I'm currently battling with the keyboard covering some textField issue on my Swift based iPhone app.
This image shows the primary problem (top three images show the problem, bottom three are what it should be doing):
When the textField in the tableViewCell is edited I want to move the whole tableview and navigation bar up. I can do this with the code below (snippets taken from the viewController):
var tableViewShiftedUp = false
...
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath) as! QuantityTableViewCell
let componentLocationQuantity = tableViewData[indexPath.row]
if let locationString = componentLocationQuantity.location.valueForKey("location_name") as? String {
cell.setCellContents(locationString, quantity: componentLocationQuantity.quantity.floatValue)
cell.quantityLabel.delegate = self
}
//get stock level related to current build rate and lead time (good - green, warning - orange, urgent - red)
let status = model.determineStockLevelStatus(component)
cell.setQuantityLabelBackgroundStatusColor(status)
if editingMode == true {
cell.makeQuantityEditable()
}
//add control event to detect text change
cell.quantityLabel.addTarget(self, action: #selector(quantityCellTextChanged(_:)), forControlEvents: UIControlEvents.EditingChanged)
cell.quantityLabel.addTarget(self, action: #selector(quantityCellSelected(_:)), forControlEvents: UIControlEvents.EditingDidBegin)
return cell
}
...
//MARK: - UITextfield delegate
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.view.endEditing(true)
if tableViewShiftedUp == true {
moveTable()
}
}
func textFieldShouldReturn(textField: UITextField) -> Bool {
textField.resignFirstResponder()
return true
}
func quantityCellSelected(textField: UITextField){
if tableViewShiftedUp == false {
moveTable()
}
//check table was moved
print(tableView.frame.origin.y)
}
func hideKeyboard(){
self.view.endEditing(true)
if tableViewShiftedUp == true {
moveTable()
}
}
func moveTable(){
if tableViewShiftedUp == true {
animateTableViewMoving(false, moveValue: 250)
animateNavigationBarMoving(false, moveValue: 250)
tableViewShiftedUp = false
} else {
animateTableViewMoving(true, moveValue: 250)
animateNavigationBarMoving(true, moveValue: 250)
tableViewShiftedUp = true
}
}
// moving the tableView
func animateTableViewMoving (up:Bool, moveValue :CGFloat){
let movementDuration:NSTimeInterval = 0.0
let movement:CGFloat = ( up ? -moveValue : moveValue)
UIView.beginAnimations( "animateView", context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(movementDuration )
self.tableView.frame = CGRectOffset(self.tableView.frame, 0, movement)
UIView.commitAnimations()
}
// moving the navigationBar
func animateNavigationBarMoving (up:Bool, moveValue :CGFloat){
let movementDuration:NSTimeInterval = 0.0
let movement:CGFloat = ( up ? -moveValue : moveValue)
UIView.beginAnimations( "animateView", context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(movementDuration )
self.midNavigationBar.frame = CGRectOffset(self.midNavigationBar.frame, 0, movement)
UIView.commitAnimations()
}
And it works fine when moving directly to the textField in the tableView. However, when I am already editing a textField outside the tableView the shift up doesn't happen and so the shifting toggle gets out of sync.
I've printed the tableView frame origin:
//check table was moved
print(tableView.frame.origin.y)
so I can see what the tableView is set to and on that first move from textField outside the tableView to textField inside the tableView, this property is what I would expect it to be 134, however it's still at 384 on the screen which it prints the next time it's called.
The problem doesn't occur when moving within cells in the tableView.
It feels like I've got some kind of race condition problem or I'm missing some delegate method being called that is throwing everything off when transitioning from one cell to the next.
Help would be great.
Check out this library: https://github.com/michaeltyson/TPKeyboardAvoiding.
Designed so that it gets the keyboard out of the way of text fields.
When you use autolayout you cannot resize frame directly like you doing, you must work with constraints (you can create IBOutlets for constraints created in IB or add new ones, then send layoutIfNeeded to your view from within an animation block).
You can follow official Apple instructions:
About Auto Layout and Layout Constraints
Animating Layer Content
Related
I have used UITableView.refreshControl with large titles. I am trying to mimic the way the native Mail app works with pull to refresh. The refresh control, for me, moves and doesn't stay stuck at the top of the screen like the Mail app does. Here is a playground:
//: A UIKit based Playground for presenting user interface
import UIKit
import PlaygroundSupport
class ViewController: UIViewController {
public init() {
super.init(nibName: nil, bundle: nil)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private lazy var refresh: UIRefreshControl = {
let refreshControl = UIRefreshControl()
refreshControl.backgroundColor = .clear
refreshControl.tintColor = .black
refreshControl.addTarget(self, action: #selector(refreshIt), for: .valueChanged)
return refreshControl
}()
private lazy var tableView: UITableView = {
let tableView = UITableView()
tableView.translatesAutoresizingMaskIntoConstraints = false
tableView.refreshControl = refresh
tableView.delegate = self
tableView.dataSource = self
return tableView
}()
private var data: [Int] = [1,2,3,4,5]
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
// Add tableview
addTableView()
navigationController?.navigationBar.prefersLargeTitles = true
navigationItem.title = "View Controller"
}
private func addTableView() {
view.addSubview(tableView)
NSLayoutConstraint.activate([
tableView.leftAnchor.constraint(equalTo: view.leftAnchor),
tableView.rightAnchor.constraint(equalTo: view.rightAnchor),
tableView.topAnchor.constraint(equalTo: view.topAnchor),
tableView.bottomAnchor.constraint(equalTo: view.bottomAnchor)
])
}
#objc func refreshIt(_ sender: Any) {
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.refresh.endRefreshing()
self.data = [6,7,8,9,10]
self.tableView.reloadData()
}
}
}
extension ViewController: UITableViewDelegate, UITableViewDataSource {
func numberOfSections(in tableView: UITableView) -> Int {
1
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return self.data.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = UITableViewCell()
cell.textLabel?.text = "Row \(data[indexPath.row])"
return cell
}
}
let vc = ViewController()
let nav = UINavigationController(rootViewController: vc)
// Present the view controller in the Live View window
PlaygroundPage.current.liveView = nav
How can I get the spinner to stick to the top, and have it behave like the Mail app does? Also the navigation title does this weird thing where it moves back slower than the table data and causes some overlap to happen... Any help is appreciated!
EDIT JUNE 7, 2020
I switched to using a diffable datasource which fixes the overlap animation, however, there is still this weird glitch right when the haptic feedback occurs and causes the spinner to shoot up to the top and back down, so my original question still remains - how do we get the spinner to stay pinned at the top like the mail app. Thanks for taking a look at this unique issue :)!!!
The reason is in used reloadData which synchronously drops & rebuilds everything thus breaking end refreshing animation.
The possible solution is to give time to end animation and only then perform reload data.
Tested with Xcode 11.4 / Playground
Modified code:
#objc func refreshIt(_ sender: Any) {
// simulate loading
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.refresh.endRefreshing() // << animating
// simulate data update
self.data = [6,7,8,9,10]
// forcefully synchronous, so delay a bit
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
self.tableView.reloadData()
}
}
}
Alternate approach, if you known modified data structure, would be to use beginUpdate/endUpdate pair
#objc func refreshIt(_ sender: Any) {
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.refresh.endRefreshing()
self.data = [6,7,8,9,10]
// more fluent, but requires knowledge of what is modified,
// in this demo it is simple - first section
self.tableView.beginUpdates()
self.tableView.reloadSections(IndexSet([0]), with: .automatic)
self.tableView.endUpdates()
}
}
I don't really know how to answer the first question, but since you asked 2 questions I'll go ahead and try to help you with the second in the meanwhile.
The problem with the rows getting to the top too fast is due to the use of tableView.reloadData().
That is always done without animation, so what is happening is to be expected.
What you could do is to use other methods on the table view, like insert or delete rows like this:
#objc func refreshIt(_ sender: Any) {
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.refresh.endRefreshing()
let newData = [6,7,8,9,10]
let newIndexPaths = newData.enumerated().map{IndexPath(row: self.data.count+$0.offset, section: 0)}
self.data.append(contentsOf: newData)
self.tableView.insertRows(at: newIndexPaths, with: .automatic)
}
}
In this way the rows will be added with an animation and the scroll down animation won't be interrupted by any reloadData().
If you don't have only rows to add (or delete) and maybe have to do some sort of combination of both, then you can use the performBatchUpdates method to do both add and delete in the same animation block. (iOS 11+)
That's, of course, only viable if you are able to calculate the indexes of the items to add and delete. Keep in mind that the amount of rows you add and delete should always be reflected by the actual change in your data structure, or you'll have a nasty exception thrown by the table view.
Anyway that should always be feasible, but if you want it out of the box you could use iOS 13 diffable data source or, if you want it even before iOS 13, you could use instagram's IGListKit.
Both pretty much use the same concept of diffing your array of input and automatically detect deletions and inserts. So changing the array will automatically reflect in the animated change in your tableView rows. Of course both of them are very different ways of implementing a tableView, so you really can't just change a little piece of your code to make it work.
Hope this can help.
I think the problems is tableView.reloadData(). You can change it to tableView.beginUpdates() and tableView.endUpdates()
In this demo, I will create an extension for easier for tableView to reload with beginUpdate and enUpdates.
extension UITableView {
func reloadWithNewData<T:Equatable>(_ newDatas : [T], _ oldDatas : [T],_ animation : UITableView.RowAnimation) {
var deleteOnes : [IndexPath] = []
var appendOnes : [IndexPath] = []
for i in 0 ..< oldDatas.count {
for j in 0 ..< newDatas.count {
if newDatas[j] == oldDatas[i] {
break
}
if j == newDatas.count - 1 {
deleteOnes.append(IndexPath(row: i, section: 0))
}
}
}
for i in 0 ..< newDatas.count {
for j in 0 ..< oldDatas.count {
if newDatas[i] == oldDatas[j] {
break
}
if j == oldDatas.count - 1 {
appendOnes.append(IndexPath(row: i, section: 0))
}
}
}
self.beginUpdates()
self.deleteRows(at: deleteOnes, with: animation)
self.insertRows(at: appendOnes, with: animation)
self.endUpdates()
}
}
Then you just need to change for function refreshIt()
#objc func refreshIt(_ sender: Any) {
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.refresh.endRefreshing()
let oldData = self.data
self.data = [6,7,8,9,10]
self.tableView.reloadWithNewData(self.data, oldData, .fade)
}
}
Happy coding
I have designed screen using storyboard constraints for iPhone XR. if i run that on iPhone7 then it's keyboard hides textfields.. so i have return code for textfield up while keyboard appears.. but here textfield going up for every iPhone sizes.. here i want to move textfield up while keyboard enter according to screen size. how?
here is my code:
func animateViewMoving (up:Bool, moveValue :CGFloat){
let movementDuration:TimeInterval = 0.3
let movement:CGFloat = ( up ? -moveValue : moveValue)
UIView.beginAnimations( "animateView", context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(movementDuration )
self.view.frame = self.view.frame.offsetBy(dx: 0, dy: movement)
UIView.commitAnimations()
}
func textFieldDidBeginEditing(_ textField: UITextField) {
if textField == self.self.conformPasswordTextField {
animateViewMoving(up: true, moveValue: 60)
}
}
func textFieldDidEndEditing(_ textField: UITextField) {
if textField == self.self.conformPasswordTextField {
animateViewMoving(up: false, moveValue: 60)
}
}
How to move up textfield according to iPhone sizes.
Please help me in the code.
The best way to design and develop applications is to ALWAYS develop an application on the SMALLEST screen size. Scaling up applications is always easier then it is to scale an app down.
Based on your question, what you are asking to do is (other ways of doing this) creating variables that incorporate all the screen sizes width and height, and setting each object width height and so on according to the screen size.
This is not best practice.
The best way to do this is to use 'vary for traits' in XCode Story board.
What is 'Vary for Traits' in Xcode 8?
Referencing this question above is a good place to start.
However my recommendation is to redesign your application to fit on the SMALLEST ios screen size you are willing to support.
Like I said it is always much easier to scale up then to scale down and up
If you don't want to use auto layout and wants textfield to go up when keyboard appears then use UIScrollView.
and use following code. make sure you change it according to your text fields
call this function registerforkeyboardnotifiations from your viewdidload
lazy var securityScrollView = UIScrollView()
var activeTextField = UITextField()
var testTextField = UITextField()
//call setup screen from viewdidload
func setUpScreen {
view.addSubview(securityScrollView)
// adding textfield to scroll view
securityScrollView.addSubview(testTextField)
// make sure to setup constraints. for textfield and scrollview
}
/// here I am setting my activekeyboard
public func textFieldDidBeginEditing(_ textField: UITextField) {
activeTextField = textField
}
func registerForKeyboardNotifications() {
NotificationCenter.default.addObserver(self, selector: #selector(onKeyboardAppear(_:)), name: UIResponder.keyboardDidShowNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(onKeyboardDisappear(_:)), name: UIResponder.keyboardDidHideNotification, object: nil)
}
#objc func onKeyboardAppear(_ notification: NSNotification) {
let info = notification.userInfo!
let rect: CGRect = info[UIResponder.keyboardFrameBeginUserInfoKey] as! CGRect
let kbSize = rect.size
let insets = UIEdgeInsets(top: 0, left: 0, bottom: kbSize.height+120, right: 0) // bottom constants change according to your needs
self.securityScrollView.contentInset = insets
self.securityScrollView.scrollIndicatorInsets = insets
var visibleRect: CGRect = self.securityScrollView.convert(self.securityScrollView.bounds, to: self.view)
visibleRect.size.height -= rect.size.height;
let inputRect: CGRect = self.activeTextField.convert(self.activeTextField.bounds, to: self.securityScrollView)
if (visibleRect.contains(inputRect)) {
self.securityScrollView.scrollRectToVisible(inputRect, animated: true)
}
}
#objc func onKeyboardDisappear(_ notification: NSNotification) {
self.securityScrollView.contentInset = UIEdgeInsets.zero
self.securityScrollView.scrollIndicatorInsets = UIEdgeInsets.zero
}
make sure you are removing observer and best place to do it is in deist if you are using view controller
deinit {
NotificationCenter.default.removeObserver(self, name: UIResponder.keyboardDidShowNotification, object: nil)
NotificationCenter.default.removeObserver(self, name: UIResponder.keyboardDidHideNotification, object: nil)
}
If you want to setup your scrollview refer this
public override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
securityScrollView.contentSize = CGSize(width: self.view.frame.width, height: self.view.frame.height + kPaddig)
securityScrollView.isScrollEnabled = true
securityScrollView.showsVerticalScrollIndicator = false
}
change active textfield for your text field
var activeTextField = UITextField()
Make changes according to your scrollview and textbook. Enjoy!
Sample project can be found at https://github.com/SRowley90/LargeTitleIssueTestiOS
I am trying to position a segmented control below the Large title in an iOS app. I have a UIToolbar which contains the segmented control inside.
When scrolling up the title and toolbar behave as expected.
When scrolling down the navigation bar is correct, but it doesn't push the UITabBar or the UITableView down, meaning the title goes above the segmented control as can be seen in the images below.
I'm pretty sure it's something to do with the constraints I have set, but I can't figure out what.
The TabBar is fixed to the top, left and right.
The TableView is fixed to the bottom, left and right.
The tableView is fixed vertically to the TabBar
I have the position UITabBarDelegate method set:
func position(for bar: UIBarPositioning) -> UIBarPosition {
return .topAttached
}
Take the delegation of the tableView somewhere:
tableView.delegate = self
Override the scrollViewDidScroll and update toolbar position appearance (since the real position should not change according to have that nice bounce effect.
extension ViewController: UIScrollViewDelegate {
override func scrollViewDidScroll(_ scrollView: UIScrollView) {
var verticalOffset = scrollView.contentOffset.y + defaultNavigationBarHeight
if scrollView.refreshControl?.isRefreshing ?? false {
verticalOffset += 60 // After is refreshing changes its value the toolbar goes 60 points down
print(toolbar.frame.origin.y)
}
if verticalOffset >= 0 {
toolbar.transform = .identity
} else {
toolbar.transform = CGAffineTransform(translationX: 0, y: -verticalOffset)
}
}
}
You can use the following check before applying transformation to make it more reliable and natural to default iOS style:
if #available(iOS 11.0, *) {
guard let navigationController = navigationController else { return }
guard navigationController.navigationBar.prefersLargeTitles else { return }
guard navigationController.navigationItem.largeTitleDisplayMode != .never else { return }
}
Using UIScrollViewDelegate didn't work well with CollectionView and toolbar for me. So, I did:
final class CollectionViewController: UICollectionViewController {
private var observesBag: [NSKeyValueObservation] = []
private let toolbar = UIToolbar()
override func viewDidLoad() {
super.viewDidLoad()
let statusBarHeight = UIApplication.shared.statusBarFrame.height
let navigationBarHeight = navigationController?.navigationBar.frame.height ?? 0
let defaultNavigationBarHeight = statusBarHeight + navigationBarHeight
let observation = navigationController!
.navigationBar
.observe(\.center, options: NSKeyValueObservingOptions.new) { [weak self] navBar, _ in
guard let self = self else { return }
let newNavigatonBarHeight = navBar.frame.height + statusBarHeight
let yTranslantion = newNavigatonBarHeight - defaultNavigationBarHeight
if yTranslantion > 0 {
self.toolbar.transform = CGAffineTransform(
translationX: 0,
y: yTranslantion
)
} else {
self.toolbar.transform = .identity
}
}
observesBag.append(observation)
}
}
Observe the "center" of the navigationBar for changes and then translate the toolbar in the y-axis.
Even though it worked fine when I tried to use this solution with UIRefreshControl and Large Titles it didn't work well.
I set up the refresh control like:
private func setupRefreshControl() {
let refreshControl = UIRefreshControl()
self.webView.scrollView.refreshControl = refreshControl
}
the height of the UINavigationBar is changed after the complete refresh triggers.
uploaded video (7 sec) for describing my problem
i have a textView embed in a tableView cell when we enter something on that textView the textview automatically increases its height according to entered content and also cell increases its size for doing this am using this approach:-
//tableViewCell
/// Custom setter so we can initialise the height of the text view
var textString: String {
get {
return textView?.text ?? ""
}
set {
if let textView = textView {
textView.text = newValue
textViewDidChange(textView)
}
}
}
override func awakeFromNib() {
super.awakeFromNib()
// Disable scrolling inside the text view so we enlarge to fitted size
textView?.scrollEnabled = false
textView?.delegate = self
}
override func setSelected(selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
if selected {
textView?.becomeFirstResponder()
} else {
textView?.resignFirstResponder()
}
}
}
extension MultiLineTextInputTableViewCell: UITextViewDelegate {
func textViewDidChange(textView: UITextView) {
let size = textView.bounds.size
let newSize = textView.sizeThatFits(CGSize(width: size.width, height: CGFloat.max))
// Resize the cell only when cell's size is changed
if size.height != newSize.height {
UIView.setAnimationsEnabled(false)
tableView?.beginUpdates()
tableView?.endUpdates()
UIView.setAnimationsEnabled(true)
if let thisIndexPath = tableView?.indexPathForCell(self) {
tableView?.scrollToRowAtIndexPath(thisIndexPath, atScrollPosition: .Bottom, animated: false)
}
}
}
here everything is fine but i added a function for Forwarding any content and for this am using this approach :-
forwardNoteAction = UITableViewRowAction(style: .Normal, title: "Forward"){ action, index in
let cell = tableView.cellForRowAtIndexPath(indexPath) as! NotesTableViewCell
if self.searchBar.text == "" {
let object: PFObject = self.noteObjects.objectAtIndex(indexPath.row) as! PFObject
let postsObjID = object.objectId!
let query = PFQuery(className: "Notes")
query.fromLocalDatastore()
query.getObjectInBackgroundWithId(postsObjID) {
(objectViewes, error) -> Void in
if error != nil {
print(error)
} else {
self.forwardObject = object
print(self.forwardObject)
//object.pinInBackground()
self.performSegueWithIdentifier("forwardNoteSegue", sender: nil)
self.tableView.deselectRowAtIndexPath(indexPath, animated: true)
}
i am putting the content into a variable self.forwardObject and passing that variable with an segue forwardNoteSegue after passing self.forwardObject am using that content for filling my tableView (which is a form , consist of textViews and TextFields) but when am doing this my textView is not increasing its height according to content which is inside that textView ,
all i want is the textView should increase increase its height when we use "textView.text = copiedContent" same as when we enter anything into the textView manually
please for understanding my problem properly see the uploaded video (link is provided above)
if my question is not understandable than please let me know i'll fix it
thanks
You need to manually call textViewDidChange when you modify the content of you textview programatically.
This is documented in the UITextviewDelegate's description of the method:
The text view calls this method in response to user-initiated changes to the text. This method is not called in response to
programmatically initiated changes.
I have one tableView in my storyBoard where I added 4 static cell into it and my storyBoard look like:
I don't have any dataSource for this tableView because my cells are static.
And I use below code to drag a cell and it is working fine till I scroll a table.
import UIKit
class TableViewController: UITableViewController {
var sourceIndexPath: NSIndexPath = NSIndexPath()
var snapshot: UIView = UIView()
let longPress: UILongPressGestureRecognizer = {
let recognizer = UILongPressGestureRecognizer()
return recognizer
}()
override func viewDidLoad() {
super.viewDidLoad()
longPress.addTarget(self, action: "longPressGestureRecognized:")
self.tableView.addGestureRecognizer(longPress)
self.tableView.allowsSelection = false
}
override func viewWillAppear(animated: Bool) {
self.tableView.reloadData()
}
// MARK: UIGestureRecognizer
func longPressGestureRecognized(gesture: UILongPressGestureRecognizer){
let state: UIGestureRecognizerState = gesture.state
let location:CGPoint = gesture.locationInView(self.tableView)
if let indexPath: NSIndexPath = self.tableView.indexPathForRowAtPoint(location){
switch(state){
case UIGestureRecognizerState.Began:
sourceIndexPath = indexPath
let cell: UITableViewCell = self.tableView .cellForRowAtIndexPath(indexPath)!
//take a snapshot of the selected row using helper method
snapshot = customSnapshotFromView(cell)
//add snapshot as subview, centered at cell's center
var center: CGPoint = cell.center
snapshot.center = center
snapshot.alpha = 0.0
self.tableView.addSubview(snapshot)
UIView.animateWithDuration(0.25, animations: { () -> Void in
center.y = location.y
self.snapshot.center = center
self.snapshot.transform = CGAffineTransformMakeScale(1.05, 1.05)
self.snapshot.alpha = 0.98
cell.alpha = 0.0
}, completion: { (finished) in
cell.hidden = true
})
case UIGestureRecognizerState.Changed:
let cell: UITableViewCell = self.tableView.cellForRowAtIndexPath(indexPath)!
var center: CGPoint = snapshot.center
center.y = location.y
snapshot.center = center
print("location \(location.y)")
//is destination valid and is it different form source?
if indexPath != sourceIndexPath{
//update data source
//I have commented this part because I am not using any dataSource.
// self.customArray.exchangeObjectAtIndex(indexPath.row, withObjectAtIndex: sourceIndexPath.row)
//move the row
self.tableView.moveRowAtIndexPath(sourceIndexPath, toIndexPath: indexPath)
//and update source so it is in sync with UI changes
sourceIndexPath = indexPath
}
if (location.y < 68) || (location.y > 450) {
print("cancelled")
self.snapshot.alpha = 0.0
cell.hidden = false
UIView.animateWithDuration(0.10, animations: { () -> Void in
self.snapshot.center = cell.center
self.snapshot.transform = CGAffineTransformIdentity
self.snapshot.alpha = 0.0
//undo fade out
cell.alpha = 1.0
}, completion: { (finished) in
self.snapshot.removeFromSuperview()
})
}
case UIGestureRecognizerState.Ended:
//clean up
print("ended")
let cell: UITableViewCell = tableView.cellForRowAtIndexPath(indexPath)!
cell.hidden = false
UIView.animateWithDuration(0.25, animations: { () -> Void in
self.snapshot.center = cell.center
self.snapshot.transform = CGAffineTransformIdentity
self.snapshot.alpha = 0.0
//undo fade out
cell.alpha = 1.0
}, completion: { (finished) in
self.snapshot.removeFromSuperview()
})
break
default:
break
}
}else{
gesture.cancelsTouchesInView = true
}
}
func customSnapshotFromView(inputView: UIView) -> UIView {
// Make an image from the input view.
UIGraphicsBeginImageContextWithOptions(inputView.bounds.size, false, 0)
inputView.layer.renderInContext(UIGraphicsGetCurrentContext()!)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
// Create an image view.
let snapshot = UIImageView(image: image)
snapshot.layer.masksToBounds = false
snapshot.layer.cornerRadius = 0.0
snapshot.layer.shadowOffset = CGSize(width: -5.0, height: 0.0)
snapshot.layer.shadowRadius = 5.0
snapshot.layer.shadowOpacity = 0.4
return snapshot
}
}
When I scroll after dragging it looks like:
As you can see cell is not appearing again. I want to drag and drop static cell and I want to save it's position so I will not rearrange again when I scroll.
Sample project for more Info.
This is just a demo project But I have added many elements into my cell and every cell have different UI.
There is a library that does exactly what you are looking to do with a very similar approach. It's called FMMoveTableView but it's for cells with a datasource.
I think that what is causing your problem is that when you move the cells around and then you scroll the datasource from the storyboard is no longer in sync with the table and therefore your cell object can't be redrawn.
I think you should implement your table this way:
Make your 4 cells custom cells.
Subclass each one.
Create an Array with numbers 1 to 4
Reorder the array on long drag
Override cellForRowAtIndexPath to show the right cell for the right number
You can drag uitableview cell from uitableview delegates .......
1) set the table view editing style to none in its delegate.
2) implement table view delegate to enable dragging of cell i.e canMoveRowAtIndexPath methods...
You can create multiple dynamic cells.
You'll just have to dequeue cells with correct identifier.
Are you doing this for layout purposes only, maybe a UICollectionView or a custom made UIScrollView could do the job?
Never the less, I have a solution:
Create a IBOutlet collection holding all your static UITableViewCells
Create a index list to simulate a "data source"
Override the cellForRowAtIndexPath to draw using your own index list
When updating the list order, update the indexList so that the view "remembers" this change
This Table view controller explains it all:
class TableViewController: UITableViewController {
#IBOutlet var outletCells: [UITableViewCell]!
var indexList = [Int]()
override func viewDidLoad() {
super.viewDidLoad()
// Prepare a index list.
// We will move positions in this list instead
// of trying to move the view's postions.
for (index, _) in outletCells.enumerate() {
indexList.append(index)
}
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
// Use dynamic count, not needed I guess but
// feels better this way.
return outletCells.count
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
// Use the index path to get the true index and return
// the view on that index in our IBOutlet collection
let realIndexForPos = indexList[indexPath.row]
return outletCells[realIndexForPos]
}
#IBAction func onTap(sender: AnyObject) {
// Simulating your drag n drop stuff here... :)
let swapThis = 1
let swapThat = 2
tableView.moveRowAtIndexPath(NSIndexPath(forItem: swapThis, inSection: 0), toIndexPath: NSIndexPath(forItem: swapThat, inSection: 0))
// Update the indexList as this is the "data source"
// Do no use moveRowAtIndexPath as this is never triggred
// This one line works: swap(&indexList[swapThis], &indexList[swapThat])
// But bellow is easier to understand
let tmpVal = indexList[swapThis]
indexList[swapThis] = indexList[swapThat]
indexList[swapThat] = tmpVal
}
}
To create the IBOutlet use the Interface Builder.
Use the Referencing Outlet Collection on each Table View Cell and drag, for each, to the same #IBOutlet in your controller code.