0
let sideBarContainerView:UIView = UIView()
let sideBarTableViewController:SidebarTableViewController = SidebarTableViewController()
var originView:UIView!
//var for dynamic effect and controlling the sidebar
var animator:UIDynamicAnimator!
var delegate:SideBarDelegate?
var isSideBarOpen:Bool = false
//initializer for the "SideBar" class.
override init() {
super.init()
}
//initializer for the tableView of menu items.
init(sourceView: UIView, menuItems: Array<String>, menuImages: [UIImage]){
super.init()
//initializing the views and animation for the menu.
originView = sourceView
sideBarTableViewController.tableData = menuItems
sideBarTableViewController.imageData = menuImages
setupSideBar()
animator = UIDynamicAnimator(referenceView: originView)
}
//function for setting up the sidebar.
func setupSideBar () {
//setting up the frame/outline of the side bar.
sideBarContainerView.frame = CGRectMake(-barWidth, originView.frame.origin.y + 45, barWidth, originView.frame.size.height)
//setting up the color of the sidebar.
sideBarContainerView.backgroundColor = UIColor.clearColor()
//disables subviews from being confined to the sidebar.
sideBarContainerView.clipsToBounds = false
//placing the sidebar in the UIView
originView.addSubview(sideBarContainerView)
//adding blur to the menu.
let blurView:UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: UIBlurEffectStyle.Light))
blurView.frame = sideBarContainerView.bounds
sideBarContainerView.addSubview(blurView)
//setting up controls for the sidebar
sideBarTableViewController.delegate = self
sideBarTableViewController.tableView.frame = sideBarContainerView.bounds
sideBarTableViewController.tableView.clipsToBounds = false
//disabling the scroll feature. Delete to keep the scroll feature.
sideBarTableViewController.tableView.scrollsToTop = false
//This will remove separators in the UITableCell. Delete to keep separators.
sideBarTableViewController.tableView.separatorStyle = UITableViewCellSeparatorStyle.None
//This sets the background color of the sidebar and creates the inset.
sideBarTableViewController.tableView.backgroundColor = UIColor.clearColor()
sideBarTableViewController.tableView.contentInset = UIEdgeInsets(top: sideBarTableViewTopInset, left: 0, bottom: 0, right: 0)
//reloads the sidebar and adds the container view to the sideBarTableViewController.
sideBarTableViewController.tableView.reloadData()
sideBarContainerView.addSubview(sideBarTableViewController.tableView)
}
func showSideBar(shouldOpen: Bool){
animator.removeAllBehaviors()
isSideBarOpen = shouldOpen
//simple if and else statements to define the direction of animation and intensity of animation
let gravityX:CGFloat = (shouldOpen) ? 0.5 : -0.5
let magnitude:CGFloat = (shouldOpen) ? 20 : -20
let boundaryX:CGFloat = (shouldOpen) ? barWidth : -barWidth
//controls the behavior of the animation.
let gravityBehavior: UIGravityBehavior = UIGravityBehavior(items: [sideBarContainerView])
gravityBehavior.gravityDirection = CGVectorMake(gravityX, 0)
animator.addBehavior(gravityBehavior)
let collisionBehavior: UICollisionBehavior = UICollisionBehavior(items: [sideBarContainerView])
collisionBehavior.addBoundaryWithIdentifier("sideBarBoundary", fromPoint: CGPointMake(boundaryX, 20), toPoint: CGPointMake(boundaryX, originView.frame.size.height))
animator.addBehavior(collisionBehavior)
let pushBehavior:UIPushBehavior = UIPushBehavior(items: [sideBarContainerView], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.magnitude = magnitude
animator.addBehavior(pushBehavior)
let sideBarBehavior:UIDynamicItemBehavior = UIDynamicItemBehavior(items: [sideBarContainerView])
sideBarBehavior.elasticity = 0.3
animator.addBehavior(sideBarBehavior)
}
func sidebarControlDidSelectRow(indexPath: NSIndexPath) {
delegate?.sideBarDidSelectButtonAtIndex(indexPath.row)
}
}
This is the right SideBar:NSObject that will eventually initialize the right menu.
import UIKit
#objc protocol RightSideBarDelegate {
func rightSideBarDidSelectButtonAtIndex (index: Int)
optional func sideBarWillClose()
optional func sideBarWillOpen()
}
class RightSideBar: NSObject, RightSidebarTableViewControllerDelegate {
//width of the bar, tableview setup, and views for the sidebar
let barWidth:CGFloat = 175.0
let rightSideBarTableViewTopInset:CGFloat = 25.0
let rightSideBarContainerView:UIView = UIView()
let rightSideBarTableViewController:RightSidebarTableViewController = RightSidebarTableViewController()
var rightOriginView:UIView!
//var for dynamic effect and controlling the sidebar
var animator:UIDynamicAnimator!
var delegate:RightSideBarDelegate?
var isSideBarOpen:Bool = false
//initializer for the "SideBar" class.
override init() {
super.init()
}
//initializer for the tableView of menu items.
init(rightSourceView: UIView, rightMenuItems: Array<String>, rightMenuImages: [UIImage]){
super.init()
//initializing the views and animation for the menu.
rightOriginView = rightSourceView
rightSideBarTableViewController.rightTableData = rightMenuItems
rightSideBarTableViewController.rightImageData = rightMenuImages
setupSideBar()
animator = UIDynamicAnimator(referenceView: rightOriginView)
}
//function for setting up the sidebar.
func setupSideBar () {
//setting up the frame/outline of the side bar.
rightSideBarContainerView.frame = CGRectMake(rightOriginView.frame.size.width + barWidth , rightOriginView.frame.origin.y + 45, barWidth, rightOriginView.frame.size.height)
//setting up the color of the sidebar.
rightSideBarContainerView.backgroundColor = UIColor.clearColor()
//disables subviews from being confined to the sidebar.
rightSideBarContainerView.clipsToBounds = false
//placing the sidebar in the UIView
rightOriginView.addSubview(rightSideBarContainerView)
//adding blur to the menu.
let blurView:UIVisualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: UIBlurEffectStyle.Light))
blurView.frame = rightSideBarContainerView.bounds
rightSideBarContainerView.addSubview(blurView)
//setting up controls for the sidebar
rightSideBarTableViewController.delegate = self
rightSideBarTableViewController.tableView.frame = rightSideBarContainerView.bounds
rightSideBarTableViewController.tableView.clipsToBounds = false
//disabling the scroll feature. Delete to keep the scroll feature.
rightSideBarTableViewController.tableView.scrollsToTop = false
//This will remove separators in the UITableCell. Delete to keep separators.
rightSideBarTableViewController.tableView.separatorStyle = UITableViewCellSeparatorStyle.None
//This sets the background color of the sidebar and creates the inset.
rightSideBarTableViewController.tableView.backgroundColor = UIColor.clearColor()
rightSideBarTableViewController.tableView.contentInset = UIEdgeInsets(top: rightSideBarTableViewTopInset, left: 0, bottom: 0, right: 0)
//reloads the sidebar and adds the container view to the rightSideBarTableViewController.
rightSideBarTableViewController.tableView.reloadData()
rightSideBarContainerView.addSubview(rightSideBarTableViewController.tableView)
}
func showSideBar(shouldOpen: Bool){
animator.removeAllBehaviors()
isSideBarOpen = shouldOpen
//simple if and else statements to define the direction of animation and intensity of animation
let gravityX:CGFloat = (shouldOpen) ? -0.5 : 0.5
let magnitude:CGFloat = (shouldOpen) ? -20 : 20
let boundaryX:CGFloat = (shouldOpen) ? -barWidth : barWidth
//controls the behavior of the animation.
let gravityBehavior: UIGravityBehavior = UIGravityBehavior(items: [rightSideBarContainerView])
gravityBehavior.gravityDirection = CGVectorMake(gravityX, 0)
animator.addBehavior(gravityBehavior)
let collisionBehavior: UICollisionBehavior = UICollisionBehavior(items: [rightSideBarContainerView])
collisionBehavior.addBoundaryWithIdentifier("sideBarBoundary", fromPoint: CGPointMake(boundaryX, 20), toPoint: CGPointMake(boundaryX, rightOriginView.frame.size.height))
animator.addBehavior(collisionBehavior)
let pushBehavior:UIPushBehavior = UIPushBehavior(items: [rightSideBarContainerView], mode: UIPushBehaviorMode.Instantaneous)
pushBehavior.magnitude = magnitude
animator.addBehavior(pushBehavior)
let sideBarBehavior:UIDynamicItemBehavior = UIDynamicItemBehavior(items: [rightSideBarContainerView])
sideBarBehavior.elasticity = 0.3
animator.addBehavior(sideBarBehavior)
}
func rightSidebarControlDidSelectRow(indexPath: NSIndexPath) {
delegate?.rightSideBarDidSelectButtonAtIndex(indexPath.row)
}
}
Finally this is my current code for the DoubleMenuViewController. Something happens when I segue to the DoubleMenuViewController to break the menus. The menus won't even load. However, if I'm in a SingleMenuViewController that only calls SideBar:NSObject then the code will work so long as I'm only calling one menu. In this DoubleMenuViewController, I have the initialization section commented out for the RightSideBar class because I'm working on a solution. I know this code for this ViewController is garbled. I'm trying everything I can think of. See my remarks after the code to see what I've tried:
import UIKit
class DoubleMenuViewController: UIViewController, SideBarDelegate, RightSideBarDelegate {
var sideBar:SideBar?
var ondemandSideBar:SideBar {
get {
if sideBar == nil {
//setting up the menu items for the sidebar.
sideBar = SideBar(sourceView: self.view, menuItems: ["Home", "Share", "About", "Help"], menuImages: [homeImage!, shareImage!, aboutImage!, helpImage!])
sideBar!.delegate = self
SideBar.new()
}
return sideBar!
}
}
//initializes the "RightSideBar"
var rightSideBar:RightSideBar?
var ondemandRightSideBar:RightSideBar {
get {
if rightSideBar == nil {
rightSideBar = RightSideBar(rightSourceView: self.view, rightMenuItems: [//Other items], rightMenuImages: [//Other Items])
rightSideBar!.delegate = self
RightSideBar.new()
}
return rightSideBar!
}
}
var homeImage = UIImage(named: "Home")
var shareImage = UIImage(named: "Share")
var aboutImage = UIImage(named: "About")
var helpImage = UIImage(named: "Help")
#IBOutlet weak var currentMenuControl: UIBarButtonItem!
#IBAction func currentMenuDisplay(sender: AnyObject) {
if currentMenuControl.tag == 1 {
ondemandSideBar.showSideBar(true)
currentMenuControl.tag = 0
} else {
ondemandSideBar.showSideBar(false)
currentMenuControl.tag = 1
}
}
#IBOutlet weak var progressionMenuControl: UIBarButtonItem!
#IBAction func progressionMenuDisplay(sender: AnyObject) {
if progressionMenuControl.tag == 1 {
ondemandRightSideBar.showSideBar(true)
progressionMenuControl.tag = 0
} else {
ondemandRightSideBar.showSideBar(false)
progressionMenuControl.tag = 1
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func sideBarDidSelectButtonAtIndex(index: Int) {
switch index {
//segues
}
}
func rightSideBarDidSelectButtonAtIndex(index: Int) {
switch index {
//segues
}
}
}
Here's what I've tried:
I've tried altering the positioning of CGFloats since SubViews seem
to come from the left.
I've renamed all the RightSideBar variables and class names
everything to overcome a runtime confusion in instance variables and
class names. This includes renaming the initializers that you saw in
the NSObject SubClass and the target view controller.
I've tried using control flow in the viewDidLoad method with a
button tag. I took away the swipe features to show the menu and
added buttons because I thought system was struggling to deal with
the Swipes.
I've tried deinitializing in the SideBar subclass file of NSObject.
All that got me was an infinite loop that crashed the application
after login.
Then I tried ondemand initialization in the
targetViewController.....DoubleMenuViewController and
SingleMenuViewController. I returned to a working menu with buttons
in the SingleMenuViewController but it still won't show the left and
right menu in the DoubleMenuViewController.
Last I tried deinitializing the SideBar (left SideBar) and the RightSideBar in the DoubleMenuViewController. However, when I add println() functions to all my sections the debugger doesn't run the print function for me to get values of objects or even show typed states like "This". I added the print functions because I wasn't sure if I would know when deinitialization and reinitialization occurred.
It seems that my menu is initialized from the SideBar: NSObject file and the RightSideBar:NSObject file. What I mean is that my menu is being created before I hit the target view controller. This isn't a problem for me so long as I can get the compiler to initialize the SideBar and the RightSideBar in the same View Controller, but it won't do that.
I just need to be able to control both menus with swipes or button taps.
I think I have a problem with my initializers overriding each other.
However, I don't know how to fix that problem. I've read through the Swift manual and read articles on the internet. I've also searched StackOverflow.
You ask:
How do I Initialize two instances of NSObject in the same view controller?
Setting aside why you're dealing with NSObject at all (in Objective-C all classes have to subclass from NSObject ultimately, in Swift that's no longer the case), if you want to instantiate two objects, you simply have to have one property for each.
If these are lazily instantiated, as your code snippet suggests, then you have to identify where that lazily instantiated property is referenced (e.g. you might trigger it from a "swipe from edge" gesture) or what have you. Set a breakpoint in the code that references that lazily instantiated property and make sure you're getting there at all.
--
I had some observations on one of your code snippets. You say that you're instantiating your side bar like so:
var sideBar : SideBar?
var ondemandSideBar : SideBar {
get {
if sideBar == nil {
sideBar = SideBar(sourceView, menuItems, menuImage etc.)
sideBar!.delegate
SideBar.new()
}
}
}
I don't think that's what you're really doing because you're not setting the delegate, you're both instantiating the SideBar as well as calling new (which you shouldn't be doing from Swift), you're not returning a value, etc.
Also, that pattern of having a stored property that is instantiated by some computed property has a certain Objective-C je ne sais quoi. I'm inferring that you want a lazily instantiated property. If that's the case, I'd be inclined to use a single lazy stored property. And I'd then set that property lazily using a closure:
I'd expect something like this pattern
protocol SideBarDelegate : class { // specify class so we can use `weak` reference
func didChooseMenuItem(sender: SideBar, item: Int)
}
class SideBar {
weak var delegate: SideBarDelegate? // make sure this is weak to avoid strong reference cycle
}
class ViewController: UIViewController, SideBarDelegate {
lazy var sideBar: SideBar = {
let _sideBar = SideBar(sourceView, menuItems, menuImage, etc.)
_sideBar.delegate = self
return _sideBar
}()
func didChooseMenuItem(sender: SideBar, item: Int) {
// handle it here
}
// etc.
}
This way, the sideBar won't be instantiated until you reference sideBar somewhere in your code, but when you do, it will be instantiated with the code inside that closure.