I am able to reorder my collectionView like so:
However, instead of all cells shifting horizontally, I would just like to swap with the following behavior (i.e. with less shuffling of cells):
I have been playing with the following delegate method:
func collectionView(_ collectionView: UICollectionView, targetIndexPathForMoveFromItemAt originalIndexPath: IndexPath, toProposedIndexPath proposedIndexPath: IndexPath) -> IndexPath
however, I am unsure how I can achieve custom reordering behavior.
I managed to achieve this by creating a subclass of UICollectionView and adding custom handling to interactive movement. While looking at possible hints on how to solve your issue, I've found this tutorial : http://nshint.io/blog/2015/07/16/uicollectionviews-now-have-easy-reordering/.
The most important part there was that interactive reordering can be done not only on UICollectionViewController. The relevant code looks like this :
var longPressGesture : UILongPressGestureRecognizer!
override func viewDidLoad() {
super.viewDidLoad()
// rest of setup
longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(ViewController.handleLongGesture(_:)))
self.collectionView?.addGestureRecognizer(longPressGesture)
}
func handleLongGesture(gesture: UILongPressGestureRecognizer) {
switch(gesture.state) {
case UIGestureRecognizerState.Began:
guard let selectedIndexPath = self.collectionView?.indexPathForItemAtPoint(gesture.locationInView(self.collectionView)) else {
break
}
collectionView?.beginInteractiveMovementForItemAtIndexPath(selectedIndexPath)
case UIGestureRecognizerState.Changed:
collectionView?.updateInteractiveMovementTargetPosition(gesture.locationInView(gesture.view!))
case UIGestureRecognizerState.Ended:
collectionView?.endInteractiveMovement()
default:
collectionView?.cancelInteractiveMovement()
}
}
This needs to be inside your view controller in which your collection view is placed. I don't know if this will work with UICollectionViewController, some additional tinkering may be needed. What led me to subclassing UICollectionView was realisation that all other related classes/delegate methods are informed only about the first and last index paths (i.e. the source and destination), and there is no information about all the other cells that got rearranged, so It needed to be stopped at the core.
SwappingCollectionView.swift :
import UIKit
extension UIView {
func snapshot() -> UIImage {
UIGraphicsBeginImageContext(self.bounds.size)
self.layer.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
extension CGPoint {
func distanceToPoint(p:CGPoint) -> CGFloat {
return sqrt(pow((p.x - x), 2) + pow((p.y - y), 2))
}
}
struct SwapDescription : Hashable {
var firstItem : Int
var secondItem : Int
var hashValue: Int {
get {
return (firstItem * 10) + secondItem
}
}
}
func ==(lhs: SwapDescription, rhs: SwapDescription) -> Bool {
return lhs.firstItem == rhs.firstItem && lhs.secondItem == rhs.secondItem
}
class SwappingCollectionView: UICollectionView {
var interactiveIndexPath : NSIndexPath?
var interactiveView : UIView?
var interactiveCell : UICollectionViewCell?
var swapSet : Set<SwapDescription> = Set()
var previousPoint : CGPoint?
static let distanceDelta:CGFloat = 2 // adjust as needed
override func beginInteractiveMovementForItemAtIndexPath(indexPath: NSIndexPath) -> Bool {
self.interactiveIndexPath = indexPath
self.interactiveCell = self.cellForItemAtIndexPath(indexPath)
self.interactiveView = UIImageView(image: self.interactiveCell?.snapshot())
self.interactiveView?.frame = self.interactiveCell!.frame
self.addSubview(self.interactiveView!)
self.bringSubviewToFront(self.interactiveView!)
self.interactiveCell?.hidden = true
return true
}
override func updateInteractiveMovementTargetPosition(targetPosition: CGPoint) {
if (self.shouldSwap(targetPosition)) {
if let hoverIndexPath = self.indexPathForItemAtPoint(targetPosition), let interactiveIndexPath = self.interactiveIndexPath {
let swapDescription = SwapDescription(firstItem: interactiveIndexPath.item, secondItem: hoverIndexPath.item)
if (!self.swapSet.contains(swapDescription)) {
self.swapSet.insert(swapDescription)
self.performBatchUpdates({
self.moveItemAtIndexPath(interactiveIndexPath, toIndexPath: hoverIndexPath)
self.moveItemAtIndexPath(hoverIndexPath, toIndexPath: interactiveIndexPath)
}, completion: {(finished) in
self.swapSet.remove(swapDescription)
self.dataSource?.collectionView(self, moveItemAtIndexPath: interactiveIndexPath, toIndexPath: hoverIndexPath)
self.interactiveIndexPath = hoverIndexPath
})
}
}
}
self.interactiveView?.center = targetPosition
self.previousPoint = targetPosition
}
override func endInteractiveMovement() {
self.cleanup()
}
override func cancelInteractiveMovement() {
self.cleanup()
}
func cleanup() {
self.interactiveCell?.hidden = false
self.interactiveView?.removeFromSuperview()
self.interactiveView = nil
self.interactiveCell = nil
self.interactiveIndexPath = nil
self.previousPoint = nil
self.swapSet.removeAll()
}
func shouldSwap(newPoint: CGPoint) -> Bool {
if let previousPoint = self.previousPoint {
let distance = previousPoint.distanceToPoint(newPoint)
return distance < SwappingCollectionView.distanceDelta
}
return false
}
}
I do realize that there is a lot going on there, but I hope everything will be clear in a minute.
Extension on UIView with helper method to get a snapshot of a cell.
Extension on CGPoint with helper method to calculate distance between two points.
SwapDescription helper structure - it is needed to prevent multiple swaps of the same pair of items, which resulted in glitchy animations. Its hashValue method could be improved, but was good enough for the sake of this proof of concept.
beginInteractiveMovementForItemAtIndexPath(indexPath: NSIndexPath) -> Bool - the method called when the movement begins. Everything gets setup here. We get a snapshot of our cell and add it as a subview - this snapshot will be what the user actually drags on screen. The cell itself gets hidden. If you return false from this method, the interactive movement will not begin.
updateInteractiveMovementTargetPosition(targetPosition: CGPoint) - method called after each user movement, which is a lot. We check if the distance from previous point is small enough to swap items - this prevents issue when the user would drag fast across screen and multiple items would get swapped with non-obvious results. If the swap can happen, we check if it is already happening, and if not we swap two items.
endInteractiveMovement(), cancelInteractiveMovement(), cleanup() - after the movement ends, we need to restore our helpers to their default state.
shouldSwap(newPoint: CGPoint) -> Bool - helper method to check if the movement was small enough so we can swap cells.
This is the result it gives :
Let me know if this is what you needed and/or if you need me to clarify something.
Here is a demo project.
Swift 5 solution of #Losiowaty solution:
var longPressGesture : UILongPressGestureRecognizer!
override func viewDidLoad()
{
super.viewDidLoad()
// rest of setup
longPressGesture = UILongPressGestureRecognizer(target: self, action: #selector(handleLongGesture))
self.collectionView?.addGestureRecognizer(longPressGesture)
}
#objc func handleLongGesture(gesture: UILongPressGestureRecognizer)
{
switch(gesture.state)
{
case UIGestureRecognizerState.began:
guard let selectedIndexPath = self.collectionView?.indexPathForItem(at: gesture.location(in: self.collectionView)) else {
break
}
collectionView?.beginInteractiveMovementForItem(at: selectedIndexPath)
case UIGestureRecognizerState.changed:
collectionView?.updateInteractiveMovementTargetPosition(gesture.location(in: gesture.view!))
case UIGestureRecognizerState.ended:
collectionView?.endInteractiveMovement()
default:
collectionView?.cancelInteractiveMovement()
}
}
import UIKit
extension UIView {
func snapshot() -> UIImage {
UIGraphicsBeginImageContext(self.bounds.size)
self.layer.render(in: UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image!
}
}
extension CGPoint {
func distanceToPoint(p:CGPoint) -> CGFloat {
return sqrt(pow((p.x - x), 2) + pow((p.y - y), 2))
}
}
struct SwapDescription : Hashable {
var firstItem : Int
var secondItem : Int
var hashValue: Int {
get {
return (firstItem * 10) + secondItem
}
}
}
func ==(lhs: SwapDescription, rhs: SwapDescription) -> Bool {
return lhs.firstItem == rhs.firstItem && lhs.secondItem == rhs.secondItem
}
class SwappingCollectionView: UICollectionView {
var interactiveIndexPath : IndexPath?
var interactiveView : UIView?
var interactiveCell : UICollectionViewCell?
var swapSet : Set<SwapDescription> = Set()
var previousPoint : CGPoint?
static let distanceDelta:CGFloat = 2 // adjust as needed
override func beginInteractiveMovementForItem(at indexPath: IndexPath) -> Bool
{
self.interactiveIndexPath = indexPath
self.interactiveCell = self.cellForItem(at: indexPath)
self.interactiveView = UIImageView(image: self.interactiveCell?.snapshot())
self.interactiveView?.frame = self.interactiveCell!.frame
self.addSubview(self.interactiveView!)
self.bringSubviewToFront(self.interactiveView!)
self.interactiveCell?.isHidden = true
return true
}
override func updateInteractiveMovementTargetPosition(_ targetPosition: CGPoint) {
if (self.shouldSwap(newPoint: targetPosition))
{
if let hoverIndexPath = self.indexPathForItem(at: targetPosition), let interactiveIndexPath = self.interactiveIndexPath {
let swapDescription = SwapDescription(firstItem: interactiveIndexPath.item, secondItem: hoverIndexPath.item)
if (!self.swapSet.contains(swapDescription)) {
self.swapSet.insert(swapDescription)
self.performBatchUpdates({
self.moveItem(at: interactiveIndexPath as IndexPath, to: hoverIndexPath)
self.moveItem(at: hoverIndexPath, to: interactiveIndexPath)
}, completion: {(finished) in
self.swapSet.remove(swapDescription)
self.dataSource?.collectionView?(self, moveItemAt: interactiveIndexPath, to: hoverIndexPath)
self.interactiveIndexPath = hoverIndexPath
})
}
}
}
self.interactiveView?.center = targetPosition
self.previousPoint = targetPosition
}
override func endInteractiveMovement() {
self.cleanup()
}
override func cancelInteractiveMovement() {
self.cleanup()
}
func cleanup() {
self.interactiveCell?.isHidden = false
self.interactiveView?.removeFromSuperview()
self.interactiveView = nil
self.interactiveCell = nil
self.interactiveIndexPath = nil
self.previousPoint = nil
self.swapSet.removeAll()
}
func shouldSwap(newPoint: CGPoint) -> Bool {
if let previousPoint = self.previousPoint {
let distance = previousPoint.distanceToPoint(p: newPoint)
return distance < SwappingCollectionView.distanceDelta
}
return false
}
}
if you want to track numbers of cells being dragged like this behaviour:
#objc func handleLongPressGesture(_ gesture: UILongPressGestureRecognizer) {
switch gesture.state {
case .began:
guard let targetIndexPath = reorderCollectionView.indexPathForItem(at: gesture.location(in: reorderCollectionView)) else {
return
}
reorderCollectionView.beginInteractiveMovementForItem(at: targetIndexPath)
case .changed:
reorderCollectionView.updateInteractiveMovementTargetPosition(gesture.location(in: reorderCollectionView))
reorderCollectionView.performBatchUpdates {
self.reorderCollectionView.visibleCells.compactMap { $0 as? ReorderCell}
.enumerated()
.forEach { (index, cell) in
cell.countLabel.text = "\(index + 1)"
}
}
case .ended:
reorderCollectionView.endInteractiveMovement()
default:
reorderCollectionView.cancelInteractiveMovement()
}
}
Related
I have been having trouble getting the ListCollectionViewLayout, the stock layout provided by IGListKit, to work together with Texture (formerly AsyncDisplayKit).
This is my Collection View Controller:
let collectionNode: ASCollectionNode!
var refreshControl : UIRefreshControl?
var layout: ListCollectionViewLayout
var pageTitle: String?
var feedItems: [FeedItem] = [FeedItem]()
lazy var adapter: ListAdapter = {
return ListAdapter(updater: ListAdapterUpdater(), viewController: self, workingRangeSize: 1)
}()
init() {
layout = ListCollectionViewLayout.init(stickyHeaders: false, scrollDirection: .vertical, topContentInset: 0, stretchToEdge: false)
self.collectionNode = ASCollectionNode(collectionViewLayout: layout)
super.init(node: self.collectionNode)
self.adapter.setASDKCollectionNode(self.collectionNode)
self.adapter.dataSource = self
self.collectionNode.alwaysBounceVertical = true
refreshControl = UIRefreshControl()
refreshControl?.addTarget(self, action: #selector(refreshContent), for: .valueChanged)
self.collectionNode.view.addSubview(refreshControl!)
}
This is the Section Controller:
class HashtagSectionController: ListSectionController, ASSectionController {
weak var delegate: HashtagDataDelegate?
var pushViewDelegate: PushViewControllerDelegate?
var pushUserDelegate: PushUsernameDelegate?
var isLoading: Bool
func nodeForItem(at index: Int) -> ASCellNode {
guard let feedItem = object else { return ASCellNode() }
let node = DiscoverCellNode(post: feedItem.post, user: feedItem.user)
DispatchQueue.main.async {
node.contentNode.delegate = self
}
return node
}
override init() {
self.isLoading = false
super.init()
self.inset = UIEdgeInsets(top: 10, left: 0, bottom: 20, right: 0)
}
var object: FeedItem?
func nodeBlockForItem(at index: Int) -> ASCellNodeBlock {
guard let feedItem = object else { return {
return ASCellNode()
}
}
return {
let node = DiscoverCellNode(post: feedItem.post, user: feedItem.user)
DispatchQueue.main.async {
node.contentNode.delegate = self
}
return node
}
}
override func numberOfItems() -> Int {
return 1
}
override func didUpdate(to object: Any) {
self.object = object as? FeedItem
}
override func didSelectItem(at index: Int) {
guard let feedItem = object else { return }
pushViewDelegate?.pushViewController(post: feedItem.post, user: feedItem.user)
}
override func sizeForItem(at index: Int) -> CGSize {
return ASIGListSectionControllerMethods.sizeForItem(at: index)
//return CGSize(width: 120, height: 120)
}
override func cellForItem(at index: Int) -> UICollectionViewCell {
return ASIGListSectionControllerMethods.cellForItem(at: index, sectionController: self)
}
}
So I am unsure as to why this isn't working. Am I missing a Delegate the ListCollectionLayout needs in order to work. I get an error stating "layoutSize is invalid and unsafe to provide to CoreAnimation".
I ended up not using the listkit and decided to use just the diffing algorithm with the Texture collection view.
According to https://developer.dji.com/api-reference/ios-uilib-api/Widgets/PreFlightStatusWidget.html:
"Tapping on status text will toggle between show and hide DUXPreflightChecklistController."
When I tap on the status text in the widget, the DUXPreflightChecklistController is not shown. Also, if I manually show the DUXPreflightChecklistController, there is a close button in the top right corner of the panel but tapping it does not hide the panel.
What is the proper way to configure this panel?
I'm using DJISDK 4.7.1 and DJIUXSDK 4.7.1 with Swift and iOS 12/xCode 10.0.
To provide a bit more detail, I do not want to use the Default Layout but I am using DUXStatusBarViewController. That is embedded in a UIView across the top of my app. I cannot find any properties for that controller that would allow me to hook it up to my instance of DUXPreflightChecklistController, which is also embedded in a UIView.
For: DUXPreflightChecklistController
I'd just solved that
var preflightChecklistController: DUXPreflightChecklistController!
weak var preFlightTableView: UITableView!
private var compassItemIndex: Int = -1
private var storageItemIndex: Int = -1
override func viewDidLoad() {
super.viewDidLoad()
preflightChecklistController = DUXPreflightChecklistController()
addChild(preflightChecklistController)
}
func renderChecklist() {
if let checklistVC = preflightChecklistController {
for subview in checklistVC.view.subviews {
if subview.isKind(of: UITableView.self) {
if let tableView = subview as? UITableView {
self.view.addSubview(tableView)
preFlightTableView = tableView
}
}
}
guard let checklistManager = checklistVC.checklistManager else { return }
let itemList = checklistManager.preFlightChecklistItems
for (index, item) in itemList.enumerated() {
if let _ = item as? DUXStorageCapacityChecklistItem {
storageItemIndex = index
}
if let _ = item as? DUXCompassChecklistItem {
compassItemIndex = index
}
}
preFlightTableView.reloadData()
checklistManager.startCheckingList()
}
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(true)
renderChecklist()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
guard preFlightTableView != nil else { return }
if let compassCell = preFlightTableView.cellForRow(at: IndexPath(item: compassItemIndex, section: 0)) {
for view in compassCell.subviews {
if let button = view as? UIButton, button.titleLabel?.text == "Calibrate" {
button.addTarget(self, action: #selector(doActionForSpecifiedBTN(sender:)), for: .touchUpInside)
break
}
}
}
if let storageCell = preFlightTableView.cellForRow(at: IndexPath(item: storageItemIndex, section: 0)) {
for view in storageCell.subviews {
if let button = view as? UIButton, button.titleLabel?.text == "Format" {
button.addTarget(self, action: #selector(doActionForSpecifiedBTN(sender:)), for: .touchUpInside)
break
}
}
}
}
#objc func doActionForSpecifiedBTN(sender: UIButton) {
guard let btnTitle = sender.titleLabel else { return }
switch btnTitle.text {
case "Calibrate":
// your func goes here
case "Format":
// your func goes here
default:
break
}
}
New to Swift. I am populating a series of UIViews from values in an Array. I am needing to pass the individual index values across multiple functions at diffrent states of longPress.
What is the best way way of setting?
I have found many examples, but most have to do with index.row values of UITableViews.
EDIT: I have included a slimmed down version of the relevant code.
func createBlock(title: String) -> UIView {
let block = UIView()
block.frame = CGRectMake(0, 0, 100, 100)
block.translatesAutoresizingMaskIntoConstraints = false
block.backgroundColor = UIColor.blackColor()
let longPressRec = UILongPressGestureRecognizer(target: self, action: #selector(ViewController.longPressed(_:)))
block.addGestureRecognizer(longPressRec)
return block
}
func longPressed(sender: UILongPressGestureRecognizer){
switch (sender.state) {
case UIGestureRecognizerState.Began:
startDrag(sender)
case UIGestureRecognizerState.Changed:
dragOn(sender)
case UIGestureRecognizerState.Ended:
stopDrag(sender)
default:
return
}
}
func startDrag(sender: UILongPressGestureRecognizer){
}
func dragOn(sender: UILongPressGestureRecognizer){
}
func stopDrag(sender: UILongPressGestureRecognizer){
}
Set the tag of the sender.
Add an extension:
extension UILongPressGestureRecognizer {
var tag: Int! {
get {
return 0
}
set(newValue) {
self.tag = newValue
}
}
}
Try this:
longPressRec.tag = indexPath.row
And then:
func longPressed(sender: UILongPressGestureRecognizer){
let tag = sender.tag
//Do something with tag
}
Suspect I am doing something fundamentally wrong below... I have a horizontal collectionview and after dragging I want to snap the closest cell to the center. But my results are unpredictable... what am I doing wrong here?
func scrollViewDidEndDragging(scrollView: UIScrollView, willDecelerate decelerate: Bool) {
// Find collectionview cell nearest to the center of collectionView
// Arbitrarily start with the last cell (as a default)
var closestCell : UICollectionViewCell = collectionView.visibleCells()[0];
for cell in collectionView!.visibleCells() as [UICollectionViewCell] {
let closestCellDelta = abs(closestCell.center.x - collectionView.bounds.size.width/2.0)
let cellDelta = abs(cell.center.x - collectionView.bounds.size.width/2.0)
if (cellDelta < closestCellDelta){
closestCell = cell
}
}
let indexPath = collectionView.indexPathForCell(closestCell)
collectionView.scrollToItemAtIndexPath(indexPath!, atScrollPosition: UICollectionViewScrollPosition.CenteredHorizontally, animated: true)
}
Turns out my original code was missing accounting for the collecitonview content offset. In addition, I've moved the centering into the scrollViewDidEndDecelerating callback. I've modified the original code and included it below.
func scrollViewDidEndDecelerating(scrollView: UIScrollView) {
// Find collectionview cell nearest to the center of collectionView
// Arbitrarily start with the last cell (as a default)
var closestCell : UICollectionViewCell = collectionView.visibleCells()[0];
for cell in collectionView!.visibleCells() as [UICollectionViewCell] {
let closestCellDelta = abs(closestCell.center.x - collectionView.bounds.size.width/2.0 - collectionView.contentOffset.x)
let cellDelta = abs(cell.center.x - collectionView.bounds.size.width/2.0 - collectionView.contentOffset.x)
if (cellDelta < closestCellDelta){
closestCell = cell
}
}
let indexPath = collectionView.indexPathForCell(closestCell)
collectionView.scrollToItemAtIndexPath(indexPath!, atScrollPosition: UICollectionViewScrollPosition.CenteredHorizontally, animated: true)
}
Try this:
NSIndexPath *indexPath = [self.collectionView indexPathForItemAtPoint:self.collectionView.center];
[self.collectionView scrollToItemAtIndexPath:indexPath atScrollPosition:UICollectionViewScrollPositionCenteredHorizontally animated:YES];
SWIFT:
let indexPath = self.collectionView.indexPathForItemAtPoint(self.collectionView.center)
self.collectionView.scrollToItemAtIndexPath(indexPath!, atScrollPosition: UICollectionViewScrollPosition.CenteredHorizontally, animated: true)
None of the solutions reliably worked for me, so I wrote this and it works 100% of the time. Very simple. Even the built in indexPathForItemAtPoint was not working 100%.
extension UICollectionView {
var centerMostCell:UICollectionViewCell? {
guard let superview = superview else { return nil }
let centerInWindow = superview.convert(center, to: nil)
guard visibleCells.count > 0 else { return nil }
var closestCell:UICollectionViewCell?
for cell in visibleCells {
guard let sv = cell.superview else { continue }
let cellFrameInWindow = sv.convert(cell.frame, to: nil)
if cellFrameInWindow.contains(centerInWindow) {
closestCell = cell
break
}
}
return closestCell
}
}
Updated version for Swift 4
var closestCell = collectionView.visibleCells[0]
for cell in collectionView.visibleCells {
let closestCellDelta = abs(closestCell.center.x - collectionView.bounds.size.width/2.0 - collectionView.contentOffset.x)
let cellDelta = abs(cell.center.x - collectionView.bounds.size.width/2.0 - collectionView.contentOffset.x)
if (cellDelta < closestCellDelta){
closestCell = cell
}
}
let indexPath = collectionView.indexPath(for: closestCell)
collectionView.scrollToItem(at: indexPath!, at: .centeredHorizontally, animated: true)
When stop dragging, just pick the center and use it to choose the indexpath
swift 4.2
func scrollViewDidEndDragging(_ scrollView: UIScrollView, willDecelerate decelerate: Bool) {
let indexPath = photoCollectionView.indexPathForItem(at: photoCollectionView.center)
photoCollectionView.scrollToItemAtIndexPath(indexPath!, atScrollPosition: .centeredHorizontally, animated: true)
}
var centerUICollectionViewCell: UICollectionViewCell? {
get {
// 1
guard let center = collectionView.superview?.convert(collectionView.center, to: collectionView) else { return nil }
// 2
guard let centerIndexPath = collectionView.indexPathForItem(at: center) else { return nil }
// 3
return collectionView.cellForItem(at: centerIndexPath)
}
}
1: Need to make sure we are converting the point from superview coordinate space to collectionView's space
2: Use the collectionView's local space point to find the indexPath
3: Return the cell for indexPath
public func closestIndexPathToCenter() -> IndexPath? {
guard let cv = collectionView else { return nil }
let visibleCenterPositionOfScrollView = Float(cv.contentOffset.x + (cv.bounds.size.width / 2))
var closestCellIndex = -1
var closestDistance: Float = .greatestFiniteMagnitude
for i in 0..<cv.visibleCells.count {
let cell = cv.visibleCells[i]
let cellWidth = cell.bounds.size.width
let cellCenter = Float(cell.frame.origin.x + cellWidth / 2)
// Now calculate closest cell
let distance: Float = fabsf(visibleCenterPositionOfScrollView - cellCenter)
if distance < closestDistance {
closestDistance = distance
closestCellIndex = cv.indexPath(for: cell)!.row
}
}
if closestCellIndex != -1 {
return IndexPath(row: closestCellIndex, section: 0)
}else {
return nil
}
}
I have a UITableView with more cells than fit on screen. When I get a notification from my data model I want to jump to a specific row and show a very basic animation.
My code is:
func animateBackgroundColor(indexPath: NSIndexPath) {
dispatch_async(dispatch_get_main_queue()) {
NSLog("table should be at the right position")
if let cell = self.tableView.cellForRowAtIndexPath(indexPath) as? BasicCardCell {
var actColor = cell.backgroundColor
self.manager.vibrate()
UIView.animateWithDuration(0.2, animations: { cell.backgroundColor = UIColor.redColor() }, completion: {
_ in
UIView.animateWithDuration(0.2, animations: { cell.backgroundColor = actColor }, completion: { _ in
self.readNotificationCount--
if self.readNotificationCount >= 0 {
var legicCard = self.legicCards[indexPath.section]
legicCard.wasRead = false
self.reloadTableViewData()
} else {
self.animateBackgroundColor(indexPath)
}
})
})
}
}
}
func cardWasRead(notification: NSNotification) {
readNotificationCount++
NSLog("\(readNotificationCount)")
if let userInfo = notification.userInfo as? [String : AnyObject], let index = userInfo["Index"] as? Int {
dispatch_sync(dispatch_get_main_queue()){
self.tableView.scrollToRowAtIndexPath(NSIndexPath(forRow: 0, inSection: index), atScrollPosition: .None, animated: true)
self.tableView.layoutIfNeeded()
NSLog("table should scroll to selected row")
}
self.animateBackgroundColor(NSIndexPath(forRow: 0, inSection: index))
}
}
I hoped that the dispatch_sync part would delay the execution of my animateBackgroundColor method until the scrolling is done. Unfortunately that is not the case so that animateBackgroundColor gets called when the row is not visible yet -> cellForRowAtIndexPath returns nil and my animation won't happen. If no scrolling is needed the animation works without problem.
Can anyone tell my how to delay the execution of my animateBackgroundColor function until the scrolling is done?
Thank you very much and kind regards
Delaying animation does not seem to be a good solution for this since scrollToRowAtIndexPath animation duration is set based on distance from current list item to specified item. To solve this you need to execute animateBackgroudColor after scrollToRowAtIndexPath animation is completed by implementing scrollViewDidEndScrollingAnimation UITableViewDelegate method. The tricky part here is to get indexPath at which tableview did scroll. A possible workaround:
var indexPath:NSIndexpath?
func cardWasRead(notification: NSNotification) {
readNotificationCount++
NSLog("\(readNotificationCount)")
if let userInfo = notification.userInfo as? [String : AnyObject], let index = userInfo["Index"] as? Int{
dispatch_sync(dispatch_get_main_queue()){
self.indexPath = NSIndexPath(forRow: 0, inSection: index)
self.tableView.scrollToRowAtIndexPath(self.indexPath, atScrollPosition: .None, animated: true)
self.tableView.layoutIfNeeded()
NSLog("table should scroll to selected row")
}
}
}
func scrollViewDidEndScrollingAnimation(scrollView: UIScrollView) {
self.animateBackgroundColor(self.indexPath)
indexPath = nil
}
Here are my solution
1) Create a .swift file, and copy code below into it:
typealias SwagScrollCallback = (_ finish: Bool) -> Void
class UICollectionViewBase: NSObject, UICollectionViewDelegate {
static var shared = UICollectionViewBase()
var tempDelegate: UIScrollViewDelegate?
var callback: SwagScrollCallback?
func startCheckScrollAnimation(scroll: UIScrollView, callback: SwagScrollCallback?){
if let dele = scroll.delegate {
self.tempDelegate = dele
}
self.callback = callback
scroll.delegate = self
}
func scrollViewDidEndScrollingAnimation(_ scrollView: UIScrollView) {
callback?(true)
if let dele = self.tempDelegate {
scrollView.delegate = dele
tempDelegate = nil
}
}
}
extension UICollectionView {
func scrollToItem(at indexPath: IndexPath, at scrollPosition: UICollectionView.ScrollPosition, _ callback: SwagScrollCallback?){
UICollectionViewBase.shared.startCheckScrollAnimation(scroll: self, callback: callback)
self.scrollToItem(at: indexPath, at: scrollPosition, animated: true)
}
}
2) Example:
#IBAction func onBtnShow(){
let index = IndexPath.init(item: 58, section: 0)
self.clv.scrollToItem(at: index, at: .centeredVertically) { [weak self] (finish) in
guard let `self` = self else { return }
// Change color temporarily
if let cell = self.clv.cellForItem(at: index) as? MyCell {
cell.backgroundColor = .yellow
cell.lbl.textColor = .red
}
// Reset
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.clv.reloadData()
}
}
}
3) My github code example: github here
I has similar problem. I just do this.
UIView.animateWithDuration(0.2,delay:0.0,options: nil,animations:{
self.tableView.scrollToRowAtIndexPath(self.indexPath!, atScrollPosition: .Middle, animated: true)},
completion: { finished in UIView.animateWithDuration(0.5, animations:{
self.animateBackgroundColor(self.indexPath)})})}