I'm implementing a contact check-box feature in my UITableView by using the following code.
The problem I'm having is that, when checking off a couple of users and then scrolling up/down the table, users who should not be checked off are showing as checked, and vice versa.
I'm assuming it has something to do with an error in my cell creation, but I'm not quite sure what.
- (void)viewDidLoad {
...
self.checkedUsers = [[NSMutableArray alloc] init];
for (int i=0; i<self.allContacts.count; i++) {
[self.checkedUsers insertObject:#"FALSE" atIndex:i];
}
...
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *simpleTableIdentifier = #"SocietyContactCell";
SocietyContactCell *cell = (SocietyContactCell *)[tableView dequeueReusableCellWithIdentifier:simpleTableIdentifier];
if (cell == nil) {
NSArray *nib = [[NSBundle mainBundle] loadNibNamed:#"SocietyContactCell" owner:self options:nil];
cell = [nib objectAtIndex:0];
}
BOOL checked = [[self.checkedUsers objectAtIndex:indexPath.row] boolValue];
UIImage *image = (checked) ? [UIImage imageNamed:#"checkedContact.png"] : [UIImage imageNamed:#"uncheckedContact.png"];
[cell.checkButton setBackgroundImage:image forState:UIControlStateNormal];
[cell.checkButton addTarget:self action:#selector(buttonPressedAction:) forControlEvents:UIControlEventTouchUpInside];
}
- (void)buttonPressedAction:(id)sender
{
UIButton *button = (UIButton *)sender;
int row = button.tag;
BOOL checked = [[self.checkedUsers objectAtIndex:row] boolValue];
[self.checkedUsers removeObjectAtIndex:row];
[self.checkedUsers insertObject:(checked) ? #"FALSE":#"TRUE" atIndex:row];
UIImage *newImage = (checked) ? [UIImage imageNamed:#"uncheckedContact.png"] : [UIImage imageNamed:#"checkedContact.png"];
[button setBackgroundImage:newImage forState:UIControlStateNormal];
}
EDIT: I now realize the issue is likely coming from my use of sections in this TableView. The contacts are sorted into alphabetized sections, which is messing up my tags.
How would I tackle this problem using sections?
The problem here is retention of the status of checkmark in a cell. Since the table cells are reused on scrolling, the cellForRowAtIndexPath method is called again and the value of the check mark is not set again there.
You will have to make a global array which will store the status of the checkmark for each indexPath. Then you can set the status of the checkmark button checked/unchecked in cellForRowAtIndexPath method.
Add the following code snippet along with the code show:
[cell.checkButton addTarget:self action:#selector(buttonPressedAction:) forControlEvents:UIControlEventTouchUpInside];
[cell.checkButton setTag:indexPath.row];
Also, replace these lines:
[self.checkedUsers removeObjectAtIndex:row];
[self.checkedUsers insertObject:(checked) ? #"FALSE":#"TRUE" atIndex:row];
with this:
[self.checkedUsers replaceObjectAtIndex:row withObject:checked ? #"TRUE" : #"FALSE"];
In your SocietyContactCell Class add the following Method:
- (void)prepareForReuse {
[super prepareForReuse];
[self.checkButton setBackgroundImage:nil forState:UIControlStateNormal];
}
I don't see where you are setting button.tag every time in cellForRowAtIndexPath:, so the action method might be updating the wrong row in your self.checkedUsers array, although the action method independently updates the cell's image correctly at the moment. When you scroll up and down however, the display will go back to the state in the self.checkedUsers array.
You probably need a line like:
cell.checkButton.tag = indexPath.row;
in your cellForRowAtIndexPath: method.
Secondly, your action method is getting the state on self.itsToDoChecked, and then updating a self.checkedUsers array, when it appears it should be acting on the same array (simply reversing the state of the given row index). Not sure if that is just an example code typo or something significant.
Edit: It's also possible there is state in the cell subclass causing issues; hard to be sure. You want to implement -prepareForReuse in that class (and always call super) to reset any state to initial values.
Related
I'm trying to add aUIButton to aUICollectionViewCell. The main purpose of the button is to let users to select their favourites.
When they click on theUIButton, the UIButton will display a glowing star image, showing that the item has been picked as favourite.
Click on the UIButton again, and the button return to display the original image with an empty star, meaning deselection.
The way I realize this is as below:
1 - In the storyboard, put an UIButton into theUICollectionViewCell, ctrl-drag the button to the cell's .h file to setup an action called
-(IBAction)favoriteBtnClick:(id)sender;
2 - In the cell's .m file, edit the action as follows:
-(IBAction)favoriteBtnClick:(id)sender {
if ([self.favoriteChecked isEqualToString:#"NO"]) {
UIImage *image = [UIImage imageNamed:#"FavoriteSelected.PNG"];
[sender setBackgroundImage:image forState:UIControlStateNormal];
self.favoriteChecked = #"YES";
} else if ([self.favoriteChecked isEqualToString:#"YES"]) {
UIImage *image = [UIImage imageNamed:#"FavoriteBlank.PNG"];
[sender setBackgroundImage:image forState:UIControlStateNormal];
}
}
However, when I try to run the UICollectionView, when I clicked the button on one cell, "strange" behaviors occurred:
1 - Click on one cell to turn one button to favorite glowing star, buttons on some other cells below also turn selected, after your scroll down the list.
2 - The switching only functions for one cycle. After you finish the first round of select and deselect, there is no longer reactions upon further clicking.
Can anybody help me understand the reasons for this and probably give me some hints on how to solve it?
Thank you!
Regards,
Paul
Add this code in your button action
CGPoint ButtonPoint = [sender convertPoint:CGPointZero toView:self.collectionView];
NSIndexPath *ButtonIndex = [self.collectionView indexPathForItemAtPoint:ButtonPoint];
buttonindexpath = ButtonIndex.row
[collectionView reloadData];
Now in your cellForItemAtIndexPath, check if indexPath.row == buttonindexpath, if yes give the code you gave in button action....
ie....
if (indexPath.row == buttonindexpath)
{
if ([self.favoriteChecked isEqualToString:#"NO"])
{
UIImage *image = [UIImage imageNamed:#"FavoriteSelected.PNG"];
[sender setBackgroundImage:image forState:UIControlStateNormal];
self.favoriteChecked = #"YES";
}
else if ([self.favoriteChecked isEqualToString:#"YES"])
{
UIImage *image = [UIImage imageNamed:#"FavoriteBlank.PNG"];
[sender setBackgroundImage:image forState:UIControlStateNormal];
}
}
Hope this works fine
This is happening because of cell reuse. since self.favoriteChecked is a property inside the custom collection cell class, and its value is updated only inside that class causes this issue.
Solution to this problem is, if you are using custom object model to populate collection cells from viewcontroller, then on favourite button click update the favourite status on that custom object and in cellForItemAtIndexPath method check the value of favourite status and update the favoriteChecked status of custom collectionviewcell class.
If you are not using custom object, you need to keep a list of favourite items separately either indexpaths of favourite item or unique identifier of fav item. Then in cellForItemAtIndexPath method check the value of favourite status and update the favoriteChecked status of custom collectionviewcell class.
This is no no a strange behaviour. You have load the cells from the model data objects. You have to track & keep the state change of button clicked data in an array & then load the cell data values.
Here is a sample code : which aligns with solution to your problem.
NSMutableArray *favoriteStatusArray = [[NSMutableArray alloc]init];
// assume favoriteStatusArray is initialized with all BOOL as NO.
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
SomeCollectionViewCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:#"Cell" forIndexPath:indexPath];
cell.favoriteButton.tag = indexPath.row;
[cell.favoriteButton addTarget:self action:#selector(peformFavoriteChange:) forControlEvents:UIControlEventTouchUpInside];
if([[favoriteStatusArray objectAtIndex:indexPath.row] boolValue] == NO)
UIImage *image = [UIImage imageNamed:#"FavoriteSelected.PNG"];
[cell.favoriteButton setBackgroundImage:image forState:UIControlStateNormal];
}else {
UIImage *image = [UIImage imageNamed:#"FavoriteBlank.PNG"];
[cell.favoriteButton setBackgroundImage:image forState:UIControlStateNormal];
}
return cell;
}
-(void)peformFavoriteChange:(UIButton *)sender
{
BOOL oldValue = [[favoriteStatusArray objectAtIndex:sender.tag] boolValue];
[favoriteStatusArray replaceObjectAtIndex:sender.tag withObject:[NSNumber numberWithBool:!oldValue]];
[myCollectionView reloadData];
}
Hope you got the idea of doing this.
I have a UITableView that is never consistent. This table view has 2 sections.
I have created 2 UIButtons, they both are practically the same image, but one is grey and one is red.
Every row in the UITableView is supposed to have the grey button when the UITableView first loads, and then if a user taps a button then it switches to the red version of the button.
For some reason, about 80% of the time when I load the view controller with this UITableView on my iPhone, the first 2 rows in the first section will not have a button. What's weird is if I tap my finger where the button is supposed to be 2 things happen:
The functionality attached to the button works and NSLogs in the console in xcode.
The red button appears.
So it's like the grey button is there, it's just invisible. This doesn't work because if a user sees 2 rows without a button they are going to think something is broken or that they can't tap on that row.
Also, if I scroll to the very bottom of my UITableView, and then scroll back up again, the invisible grey buttons will magically appear like they were there the whole time.
Here are the first 3 method implementations that are involved in creating my UITableView:
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView {
return 2 ;
}
-(NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
if(section == 0)
return [self.potentiaFriendsInParseFirstNamesArray count];
if(section == 1)
return [self.potentiaFriendsNotInParseFirstNamesArray count];
else return 0;
}
- (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section {
if(section == 0)
return #"Friends Using The App";
if(section == 1)
return #"Send to Contact";
else return #"nil";
}
And then here is my cellForRowAtIndexPath method implementation which does most of the work in creating the UITableView and which actually creates the UIButton settings for each row. The if else statement really has 2 sets of nearly identical code, the only difference is one is for section 1 of the table view and the other is for section 2:
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *cellIdentifier = #"SettingsCell";
UITableViewCell *cell = [self.tableView dequeueReusableCellWithIdentifier:cellIdentifier];
if (indexPath.section == 0) {
NSString *firstNameForTableView = [self.potentiaFriendsInParseFirstNamesArray objectAtIndex:indexPath.row];
PFUser *user = [self.allUsersInParse objectAtIndex:indexPath.row];
UIImage *addUserButtonImage = [UIImage imageNamed:#"SliderThumb-Normal-g"];
UIImage *addUserButtonImageHighlighted = [UIImage imageNamed:#"SliderThumb-Normal"];
UIButton *addUserButton = [[UIButton alloc]init];
addUserButton.frame = CGRectMake(237, -10, 64, 64);
[addUserButton setImage:addUserButtonImage forState:UIControlStateNormal];
[addUserButton setImage:addUserButtonImageHighlighted forState:UIControlStateHighlighted];
[addUserButton setImage:addUserButtonImageHighlighted forState:UIControlStateSelected];
[addUserButton addTarget:self action:#selector(handleTouchUpInside:) forControlEvents:UIControlEventTouchUpInside];
addUserButton.tag = indexPath.row;
[cell.textLabel setText:firstNameForTableView];
[cell.detailTextLabel setText:user.username];
[cell.contentView addSubview:addUserButton];
} else {
NSString *firstNameForTableView2 = [self.potentiaFriendsNotInParseFirstNamesArray objectAtIndex:indexPath.row];
NSString *userNameForTableView2 = [self.potentiaFriendsPhoneNumberArray objectAtIndex:indexPath.row];
UIImage *addFriendButtonImage = [UIImage imageNamed:#"SliderThumb-Normal-G"];
UIImage *addFriendButtonImageHighlighted = [UIImage imageNamed:#"SliderThumb-Normal"];
UIButton *addFriendButton = [[UIButton alloc]init];
addFriendButton.frame = CGRectMake(237, -10, 64, 64);
[addFriendButton setImage:addFriendButtonImage forState:UIControlStateNormal];
[addFriendButton setImage:addFriendButtonImageHighlighted forState:UIControlStateHighlighted];
[addFriendButton setImage:addFriendButtonImageHighlighted forState:UIControlStateSelected];
[addFriendButton addTarget:self action:#selector(handleTouchUpInsideForNonUsers:) forControlEvents:UIControlEventTouchUpInside];
addFriendButton.tag = indexPath.row;
[cell.textLabel setText:firstNameForTableView2];
[cell.detailTextLabel setText:userNameForTableView2];
[cell.contentView addSubview:addFriendButton];
}
return cell;
}
I have not included the full method implementations that these 2 statements trigger because they only handle the functionality attached to each button, and most likely have nothing to do with this issue, but I will post them here anyways. These 2 statements can be found in the if else for cellForRowAtIndexPath and handle the touch events for the 2 sections of the table view:
[addFriendButton addTarget:self action:#selector(handleTouchUpInsideForNonUsers:) forControlEvents:UIControlEventTouchUpInside];
[addFriendButton addTarget:self action:#selector(handleTouchUpInside:) forControlEvents:UIControlEventTouchUpInside];
I see the pattern of trying to set up a custom UITableViewCell from within tableView:cellForRowAtIndexPath: quite a lot. The trouble is that I believe it to be the wrong place to do it. If you're really only using a built-in UITableViewCell, then it's the right place; for custom cells, it's not.
I'd recommend making a UITableViewCell subclass with a "setup" method that takes an object and uses that object to set up the cell's UI.
For instance, take section 0 from your UITableView. I'd do something like this:
#interface UserTableViewCell : UITableViewCell
// properties to IBOutlet connections for UI setup
- (void)setupWithUser:(PFUser *)user;
#end
#implementation UserTableViewCell
- (void)setupWithUser:(PFUser *)user {
// Set up your UI with properties from 'user'
}
- (IBAction)buttonPressed:(UIButton *)sender {
// Respond to the button press
}
This way, you can set up the cell's layout as well as images for the button in IB, rather than code. This also makes the code a lot easier to read (and re-read 6 months later!).
Also, unless the 2 cells (section 0 and section 1) are really interchangeable, I'd recommend two different subclasses of UITableViewCell to give you greater control, rather than trying to force one to act like the other or vice versa. Then, you simply assign different identifiers and recycle the appropriate type.
I've custom UITableViewCells where I placed buttons dynamically in code. I have programmatically set actions for such buttons, and when the action is triggered, then I need to reload the table, among other things. Once reload is called, the sender button disappears, and I don't know why... Could somebody give me a hint for the possible reason? If button is not tapped, and I scroll up and down through the table, it remains there.
Thanks!
EDIT
This is a code snippet from cellForRowAtIndexPath:
- (UITableViewCell *)tableView:(UITableView *)tv cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
NSArray *listData =[self.tableViewEntries objectForKey:[self.sortedKeys objectAtIndex:[indexPath section]]];
UITableViewCell *cell;
if (indexPath.section == 0) {
switch (indexPath.row) {
case 0: {
cell = [self.tableView dequeueReusableCellWithIdentifier:#"firstCell"];
((CustomCell *)cell).cellTextField.tag = firstCellTag;
cell.tag = firstCellTag;
break;
}
case 1: {
cell = [self.tableView dequeueReusableCellWithIdentifier:#"secondCell"];
((CustomCell *)cell).cellTextField.tag = secondCellTag;
cell.tag = secondCellTag;
break;
}
}
return cell;
}
The CustomCell I've defined is loaded from a nib. Those cells have a UITextField for user input and a UIView where I set or remove the buttons dynamically in code according to the user input within the text field. The buttons are created in code, and their actions are set in code as well:
- (void)setButtonForCell:(UITableViewCell *)cell withResult:(BOOL)isValid
{
UIImage* validationButtonNormalImage = nil;
UIImage* validationButtonHighlightImage = nil;
UIButton *validationButton = [UIButton buttonWithType:UIButtonTypeCustom];
[validationButton setFrame:CGRectMake(0, 0, ((CustomCell *)cell).cellValidationView.frame.size.width, ((CustomCell *)cell).cellValidationView.frame.size.height)];
if (isValid) {
validationButtonNormalImage =[[UIImage imageNamed:#"success.png"] stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0];
validationButtonHighlightImage =[[UIImage imageNamed:#"success.png"] stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0];
[validationButton removeTarget:self
action:#selector(validationButtonTapped:)
forControlEvents:UIControlEventTouchUpInside];
}
else {
validationButtonNormalImage =[[UIImage imageNamed:#"error.png"] stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0];
validationButtonHighlightImage =[[UIImage imageNamed:#"error.png"] stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0];
[validationButton setTag:cell.tag];
[validationButton removeTarget:self
action:#selector(validationButtonTapped:)
forControlEvents:UIControlEventTouchUpInside];
[validationButton addTarget:self
action:#selector(validationButtonTapped:)
forControlEvents:UIControlEventTouchUpInside];
}
[validationButton setBackgroundImage:validationButtonNormalImage forState:UIControlStateNormal];
[validationButton setBackgroundImage:validationButtonHighlightImage forState:UIControlStateHighlighted];
[((CustomCell *)cell).cellValidationView.subviews makeObjectsPerformSelector: #selector(removeFromSuperview)];
[((CustomCell *)cell).cellValidationView addSubview:validationButton];
}
Then, in validationButtonTapped:, I do some tasks and call to [self.tableView reloadSections:[NSIndexSet indexSetWithIndex:0] withRowAnimation:NO];, and there is when I loose the button from the view. However, if I don`t tap the button and I scroll down and up again to get 'cellForRowAtIndexPath:' called again, the button remains here. It is like I only loose it when calling for a reload.
Any help?
Cells are usually reused if you are following the usual cellForRowAtIndexPath: pattern. Do you remove all subviews in prepareForReuse for each cell? If you didn't then you would see unexpected buttons on cells as you scroll up and down. You probably need to add the buttons as required in each cell's configuration after you get the cell for reuse (or in newer code, dequeue a cell) in cellForRowAtIndexPath:.
I have a UITableViewController that has a UITableView whose cells have a button attached to them via the accessoryView. These buttons can be selected/deselected when the user clicks on them. The table itself is made up from an NSMutableArray of objects that contain multiple NSString parameters, with the "name" parameter being on display in the table.
What I am trying to do now is when the button is selected, to add the corresponding OBJECT that links to the respective "name" parameter to an NSMutableArray. The user is not selecting the cell, but rather, they are clicking on the button that is attached to the cell.
Here is my method that selects/deselects the button in each cell:
-(void)buttonTouched:(id)sender
{
UIButton *btn = (UIButton *)sender;
if( [[btn imageForState:UIControlStateNormal] isEqual:[UIImage imageNamed:#"CheckBox1.png"]])
{
[btn setImage:[UIImage imageNamed:#"CheckBox2.png"] forState:UIControlStateNormal];
// statement to add object to NSMutableArray
}
else
{
[btn setImage:[UIImage imageNamed:#"CheckBox1.png"] forState:UIControlStateNormal];
// statement to remove object from NSMutableArray
}
}
//Here is my code that shows how I initialize my button and cell in my UITableView
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier];
cell.selectionStyle = UITableViewCellSelectionStyleNone;
testButton = [UIButton buttonWithType:UIButtonTypeCustom];
[testButton setFrame:CGRectMake(280, 57, 25, 25)];
[testButton setImage:[UIImage imageNamed:#"CheckBox1.png"] forState:UIControlStateSelected];
[testButton setImage:[UIImage imageNamed:#"CheckBox2.png"] forState:UIControlStateNormal];
[testButton setUserInteractionEnabled:YES];
[testButton addTarget:self action:#selector(buttonTouched:) forControlEvents:UIControlEventTouchUpInside];
[testButton setTag:cell.tag];
[cell setAccessoryView:testButton];
//[cell setAccessoryType:UITableViewCellAccessoryCheckmark];
}
// Configure the cell...
TestObject *tObject = [[DataModel sharedInstance].testList objectAtIndex:indexPath.row];
cell.textLabel.text = tObject.testTitle;
return cell;
}
My issue is not so much the actual adding of an object to the array, but deriving the respective cell from the button, and then deriving the correct object from that cell.
You need a way to link your cell to your button when you do it like this, you have a few options
1- Set tags on the button to be the corresponding index of the element in your array, that way you can get a hold of the cells through the tag property, this can have issues if you are deleting cells as you have to update your button tags.
2- Use a dictionary to map your buttons to your cells
So if you use the tag to mark the index you can use cellForRowAtIndexPath of UITableViewCell to get a hold of the cell , the data object should be in your datasourcce array with that index too..
Daniel
You can add a view.tag to each button: e.g assign 101 to the first button, 102, to the second etc.
This tag then corresponds to a position in array, where you find your further info.
One thing I've done in the past is set the tag of the button to the row of the cell. This only works if:
you only have one section in your table
you ALWAYS set the tag for the button in tableView:cellForRowAtIndexPath: (because of dequeuing)
your table is read only (meaning you don't allow cells to be deleted or moved)
For more complicated tables, you'll likely want a mapping from buttons to your objects.
Maybe instead of using an NSMutableArray, you could use an NSMutableDictionary and assign a key to the new item so it can be ordered more simply.
I have an iPhone app problem that's been bugging me for a few days and it really doesn't seem like it should be this difficult so I'm sure I'm missing something obvious. I have researched plenty of forum discussions on "similar" topics but nothing that actually addresses this issue, specifically.
To be clear, if there is some piece of documentation or some other source that I should research, please point me in the right direction.
Here goes...
I have a list of items that I display to the user within a table (uitableview). The cell (uitableviewcell) for each item is custom and contains an image and a Like button (uibutton). As expected, for each item in the the table, the user can click the Like button or ignore it. The like button calls a separate process to update the server. Simple, right?
So, here is the issue:
When the Like button is clicked on a particular cell, the Selected state works fine but the moment you scroll the cell out of view, other random cells in the table show the Like button as Selected even though they were never touched. Because the cells are reused, for obvious performance reasons, I understand why this could happen. What I don't understand is why my approach (see code below) would not override or reset the button's state the way I think it should. For brevity, I am only including the relevant code here (hopefully formatted properly):
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"MyCustomCell";
MyCustomViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[MyCustomViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier];
cell.selectionStyle = UITableViewCellSelectionStyleNone;
}
NSString *myRating = [[self.dataArray objectAtIndex:indexPath.row] valueForKey:#"my_rating"];
// Create the Like button
UIButton *likeButton = [[UIButton alloc] initWithFrame:CGRectMake(260, 68, 40, 40)];
[likeButton setImage:[UIImage imageNamed:#"thumbsUp"] forState:UIControlStateNormal];
[likeButton setImage:[UIImage imageNamed:#"thumbsUpSelected"] forState:UIControlStateSelected];
if (myRating == #"9") {
[likeButton setSelected:YES];
}
[likeButton setTitle:#"9" forState:UIControlStateNormal];
[likeButton setTag:indexPath.row];
[cell.contentView addSubview:likeButton];
[likeButton addTarget:self action:#selector(likeButtonPressed:) forControlEvents:UIControlEventTouchUpInside];
return cell;
}
- (void)likeButtonPressed:(UIButton *)sender {
// Changed the Selected state on the button
UIButton *button = (UIButton *)sender;
button.selected = !button.selected;
// Create a new object with the user's rating and then replace it in the dataArray
NSString *ratingText = sender.titleLabel.text;
NSMutableArray *myMutableArray = [[self.dataArray objectAtIndex:row] mutableCopy];
[myMutableArray setValue:ratingText forKey:#"my_rating"];
[self.dataArray replaceObjectAtIndex:row withObject:myMutableArray];
}
So, I've been through many iterations of this but I can't seem to get the state of the button to show the Selected image for those items that are Liked and keep the normal image for those items that have not been Liked.
Any help or advice would be greatly appreciated.
there is a simple way out of this. you can trick the button to keep being in the latest selected state.
make a mutable array, for the purpose of keeping the selected state of the button
selectedButton = [[NSMutableArray alloc]init];//i've already defined the array at the .h file
for (int i = 0; i<yourTableSize; i++) //yourTableSize = how many rows u got
{
[selectedButton addObject:#"NO"];
}
at the tableviewcell method, declare your button and set it so that it refers to the mutablearray to set it's selected state
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if(cell == nil)
{
cell = [[UITableViewCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:nil];
}
UIImage *img = [UIImage imageNamed:#"btn_unselected.png"];
UIButton *toggleButton = [[UIButton alloc]initWithFrame:CGRectMake(0, 0, img.size.width, img.size.height)];
[toggleButton setImage:img forState:UIControlStateNormal];
img = [UIImage imageNamed:#"btn_selected.png"];
[toggleButton setImage:img forState:UIControlStateSelected];
[toggleButton setTag:indexPath.row+100];//set the tag whichever way you wanted it, i set it this way so that the button will have tags that is corresponding with the table's indexpath.row
[toggleButton addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
[cell.contentView addSubview:toggleButton];
//and now we set the button's selected state, everytime the table reuse/redraw the cell the button will set it's selected state according to the array
if([[selectedButton objectAtIndex:indexPath.row]isEqualToString:#"NO"])
{
[toggleButton setSelected:NO];
}
else
{
[toggleButton setSelected:YES];
}
return cell;
and finally, create the method which the button triggered when the button is pressed, to change it's selected state
-(void)buttonPressed:(UIButton*)sender
{
int x = sender.tag - 100; //get the table's row
if([sender isSelected]) //if the button is selected, deselect it, and then replace the "YES" in the array with "NO"
{
[selectedButton replaceObjectAtIndex:x withObject:#"NO"];
[sender setSelected:NO];
}
else if (![sender isSelected]) //if the button is unselected, select it, and then replace the "NO" in the array with "YES"
{
[selectedButton replaceObjectAtIndex:x withObject:#"YES"];
[sender setSelected:YES];
}
}
The problem is that every time you create or reuse a cell you're giving it a new like button, so when you reuse a cell where the like button has been activated, you're giving it a deactivated like button but the old, activated like button is still there as well.
Instead of creating a like button every time you need a cell, you should just be setting the state of an existing like button. See the answers to this question for some possible ways of handling that.
This is not valid (At least not if you are trying to compare strings my contents instead of addresses):
if (myRating == #"9")
Try this:
if ([myRating isEqualToString:#"9"])
And +1 to yuji for noticing the multiple button creation.