I have a dynamic cell with autolayout that has an image and a dynamic label. Currently I try to draw the bubble image but I need to know what is the size of the label given its text. I have to say that I always receive a bad size and when I scroll the tableview, the bubble image is placed corectlly but it ads another bubble.
Here is my code:
func imageCellAtIndexPath(indexPath:NSIndexPath) -> SenderTableViewCell{
let cell = self.tableView.dequeueReusableCellWithIdentifier("SenderIdentifier") as! SenderTableViewCell
cell.senderMessageLAbel.text = "fadfasdfasdfasdfasdfasdadfasdfsb"
cell.senderMessageLAbel.sizeToFit()
cell.senderNameLabel.text = "Stefan"
let padding: CGFloat = 10.0
// 4. Calculation of new width and height of the chat bubble view
var viewHeight: CGFloat = 0.0
var viewWidth: CGFloat = 0.0
viewHeight = cell.senderMessageLAbel.frame.size.height + padding
viewWidth = cell.senderMessageLAbel.frame.size.width + padding/2
if viewHeight > viewWidth {
viewHeight = cell.senderMessageLAbel.frame.size.width + padding/2
viewWidth = cell.senderMessageLAbel.frame.size.height + padding
}
let bubbleImageFileName = "bubbleMine"
let imageViewBG : UIImageView = UIImageView(frame: CGRectMake(cell.senderMessageLAbel.frame.origin.x - 5, cell.senderMessageLAbel.frame.origin.y - 10,viewWidth,viewHeight ))
imageViewBG.image = UIImage(named: bubbleImageFileName)?.resizableImageWithCapInsets(UIEdgeInsetsMake(14, 22,17 , 20))
cell.insertSubview(imageViewBG, atIndex: 0)
imageViewBG.center = cell.senderMessageLAbel.center
return cell
}
I can't figure out what is wrong with my code. Any suggestions?
I'm assuming your function is being called at cellForItemAtIndexPath function of UICollectionView DataSource. That function is called multiple times, whenever there is a need of drawing collection view cells that come into view. So each time that happens, you're inserting imageViewBG to the cell, and hence the duplicates.
A quick solution would be to add a specific tag to the imageViewBG as below and remove it each time before re-adding it.
cell.viewWithTag(99)?.removeFromSuperview()
let imageViewBG = //Configure
imageViewBG.tag = 99
cell.insertSubview(imageViewBG, atIndex: 0)
Although this would help solve the duplicates problem, I would strongly suggest you to add the imageView to your custom cell on the storyboard and configure the image that it should display in cellForItemAtIndexPath .
Related
I have a tableview cell containing a custom view among other views and autolayout is used.
The purpose of my custom view is to layout its subviews in rows and breaks into a new row if the current subview does not fit in the current line. It kind of works like a multiline label but with views. I achieved this through exact positioning instead of autolayout.
Since I only know the width of my view in layoutSubviews(), I need to calculate the exact positions and number of lines there. This worked out well, but the frame(zero) of my view didn't match because of missing intrinsicContentSize.
So I added a check to the end of my calculation if my height changed since the last layout pass. If it did I update the height property which is used in my intrinsicContentSize property and call invalidateIntrinsicContentSize().
I observed that initially layoutSubviews() is called twice. The first pass works well and the intrinsicContentSize is taken into account even though the width of the cell is smaller than it should be. The second pass uses the actual width and also updates the intrinsicContentSize. However the parent(contentView in tableview cell) ignores this new intrinsicContentSize.
So basically the result is that the subviews are layout and drawn correctly but the frame of the custom view is not updated/used in parent.
The question:
Is there a way to notify the parent about the change of the intrinsic size or a designated place to update the size calculated in layoutSubviews() so the new size is used in the parent?
Edit:
Here is the code in my custom view.
FYI: 8 is just the vertical and horizontal space between two subviews
class WrapView : UIView {
var height = CGFloat.zero
override var intrinsicContentSize: CGSize {
CGSize(width: UIView.noIntrinsicMetric, height: height)
}
override func layoutSubviews() {
super.layoutSubviews()
guard frame.size.width != .zero else { return }
// Make subviews calc their size
subviews.forEach { $0.sizeToFit() }
// Check if there is enough space in a row to fit at least one view
guard subviews.map({ $0.frame.size.width }).max() ?? .zero <= frame.size.width else { return }
let width = frame.size.width
var row = [UIView]()
// rem is the remaining space in the current row
var rem = width
var y: CGFloat = .zero
var i = 0
while i < subviews.count {
let view = subviews[i]
let sizeNeeded = view.frame.size.width + (row.isEmpty ? 0 : 8)
let last = i == subviews.count - 1
let fit = rem >= sizeNeeded
if fit {
row.append(view)
rem -= sizeNeeded
i += 1
guard last else { continue }
}
let rowWidth = row.map { $0.frame.size.width + 8 }.reduce(-8, +)
var x = (width - rowWidth) * 0.5
for vw in row {
vw.frame.origin = CGPoint(x: x, y: y)
x += vw.frame.width + 8
}
y += row.map { $0.frame.size.height }.max()! + 8
rem = width
row = []
}
if height != y - 8 {
height = y - 8
invalidateIntrinsicContentSize()
}
}
}
After a lot of trying and research I finally solved the bug.
As #DonMag mentioned in the comments the new size of the cell wasn't recognized until a new layout pass. This could be verified by scrolling the cell off-screen and back in which showed the correct layout. Unfortunately it is harder than expected to trigger new pass as .beginUpdates() + .endUpdates()didn't
do the job.
Anyway I didn't find a way to trigger it but I followed the instructions described in this answer. Especially the part with the prototype cell for the height calculation provided a value which can be returned in tableview(heightForRowAt:).
Swift 5:
This is the code used for calculation:
let fitSize = CGSize(width: view.frame.size.width, height: .zero)
/* At this point populate the cell with the exact same data as the actual cell in the tableview */
cell.setNeedsUpdateConstraints()
cell.updateConstraintsIfNeeded()
cell.bounds = CGRect(x: .zero, y: .zero, width: view.frame.size.width, height: cell.bounds.height)
cell.setNeedsLayout()
cell.layoutIfNeeded()
height = headerCell.contentView.systemLayoutSizeFitting(fitSize).height + 1
The value is only calculated once and the cached as the size doesn't change anymore in my case.
Then the value can be returned in the delegate:
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
indexPath.row == 0 ? height : UITableView.automaticDimension
}
I only used for the first cell as it is my header cell and there is only one section.
I am working on a popup view for an app I am making. If you take a second to look at the image attached below, you will see that the top edges are rounded, but the bottom edges are not. This is because I only rounded the edges of the view (it is lowest in the hierarchy). I cannot round the edges of the images (the colorful boxes) because they are tables in a scrolling view. The only solution I can think of is a very ugly one where I mask the bottom edges with a UIImageView that appears once the popup has faded in. Does anyone have a better solution? If so, I would greatly appreciate your help. Also, my scrolling view is not yet functional, so that is not referenced here and the solution (if functional) should work regardless.
My code:
allSeenPopover.layer.cornerRadius = 5
userProfile.layer.cornerRadius = 15
colorBackground.layer.cornerRadius = 15
colorBackground.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
#IBAction func loadUserProfile(_ sender: Any) {
if darken.alpha == 0 {
darken.alpha = 1
self.view.addSubview(userProfile)
userProfile.center = self.view.center
userProfile.transform = CGAffineTransform.init(scaleX: 1.3, y: 1.3)
userProfile.alpha = 0
UIView.animate(withDuration: 0.3) {
self.largeDropShadow.alpha = 0.3
self.userProfile.alpha = 1
self.userProfile.transform = CGAffineTransform.identity
}
}
else {
UIView.animate(withDuration: 0.2, animations: {
self.userProfile.transform = CGAffineTransform.init(scaleX: 1.3, y: 1.3)
self.userProfile.alpha = 0
self.darken.alpha = 0
self.largeDropShadow.alpha = 0
}) { (success:Bool) in
self.userProfile.removeFromSuperview()
}
}
}
The image I was referring to:
Since the view you want rounded is inside a table view cell, you must take care that the view is created added only once per reused cell.
Each time a reused cell scrolls into view, check to see if it has had an imageView subview (using a tag that is unique within the cell is a quick way to make that check). If you don't have one, create it and then configure it for the particular row, otherwise just configure it for the particular row...
(warning, I'm not swift fluent, but the idea should be clear)
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell:UITableViewCell = tableView.dequeueReusableCellWithIdentifier(cellReuseIdentifier) as UITableViewCell!
let imageView:UIImageView = cell.viewWithTag(99) as? UIImageView
if (!imageView) {
// this code runs just once per reused cell, so setup
// imageView properties here that are row-independent
imageView = UIImageView()
imageView.tag = 99 // so we'll find this when the cell gets reused
imageView.layer.cornerRadius = 15.0
imageView.clipsToBounds = true
// any other props that are the same for all rows
imageView.frame = // your framing code here
cell.addSubview(imageView)
}
// this code runs each time a row scrolls into view
// so setup properties here that are row-dependent
imageView.image = // some function of indexPath.row
return cell
}
I have the following function that gets called in my viewController's viewDidLoad:
fileprivate func setupScrollView(){
//this will be the height of the image on this ViewController
var imageHeight = ScreenSize.height() - 195 // replace with a relative calculation
if ScreenSize.model() == .iphoneX{
imageHeight = ScreenSize.height() * 0.58
}
self.dressImageScrollViewHeight.constant = imageHeight
//now determine the image width based on height
let scale = imageHeight / (self.item?.thumbnailSize?["height"] as? CGFloat ?? 1)
let newWidth = (self.item?.thumbnailSize?["width"] as? CGFloat ?? 0) * scale
self.imageScrollView.contentSize.width = newWidth + 20
self.imageScrollView.contentInset.left = 10
self.imageScrollView.contentInset.right = 20
self.imageScrollView.contentOffset.x = -10
guard self.firstImage != nil else{return}
//this is the imageView for the first image
// utilizes the preview image used on the cell in the previous view controller collection
let firstImageView = PFImageView(frame: CGRect(x: 0, y: 0, width: newWidth, height: imageHeight))
firstImageView.image = self.firstImage
self.imageScrollView.imageViews.append(firstImageView)
self.imageScrollView.addSubview(firstImageView)
}
Basically, I have something similar to a master detail view going on. When in the master view, the a cell is selected, it goes to this detail view that has a collection for images. The image used in the master view controller's cell for that item is passed over and is appended as the first image in the detail's image collection.
Recently, I've seen an influx in the number of crashes related to this code, by like a lot. I am pretty sure it has to do with the last few lines of the function.
Below is the insights that my Crashlytics provides.
The thing is, the Crashlytics logs point to that guard statement as the issue, except I can't at all re-create this issue, but it is certainly happening to my users, as these crash reports are coming in all the time now.
Parse's PFImageView: https://github.com/parse-community/ParseUI-iOS/blob/master/ParseUI/Classes/Views/PFImageView.m
Thanks in advance for the help.
I have a UITableView within a main view contoller. Within the prototype cell, I have a UIImageview. In the code below everything works until I add the 5 lines to apply a circular mask and border. Once I do that, the images will not load unless I scroll the cells. The mask and border do get applied perfectly however. Will be great when it works... but until then.
Certainly this has been seen before. I'm a swift/objective-C newbie.
Working in swift for this one.
Code below;
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("mixerCell", forIndexPath: indexPath) as! MixerTableViewCell
// set label background color to clear
cell.textLabel?.backgroundColor = UIColor.clearColor()
// set highlight selection to none
cell.selectionStyle = .None
// set image for cell
let imageView = cell.viewWithTag(1) as! UIImageView
// put circular mask and border. This is the problem code that causes initial load of the tableview images to show up blank.
imageView.layer.cornerRadius = imageView.frame.size.width / 2;
imageView.clipsToBounds = true;
let color1 = UIColor(white: 1.0, alpha: 0.5).CGColor as CGColorRef
imageView.layer.borderWidth = 2;
imageView.layer.borderColor = color1
// assign image
imageView.image = UIImage(named: mixerSounds[indexPath.row])
return cell
}
initial view load
after scroll
your code is perfectly working for me. Here i am using Xcode-7. i think you are using Xcode-6.3 or less version. just upgrade it to Xcode- 7. and if you are using the same then just check your heightforRowAtIndexpath or other delegates there should be some issue.
thanks
Try changing the below lines,
// replace this
let imageView = cell.viewWithTag(1) as! UIImageView
// to
let imageView = cell.yourImageViewName
/* yourImageViewName is the outlet
reference name you have given in the
MixerTableViewCell custom class.
*/
Edit 2: Just for debugging purposes,
hardcode the image name and check if the image appears on the all the cells.
imageView.image = UIImage(named: "first1.png")
override func tableView(tableView: UITableView!, cellForRowAtIndexPath indexPath: NSIndexPath!) -> UITableViewCell!
{
let cellIdentifier = "cell"
var cell : UITableViewCell = tableView.dequeueReusableCellWithIdentifier(cellIdentifier) as UITableViewCell
cell.image_View.image = UIImage(named: mixerSounds[indexPath.row])
println("The loaded image: \(image)")
cell.image_View.layer.masksToBounds = false
cell.image_View.layer.borderColor = UIColor.blackColor().CGColor
cell.image_View.layer.cornerRadius = image.frame.height/2
cell.image_View.clipsToBounds = true
return cell
}
Give imageview outlet to cell and not give imageview name because by default name is imageview so take diffrent name
It looks like the problem is using clipToBounds = true I am facing the same issue while making circular UIImageView inside UITableViewCell
I didn't find the exact solution but for now I found a way to do this
if (indexPath.row == indexPath.length && !isTableReloaded)
{
let dispatchTime: dispatch_time_t = dispatch_time(DISPATCH_TIME_NOW, Int64(0.000000001 * Double(NSEC_PER_SEC)))
dispatch_after(dispatchTime, dispatch_get_main_queue(), {
self.reloadTableView()
})
}
func reloadTableView()
{
isTableReloaded = true
self.tableViewContacts.reloadData()
}
Here isTableReloaded is a Bool type var which is initialized to false in viewDidLoad()
and the if condition is to be placed at the last of cellForRowAtIndexPath but before return statement
This will resolve our problem but do not rely on this as this is not the best approach.
Please post solution for this if any one found the better approach.
Here is a perfect and state away solution for circular image in UITableview Cell.
Simply modify your UITableviewCell (custom cell) class with below code.
override func awakeFromNib() {
super.awakeFromNib()
imgEvent.layer.frame = (imgEvent.layer.frame).insetBy(dx: 0, dy: 0)
imgEvent.layer.borderColor = UIColor.gray.cgColor
imgEvent.layer.cornerRadius = (imgEvent.frame.height)/2
imgEvent.layer.masksToBounds = false
imgEvent.clipsToBounds = true
imgEvent.layer.borderWidth = 0.5
imgEvent.contentMode = UIViewContentMode.scaleAspectFill
}
It will also helps to solve the problem of image circular only after scrolling table..(if any!)
let width = cell.frame.size.width
cell.img.layer.cornerRadius = width * 0.72 / 2
0.72 is the ratio of the cell width to image width, for eg. cellWidth = 125 and imageWidth = 90, so 125/90 would give 0.72. Do similar calculation for your image.
First: Images doesn't load until you scroll, because when cellForRowAtIndexPath methods called the constraints doesn't set for image until now, so when scrolling the constraints was added and the image appears, so if you set proportional width and height for imageView (width==height) in cell then
do that
let w = tableview.frame.width*(proportional value like 0.2)
imageView.layer.cornerRadius = w / 2
imageView.clipsToBounds = true;
I'm trying to build a custom UITableView that acts in a similar way to the reminders app.
Instead of the top-most visible cell scrolling off the display, I want it to be covered by the next cell so the cells appear to stack on top of one another as you scroll.
Currently I am using:
override func scrollViewDidScroll(scrollView: UIScrollView) {
let topIndexPath: NSIndexPath = tableView.indexPathsForVisibleRows()?.first as! NSIndexPath
let topCell = tableView.cellForRowAtIndexPath(topIndexPath)
let frame = topCell!.frame
topCell!.frame = CGRectMake(frame.origin.x, scrollView.contentOffset.y, frame.size.width, frame.size.height)
}
But the top cell is always above the second cell - causing the second cell to scroll under it.
Also if I scroll quickly this seems to misplace all of my cells.
EDIT: Have fixed this. Answer posted below for future reference.
For anybody searching this in the future.
Simply loop through all the visible cells and set their z position to their row number (so each cell stacks above the previous one).
The if statement tells the top cell to remain at the contentOffset of the scrollview and for all other cells to assume their expected position. This stops the other cells being offset if you scroll too quickly.
override func scrollViewDidScroll(scrollView: UIScrollView) {
// Grab visible index paths
let indexPaths: Array = tableView.indexPathsForVisibleRows()!
var i = 0
for path in indexPaths {
let cell = tableView.cellForRowAtIndexPath(path as! NSIndexPath)
// set zPosition to row value (for stacking)
cell?.layer.zPosition = CGFloat(path.row)
// Check if top cell (first in indexPaths)
if (i == 0) {
let frame = cell!.frame
// keep top cell at the contentOffset of the scrollview (top of screen)
cell!.frame = CGRectMake(frame.origin.x,
scrollView.contentOffset.y,
frame.size.width,
frame.size.height)
} else {
// set cell's frame to expected value
cell!.frame = tableView.rectForRowAtIndexPath(path as! NSIndexPath)
}
i++
}
}