I want to center the content of my UITableView that contains headerView and footerView created at storyboard, and UITableViewCells. How can I achieve this?
Here is what I'm trying to implement to solve my problem but this does not work.
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
CGFloat height = self.tableView.frameHeight - self.navigationController.navigationBar.frameHeight - [UIApplication sharedApplication].statusBarFrame.size.height - (self.rowCount * self.rowHeight);
self.tableView.tableHeaderView.frameHeight = height / 2.0;
}
So I subtracted the height of the navigationBar & statusBar and cells' height to the tableView's height to get the height of the empty area.
Now that I get the height if the empty area, I divided it to 2 for the footer and header's view.
In the viewWillAppear and in the didRotateFromInterfaceOrientation functions :
CGFloat headerHeight = (self.view.frame.size.height - (ROW_HEIGHT * [self.tableView numberOfRowsInSection:0]))) / 2;
self.tableView.contentInset = UIEdgeInsetsMake(headerHeight, 0, -headerHeight, 0);
This will solve your problem.
EDIT
Call the updateTableViewContentInset function in the viewWillLayoutSubviews and after each reloadData :
Ojective-C
- (void)updateTableViewContentInset {
CGFloat viewHeight = self.view.frame.size.height;
CGFloat tableViewContentHeight = self.tableView.contentSize.height;
CGFloat marginHeight = (viewHeight - tableViewContentHeight) / 2.0;
self.tableView.contentInset = UIEdgeInsetsMake(marginHeight, 0, -marginHeight, 0);
}
Swift 4
func updateTableViewContentInset() {
let viewHeight: CGFloat = view.frame.size.height
let tableViewContentHeight: CGFloat = tableView.contentSize.height
let marginHeight: CGFloat = (viewHeight - tableViewContentHeight) / 2.0
self.tableView.contentInset = UIEdgeInsets(top: marginHeight, left: 0, bottom: -marginHeight, right: 0)
}
Override viewDidLayoutSubviews and compare the tableView's frame with its contentSize to set its contentInset. In Swift 4 :
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let tableViewHeight = self.tableView.frame.height
let contentHeight = self.tableView.contentSize.height
let centeringInset = (tableViewHeight - contentHeight) / 2.0
let topInset = max(centeringInset, 0.0)
self.tableView.contentInset = UIEdgeInsets(top: topInset, left: 0.0, bottom: 0.0, right: 0.0)
}
This works well with self-sizing table view cells 👌
Use the contentSize property of UITableView, that how you don't have to take the cell height or count into account.
- (void) updateTableInsetsForHeight: (CGFloat) height
{
CGFloat tableViewInset = MAX((height - self.tableView.contentSize.height) / 2.0, 0.f);
self.tableView.contentInset = UIEdgeInsetsMake(tableViewInset, 0, -tableViewInset, 0);
}
Update the contentInsets after reloading tableView-data, and when the containing view of the tableView becomes visible (viewWillAppear:) and when it changes size (viewWillTransitionToSize:withTransitionCoordinator:).
- (void) viewWillTransitionToSize:(CGSize)size withTransitionCoordinator:(id<UIViewControllerTransitionCoordinator>)coordinator
{
[self updateTableInsetsForHeight: size.height];
}
Swift 3 based on Pipiks answer
let headerHeight: CGFloat = (view.frame.size.height - CGFloat(Int(tableView.rowHeight) * tableView.numberOfRows(inSection: 0))) / 2
tableView.contentInset = UIEdgeInsetsMake(headerHeight, 0, -headerHeight, 0)
Add a UIView at the top (UIView should be parent of your TableView) of your TableView from storyboard. After that set its constraints to fill the view. Now, set the size of your TableView and set its constraints to center both vertically and horizontally your top
UIView. This will solve your problem.
I found out what causing my computation wrong. The value of self.tableView.bounds.size.height is different from the actual height in viewWillAppear. I used self.view.bounds.size.height instead.
for SWIFT 3 :
var headerHeight: CGFloat = (tableView.frame.size.height - CGFloat(Int(tableView.rowHeight) * tableView.numberOfRows(inSection: 0))) / 2
if headerHeight > 0 {
tableView.contentInset = UIEdgeInsetsMake(headerHeight, 0, 0/*-headerHeight*/, 0)
} else {
headerHeight = 0
tableView.contentInset = UIEdgeInsetsMake(headerHeight, 0, 0/*-headerHeight*/, 0)
}
RESULT :
Set frame of your UITableView like this
CGFloat width = self.view.frame.size.width;
CGFloat height = self.view.frame.size.height;
CGFloat tableHeight = 200.0; //your table height
self.tableView.frame = CGRectMake(0,(height-tableHeight)/2,width,tableHeight);
or try this
Related
I set up a scrollView in storyboard with a single imageView using auto layout as shown here.
In addition I enabled pinch zooming for this imageView as described in the docs.
The imageView has 4 constraints of 0 to the sides of the scollView, and it has equal width and height to the main view, which has the scrollView as subview.
The imageView has aspectFit scaling mode, so in the unzoomed state, the image will extend fully from left to right, or from top to bottom (or both).
In the following example, it extends from top to bottom, leaving some background visible left and right:
I can pinch zoom the image so that it is larger than the screen:
I can shift the zoomed image up or down, but the movement stops before the background becomes visible on top or bottom. This is want I want.
However, I can shift the zoomed image left or right so that the background can be seen:
How can I avoid shifting the image so far (here, to the right). Like with top or bottom, it should stop moving at the border, so that no background becomes visible.
Not ideal solution but I hope it will help:
- (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(CGFloat)scale {
[self adjustScrollViewInsets];
}
- (void)adjustScrollViewInsets {
CGFloat imageWidth = self.imageView.image.size.width;
CGFloat imageHeight = self.imageView.image.size.height;
CGFloat aspect = imageWidth / imageHeight;
CGSize imageViewSize = self.imageView.frame.size;
if (imageViewSize.width / aspect <= imageViewSize.height) {
[self adjustVerticalInsetsWithImageHeight:(imageViewSize.width / aspect)];
} else {
[self adjustHorizontalInsetsWithImageWidth:(imageViewSize.height * aspect)];
}
}
- (void)adjustHorizontalInsetsWithImageWidth:(CGFloat)width {
CGFloat horizontalInset = (self.scrollView.contentSize.width - width) / 2;
if (width < self.scrollView.frame.size.width) {
horizontalInset = horizontalInset - (self.scrollView.frame.size.width - width) / 2;
}
[self.scrollView setContentInset:UIEdgeInsetsMake(0, -horizontalInset, 0, -horizontalInset)];
}
- (void)adjustVerticalInsetsWithImageHeight:(CGFloat)height {
CGFloat verticalInset = (self.scrollView.contentSize.height - height) / 2;
if (height < self.scrollView.frame.size.height) {
verticalInset = verticalInset - (self.scrollView.frame.size.height - height) / 2;
}
[self.scrollView setContentInset:UIEdgeInsetsMake(-verticalInset, 0, -verticalInset, 0)];
}
If you have troubles, check out this repo.
I was having the same problem and implemented in Swift 4.0 as given below and it worked for me.
Swift 4.0:
func scrollViewDidEndZooming(_ scrollView: UIScrollView, with view: UIView?, atScale scale: CGFloat) {
adjustScrollViewInsets()
}
func adjustScrollViewInsets() {
let imageWidth = self.imageView.image?.size.width
let imageHeight = self.imageView.image?.size.height
let aspect = imageWidth! / imageHeight!
let imageViewSize = self.imageView.frame.size
if imageViewSize.width / aspect <= imageViewSize.height {
adjustVerticalInsetsWithImageHeight(height: imageViewSize.width / 2)
} else {
adjustHorizontalInsetsWithImageWidth(width: imageViewSize.height / 2)
}
}
func adjustHorizontalInsetsWithImageWidth(width: CGFloat) {
var horizontalInset = (self.scrollView.contentSize.width - width) / 2
if width < self.scrollView.contentSize.width {
horizontalInset = horizontalInset - (self.scrollView.frame.size.width - width) / 2
}
self.scrollView.contentInset = UIEdgeInsetsMake(0, -horizontalInset, 0, -horizontalInset)
}
func adjustVerticalInsetsWithImageHeight(height: CGFloat) {
var verticalInset = (self.scrollView.contentSize.height - height) / 2
if height < self.scrollView.frame.size.height {
verticalInset = verticalInset - (self.scrollView.frame.size.height - height) / 2
}
self.scrollView.contentInset = UIEdgeInsetsMake(-verticalInset, 0, -verticalInset, 0)
}
I have a UICollectionView that shows several rows with one, full-width column (looks like a UITableView)
What I'd like to achieve is something similar to this:
... where the middle cell has a much greater height. As the user scrolls up and down, the cells before and after the middle cell animate back to the default height for the given cell.
Can somebody outline how I should approach this problem?
I use this Swift 3 code in my horizontal UICollectionView.
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let centerX = scrollView.contentOffset.x + scrollView.frame.size.width/2
for cell in mainCollectionView.visibleCells {
var offsetX = centerX - cell.center.x
if offsetX < 0 {
offsetX *= -1
}
cell.transform = CGAffineTransform(scaleX: 1, y: 1)
if offsetX > 50 {
let offsetPercentage = (offsetX - 50) / view.bounds.width
var scaleX = 1-offsetPercentage
if scaleX < 0.8 {
scaleX = 0.8
}
cell.transform = CGAffineTransform(scaleX: scaleX, y: scaleX)
}
}
}
You need to create a custom subclass of UICollectionViewLayout.
First of all, override - (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds to return yes, that way, you can change the layout attributes of your cells as your collection is being scrolled.
After that, your key methods to override are:
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
and
- (UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath
I suggest reading an article about custom collection view layouts. It can be pretty heavy subject matter.
since the UICollectionView is the subclass of UIScrollView, you can solved this problem by treating your collectionView as a scrollView.
set the UIScrollViewDelegate and implemented scrollViewDidScroll, and then do something like this:
-(void)scrollViewDidScroll:(UIScrollView *)scrollView
{
for (int i = 0; i < [scrollView.subviews count]; i++) {
UIView *cell = [scrollView.subviews objectAtIndex:i];
float position = cell.center.y - scrollView.contentOffset.y;
float offset = 1.5 - (fabs(scrollView.center.y - position) * 1.0) / scrollView.center.y;
if (offset<1.0)
{
offset=1.0;
}
cell.transform = CGAffineTransformIdentity;
cell.transform = CGAffineTransformScale(cell.transform, offset, offset);
}
}
hope this will solve your problem.
It looks like aspect fit aligns the image to the bottom of the frame by default. Is there a way to override the alignment while keeping aspect fit intact?
** EDIT **
This question predates auto layout. In fact, auto layout was being revealed in WWDC 2012 the same week this question was asked
In short, you cannot do this with a UIImageView.
One solution is to subclass a UIView containing an UIImageView and change its frame according to image size. For example, you can find one version here.
Set the UIImageView's bottom layout constraint priority to lowest (i.e. 250) and it will handle it for you.
The way to do this is to modify the contentsRect of the UIImageView layer. The following code from my project (sub class of UIImageView) assumes scaleToFill and offsets the image such that it aligns top, bottom, left or right instead of the default center alignment. For aspectFit is would be a similar solution.
typedef NS_OPTIONS(NSUInteger, AHTImageAlignmentMode) {
AHTImageAlignmentModeCenter = 0,
AHTImageAlignmentModeLeft = 1 << 0,
AHTImageAlignmentModeRight = 1 << 1,
AHTImageAlignmentModeTop = 1 << 2,
AHTImageAlignmentModeBottom = 1 << 3,
AHTImageAlignmentModeDefault = AHTImageAlignmentModeCenter,
};
- (void)updateImageViewContentsRect {
CGRect imageViewContentsRect = CGRectMake(0, 0, 1, 1);
if (self.image.size.height > 0 && self.bounds.size.height > 0) {
CGRect imageViewBounds = self.bounds;
CGSize imageSize = self.image.size;
CGFloat imageViewFactor = imageViewBounds.size.width / imageViewBounds.size.height;
CGFloat imageFactor = imageSize.width / imageSize.height;
if (imageFactor > imageViewFactor) {
//Image is wider than the view, so height will match
CGFloat scaledImageWidth = imageViewBounds.size.height * imageFactor;
CGFloat xOffset = 0.0;
if (BM_CONTAINS_BIT(self.alignmentMode, AHTImageAlignmentModeLeft)) {
xOffset = -(scaledImageWidth - imageViewBounds.size.width) / 2;
} else if (BM_CONTAINS_BIT(self.alignmentMode, AHTImageAlignmentModeRight)) {
xOffset = (scaledImageWidth - imageViewBounds.size.width) / 2;
}
imageViewContentsRect.origin.x = (xOffset / scaledImageWidth);
} else if (imageFactor < imageViewFactor) {
CGFloat scaledImageHeight = imageViewBounds.size.width / imageFactor;
CGFloat yOffset = 0.0;
if (BM_CONTAINS_BIT(self.alignmentMode, AHTImageAlignmentModeTop)) {
yOffset = -(scaledImageHeight - imageViewBounds.size.height) / 2;
} else if (BM_CONTAINS_BIT(self.alignmentMode, AHTImageAlignmentModeBottom)) {
yOffset = (scaledImageHeight - imageViewBounds.size.height) / 2;
}
imageViewContentsRect.origin.y = (yOffset / scaledImageHeight);
}
}
self.layer.contentsRect = imageViewContentsRect;
}
Swift version
class AlignmentImageView: UIImageView {
enum HorizontalAlignment {
case left, center, right
}
enum VerticalAlignment {
case top, center, bottom
}
// MARK: Properties
var horizontalAlignment: HorizontalAlignment = .center
var verticalAlignment: VerticalAlignment = .center
// MARK: Overrides
override var image: UIImage? {
didSet {
updateContentsRect()
}
}
override func layoutSubviews() {
super.layoutSubviews()
updateContentsRect()
}
// MARK: Content layout
private func updateContentsRect() {
var contentsRect = CGRect(origin: .zero, size: CGSize(width: 1, height: 1))
guard let imageSize = image?.size else {
layer.contentsRect = contentsRect
return
}
let viewBounds = bounds
let imageViewFactor = viewBounds.size.width / viewBounds.size.height
let imageFactor = imageSize.width / imageSize.height
if imageFactor > imageViewFactor {
// Image is wider than the view, so height will match
let scaledImageWidth = viewBounds.size.height * imageFactor
var xOffset: CGFloat = 0.0
if case .left = horizontalAlignment {
xOffset = -(scaledImageWidth - viewBounds.size.width) / 2
}
else if case .right = horizontalAlignment {
xOffset = (scaledImageWidth - viewBounds.size.width) / 2
}
contentsRect.origin.x = xOffset / scaledImageWidth
}
else {
let scaledImageHeight = viewBounds.size.width / imageFactor
var yOffset: CGFloat = 0.0
if case .top = verticalAlignment {
yOffset = -(scaledImageHeight - viewBounds.size.height) / 2
}
else if case .bottom = verticalAlignment {
yOffset = (scaledImageHeight - viewBounds.size.height) / 2
}
contentsRect.origin.y = yOffset / scaledImageHeight
}
layer.contentsRect = contentsRect
}
}
this will make the image fill the width and occupy only the height it needs to fit the image (widthly talking)
swift 4.2:
let image = UIImage(named: "my_image")!
let ratio = image.size.width / image.size.height
cardImageView.widthAnchor
.constraint(equalTo: cardImageView.heightAnchor, multiplier: ratio).isActive = true
I had similar problem.
Simplest way was to create own subclass of UIImageView. I add for subclass 3 properties so now it can be use easly without knowing internal implementation:
#property (nonatomic) LDImageVerticalAlignment imageVerticalAlignment;
#property (nonatomic) LDImageHorizontalAlignment imageHorizontalAlignment;
#property (nonatomic) LDImageContentMode imageContentMode;
You can check it here:
https://github.com/LucasssD/LDAlignmentImageView
Add the Aspect Ratio constraint with your image proportions.
Do not pin UIImageView to bottom.
If you want to change the UIImage dynamically remember to update aspect ratio constraint.
I solved this natively in Interface Builder by setting a constraint on the height of the UIImageView, since the image would always be 'pushed' up when the image was larger than the screen size.
More specifically, I set the UIImageView to be the same height as the View it is in (via height constraint), then positioned the UIImageView with spacing constraints in IB. This results in the UIImageView having an 'Aspect Fit' which still respects the top spacing constraint I set in IB.
If you are able to subclass UIImageView, then you can just override the image var.
override var image: UIImage? {
didSet {
self.sizeToFit()
}
}
In Objective-C you can do the same thing by overriding the setter.
I would like to know when a UITableView did scroll to bottom in order to load and show more content, something like a delegate or something else to let the controller know when the table did scroll to bottom.
How can I do this?
in the tableview delegate do something like this
ObjC:
- (void)scrollViewDidScroll:(UIScrollView *)aScrollView {
CGPoint offset = aScrollView.contentOffset;
CGRect bounds = aScrollView.bounds;
CGSize size = aScrollView.contentSize;
UIEdgeInsets inset = aScrollView.contentInset;
float y = offset.y + bounds.size.height - inset.bottom;
float h = size.height;
// NSLog(#"offset: %f", offset.y);
// NSLog(#"content.height: %f", size.height);
// NSLog(#"bounds.height: %f", bounds.size.height);
// NSLog(#"inset.top: %f", inset.top);
// NSLog(#"inset.bottom: %f", inset.bottom);
// NSLog(#"pos: %f of %f", y, h);
float reload_distance = 10;
if(y > h + reload_distance) {
NSLog(#"load more rows");
}
}
Swift:
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let offset = scrollView.contentOffset
let bounds = scrollView.bounds
let size = scrollView.contentSize
let inset = scrollView.contentInset
let y = offset.y + bounds.size.height - inset.bottom
let h = size.height
let reload_distance:CGFloat = 10.0
if y > (h + reload_distance) {
print("load more rows")
}
}
Modified neoneyes answer a bit.
This answer targets those of you who only wants the event to be triggered once per release of the finger.
Suitable when loading more content from some content provider (web service, core data etc).
Note that this approach does not respect the response time from your web service.
- (void)scrollViewDidEndDragging:(UIScrollView *)aScrollView
willDecelerate:(BOOL)decelerate
{
CGPoint offset = aScrollView.contentOffset;
CGRect bounds = aScrollView.bounds;
CGSize size = aScrollView.contentSize;
UIEdgeInsets inset = aScrollView.contentInset;
float y = offset.y + bounds.size.height - inset.bottom;
float h = size.height;
float reload_distance = 50;
if(y > h + reload_distance) {
NSLog(#"load more rows");
}
}
add this method in the UITableViewDelegate:
-(void)scrollViewDidScroll:(UIScrollView *)scrollView
{
CGFloat height = scrollView.frame.size.height;
CGFloat contentYoffset = scrollView.contentOffset.y;
CGFloat distanceFromBottom = scrollView.contentSize.height - contentYoffset;
if(distanceFromBottom < height)
{
NSLog(#"end of the table");
}
}
None of the answers above helped me, so I came up with this:
- (void)scrollViewDidEndDecelerating:(UIScrollView *)aScrollView
{
NSArray *visibleRows = [self.tableView visibleCells];
UITableViewCell *lastVisibleCell = [visibleRows lastObject];
NSIndexPath *path = [self.tableView indexPathForCell:lastVisibleCell];
if(path.section == lastSection && path.row == lastRow)
{
// Do something here
}
}
The best way is to test a point at the bottom of the screen and use this method call when ever the user scrolls (scrollViewDidScroll):
- (NSIndexPath *)indexPathForRowAtPoint:(CGPoint)point
Test a point near the bottom of the screen, and then using the indexPath it returns check if that indexPath is the last row then if it is, add rows.
Use – tableView:willDisplayCell:forRowAtIndexPath: (UITableViewDelegate method)
Simply compare the indexPath with the items in your data array (or whatever data source you use for your table view) to figure out if the last element is being displayed.
Docs: http://developer.apple.com/library/ios/documentation/uikit/reference/UITableViewDelegate_Protocol/Reference/Reference.html#//apple_ref/occ/intfm/UITableViewDelegate/tableView:willDisplayCell:forRowAtIndexPath:
UITableView is a subclass of UIScrollView, and UITableViewDelegate conforms to UIScrollViewDelegate. So the delegate you attach to the table view will get events such as scrollViewDidScroll:, and you can call methods such as contentOffset on the table view to find the scroll position.
NSLog(#"%f / %f",tableView.contentOffset.y, tableView.contentSize.height - tableView.frame.size.height);
if (tableView.contentOffset.y == tableView.contentSize.height - tableView.frame.size.height)
[self doSomething];
Nice and simple
in Swift you can do something like this. Following condition will be true every time you reach end of the tableview
func tableView(tableView: UITableView, willDisplayCell cell: UITableViewCell, forRowAtIndexPath indexPath: NSIndexPath) {
if indexPath.row+1 == postArray.count {
println("came to last row")
}
}
Building on #Jay Mayu's answer, which I felt was one of the better solutions:
Objective-C
// UITableViewDelegate
- (void)tableView:(UITableView *)tableView willDisplayCell:(UITableViewCell *)cell forRowAtIndexPath:(NSIndexPath *)indexPath {
// Need to call the service & update the array
if(indexPath.row + 1 == self.sourceArray.count) {
DLog(#"Displayed the last row!");
}
}
Swift 2.x
// UITableViewDelegate
func tableView(tableView: UITableView, willDisplayCell cell: UITableViewCell, forRowAtIndexPath indexPath: NSIndexPath) {
if (indexPath.row + 1) == sourceArray.count {
print("Displayed the last row!")
}
}
Here is the swift 3.0 version code.
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let offset = scrollView.contentOffset
let bounds = scrollView.bounds
let size = scrollView.contentSize
let inset = scrollView.contentInset
let y: Float = Float(offset.y) + Float(bounds.size.height) + Float(inset.bottom)
let height: Float = Float(size.height)
let distance: Float = 10
if y > height + distance {
// load more data
}
}
I generally use this to load more data , when last cell starts display
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
if (indexPath.row == myDataArray.count-1) {
NSLog(#"load more");
}
}
Taking neoneye excellent answers but in swift, and renaming of the variables..
Basically we know we have reached the bottom of the table view if the yOffsetAtBottom is beyond the table content height.
func isTableViewScrolledToBottom() -> Bool {
let tableHeight = tableView.bounds.size.height
let contentHeight = tableView.contentSize.height
let insetHeight = tableView.contentInset.bottom
let yOffset = tableView.contentOffset.y
let yOffsetAtBottom = yOffset + tableHeight - insetHeight
return yOffsetAtBottom > contentHeight
}
My solution is to add cells before tableview will decelerate on estimated offset. It's predictable on by velocity.
- (void)scrollViewWillEndDragging:(UIScrollView *)scrollView withVelocity:(CGPoint)velocity targetContentOffset:(inout CGPoint *)offset {
NSLog(#"offset: %f", offset->y+scrollView.frame.size.height);
NSLog(#"Scroll view content size: %f", scrollView.contentSize.height);
if (offset->y+scrollView.frame.size.height > scrollView.contentSize.height - 300) {
NSLog(#"Load new rows when reaches 300px before end of content");
[[DataManager shared] fetchRecordsNextPage];
}
}
Update for Swift 3
Neoneye's answer worked best for me in Objective C, this is the equivalent of the answer in Swift 3:
func scrollViewWillEndDragging(_ scrollView: UIScrollView, withVelocity velocity: CGPoint, targetContentOffset: UnsafeMutablePointer<CGPoint>) {
let offset: CGPoint = scrollView.contentOffset
let bounds: CGRect = scrollView.bounds
let size: CGSize = scrollView.contentSize
let inset: UIEdgeInsets = scrollView.contentInset
let y: CGFloat = offset.y + bounds.size.height - inset.bottom
let h: CGFloat = size.height
// print("offset: %f", offset.y)
// print("content.height: %f", size.height)
// print("bounds.height: %f", bounds.size.height)
// print("inset.top: %f", inset.top)
// print("inset.bottom: %f", inset.bottom)
// print("position: %f of %f", y, h)
let reloadDistance: CGFloat = 10
if (y > h + reloadDistance) {
print("load more rows")
}
}
I want perform some action on my any 1 full Tableviewcell.
So the code is link the :
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView
{
NSArray* cells = self.tableView.visibleCells;
NSIndexPath *indexPath = nil ;
for (int aIntCount = 0; aIntCount < [cells count]; aIntCount++)
{
UITableViewCell *cell = [cells objectAtIndex:aIntCount];
CGRect cellRect = [self.tableView convertRect:cell.frame toView:self.tableView.superview];
if (CGRectContainsRect(self.tableView.frame, cellRect))
{
indexPath = [self.tableView indexPathForCell:cell];
// remain logic
}
}
}
May this is help to some one.
#neoneye's answer worked for me. Here is the Swift 4 version of it
let offset = scrollView.contentOffset
let bounds = scrollView.bounds
let size = scrollView.contentSize
let insets = scrollView.contentInset
let y = offset.y + bounds.size.height - insets.bottom
let h = size.height
let reloadDistance = CGFloat(10)
if y > h + reloadDistance {
//load more rows
}
How can I make a UIScrollView scroll to the bottom within my code? Or in a more generic way, to any point of a subview?
You can use the UIScrollView's setContentOffset:animated: function to scroll to any part of the content view. Here's some code that would scroll to the bottom, assuming your scrollView is self.scrollView:
Objective-C:
CGPoint bottomOffset = CGPointMake(0, self.scrollView.contentSize.height - self.scrollView.bounds.size.height + self.scrollView.contentInset.bottom);
[self.scrollView setContentOffset:bottomOffset animated:YES];
Swift:
let bottomOffset = CGPoint(x: 0, y: scrollView.contentSize.height - scrollView.bounds.height + scrollView.contentInset.bottom)
scrollView.setContentOffset(bottomOffset, animated: true)
Swift version of the accepted answer for easy copy pasting:
let bottomOffset = CGPoint(x: 0, y: scrollView.contentSize.height - scrollView.bounds.size.height)
scrollView.setContentOffset(bottomOffset, animated: true)
Simplest Solution:
[scrollview scrollRectToVisible:CGRectMake(scrollview.contentSize.width - 1,scrollview.contentSize.height - 1, 1, 1) animated:YES];
A swifty implementation:
extension UIScrollView {
func scrollToBottom(animated: Bool) {
if self.contentSize.height < self.bounds.size.height { return }
let bottomOffset = CGPoint(x: 0, y: self.contentSize.height - self.bounds.size.height)
self.setContentOffset(bottomOffset, animated: animated)
}
}
use it:
yourScrollview.scrollToBottom(animated: true)
Just an enhancement to the existing answer.
CGPoint bottomOffset = CGPointMake(0, self.scrollView.contentSize.height - self.scrollView.bounds.size.height + self.scrollView.contentInset.bottom);
[self.scrollView setContentOffset:bottomOffset animated:YES];
It takes care of the bottom inset as well (in case you're using that to adjust your scroll view when the keyboard is visible)
Setting the content offset to the height of the content size is wrong: it scrolls the bottom of the content to the top of the scroll view, and thus out of sight.
The correct solution is to scroll the bottom of the content to the bottom of the scroll view, like this (sv is the UIScrollView):
CGSize csz = sv.contentSize;
CGSize bsz = sv.bounds.size;
if (sv.contentOffset.y + bsz.height > csz.height) {
[sv setContentOffset:CGPointMake(sv.contentOffset.x,
csz.height - bsz.height)
animated:YES];
}
A Swift 2.2 solution, taking contentInset into account
let bottomOffset = CGPoint(x: 0, y: scrollView.contentSize.height - scrollView.bounds.size.height + scrollView.contentInset.bottom)
scrollView.setContentOffset(bottomOffset, animated: true)
This should be in an extension
extension UIScrollView {
func scrollToBottom() {
let bottomOffset = CGPoint(x: 0, y: contentSize.height - bounds.size.height + contentInset.bottom)
setContentOffset(bottomOffset, animated: true)
}
}
Note that you may want to check if bottomOffset.y > 0 before scroll
What if contentSize is lower than bounds?
For Swift it is:
scrollView.setContentOffset(CGPointMake(0, max(scrollView.contentSize.height - scrollView.bounds.size.height, 0) ), animated: true)
Scroll To Top
- CGPoint topOffset = CGPointMake(0, 0);
- [scrollView setContentOffset:topOffset animated:YES];
Scroll To Bottom
- CGPoint bottomOffset = CGPointMake(0, scrollView.contentSize.height - self.scrollView.bounds.size.height);
- [scrollView setContentOffset:bottomOffset animated:YES];
It looks like all of the answers here didn't take the safe area into consideration.
Since iOS 11, iPhone X had a safe area introduced. This may affect the scrollView's contentInset.
For iOS 11 and above, to properly scroll to the bottom with the content inset included. You should use adjustedContentInset instead of contentInset. Check this code:
Swift:
let bottomOffset = CGPoint(x: 0, y: scrollView.contentSize.height - scrollView.bounds.height + scrollView.adjustedContentInset.bottom)
scrollView.setContentOffset(bottomOffset, animated: true)
Objective-C
CGPoint bottomOffset = CGPointMake(0, self.scrollView.contentSize.height - self.scrollView.bounds.size.height + self.scrollView.adjustedContentInset.bottom);
[self.scrollView setContentOffset:bottomOffset animated:YES];
Swift extension (this keeps the original contentOffset.x):
extension UIScrollView {
func scrollsToBottom(animated: Bool) {
let bottomOffset = CGPoint(x: contentOffset.x,
y: contentSize.height - bounds.height + adjustedContentInset.bottom)
setContentOffset(bottomOffset, animated: animated)
}
}
References:
adjustedContentInset
I also found another useful way of doing this in the case you are using a UITableview (which is a subclass of UIScrollView):
[(UITableView *)self.view scrollToRowAtIndexPath:scrollIndexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES];
Using UIScrollView's setContentOffset:animated: function to scroll to the bottom in Swift.
let bottomOffset : CGPoint = CGPointMake(0, scrollView.contentSize.height - scrollView.bounds.size.height + scrollView.contentInset.bottom)
scrollView.setContentOffset(bottomOffset, animated: true)
If you somehow change scrollView contentSize (ex. add something to stackView which is inside scrollView) you must call scrollView.layoutIfNeeded() before scrolling, otherwise it does nothing.
Example:
scrollView.layoutIfNeeded()
let bottomOffset = CGPoint(x: 0, y: scrollView.contentSize.height - scrollView.bounds.size.height + scrollView.contentInset.bottom)
if(bottomOffset.y > 0) {
scrollView.setContentOffset(bottomOffset, animated: true)
}
With an (optional) footerView and contentInset, the solution is:
CGPoint bottomOffset = CGPointMake(0, _tableView.contentSize.height - tableView.frame.size.height + _tableView.contentInset.bottom);
if (bottomOffset.y > 0) [_tableView setContentOffset: bottomOffset animated: YES];
Swift:
You could use an extension like this:
extension UIScrollView {
func scrollsToBottom(animated: Bool) {
let bottomOffset = CGPoint(x: 0, y: contentSize.height - bounds.size.height)
setContentOffset(bottomOffset, animated: animated)
}
}
Use:
scrollView.scrollsToBottom(animated: true)
valdyr, hope this will help you:
CGPoint bottomOffset = CGPointMake(0, [textView contentSize].height - textView.frame.size.height);
if (bottomOffset.y > 0)
[textView setContentOffset: bottomOffset animated: YES];
Category to the rescue!
Add this to a shared utility header somewhere:
#interface UIScrollView (ScrollToBottom)
- (void)scrollToBottomAnimated:(BOOL)animated;
#end
And then to that utility implementation:
#implementation UIScrollView(ScrollToBottom)
- (void)scrollToBottomAnimated:(BOOL)animated
{
CGPoint bottomOffset = CGPointMake(0, self.contentSize.height - self.bounds.size.height);
[self setContentOffset:bottomOffset animated:animated];
}
#end
Then Implement it wherever you like, for instance:
[[myWebView scrollView] scrollToBottomAnimated:YES];
For Horizontal ScrollView
If you like me has a Horizontal ScrollView and want to scroll to end of it (in my case to most right of it), you need to change some parts of the accepted answer:
Objective-C
CGPoint rightOffset = CGPointMake(self.scrollView.contentSize.width - self.scrollView.bounds.size.width + self.scrollView.contentInset.right, 0 );
[self.scrollView setContentOffset:rightOffset animated:YES];
Swift
let rightOffset: CGPoint = CGPoint(x: self.scrollView.contentSize.width - self.scrollView.bounds.size.width + self.scrollView.contentInset.right, y: 0)
self.scrollView.setContentOffset(rightOffset, animated: true)
A good way to ensure the bottom of your content is visible is to use the formula:
contentOffsetY = MIN(0, contentHeight - boundsHeight)
This ensures the bottom edge of your content is always at or above the bottom edge of the view. The MIN(0, ...) is required because UITableView (and probably UIScrollView) ensures contentOffsetY >= 0 when the user tries to scroll by visibly snapping contentOffsetY = 0. This looks pretty weird to the user.
The code to implement this is:
UIScrollView scrollView = ...;
CGSize contentSize = scrollView.contentSize;
CGSize boundsSize = scrollView.bounds.size;
if (contentSize.height > boundsSize.height)
{
CGPoint contentOffset = scrollView.contentOffset;
contentOffset.y = contentSize.height - boundsSize.height;
[scrollView setContentOffset:contentOffset animated:YES];
}
If you don't need animation, this works:
[self.scrollView setContentOffset:CGPointMake(0, CGFLOAT_MAX) animated:NO];
While Matt solution seems correct to me you need to take in account also the collection view inset if there is one that has been set-up.
The adapted code will be:
CGSize csz = sv.contentSize;
CGSize bsz = sv.bounds.size;
NSInteger bottomInset = sv.contentInset.bottom;
if (sv.contentOffset.y + bsz.height + bottomInset > csz.height) {
[sv setContentOffset:CGPointMake(sv.contentOffset.x,
csz.height - bsz.height + bottomInset)
animated:YES];
}
In swift:
if self.mainScroll.contentSize.height > self.mainScroll.bounds.size.height {
let bottomOffset = CGPointMake(0, self.mainScroll.contentSize.height - self.mainScroll.bounds.size.height);
self.mainScroll.setContentOffset(bottomOffset, animated: true)
}
Solution to scroll to last item of a table View :
Swift 3 :
if self.items.count > 0 {
self.tableView.scrollToRow(at: IndexPath.init(row: self.items.count - 1, section: 0), at: UITableViewScrollPosition.bottom, animated: true)
}
Didn't work for me, when I tried to use it in UITableViewController on self.tableView (iOS 4.1), after adding footerView. It scrolls out of the borders, showing black screen.
Alternative solution:
CGFloat height = self.tableView.contentSize.height;
[self.tableView setTableFooterView: myFooterView];
[self.tableView reloadData];
CGFloat delta = self.tableView.contentSize.height - height;
CGPoint offset = [self.tableView contentOffset];
offset.y += delta;
[self.tableView setContentOffset: offset animated: YES];
CGFloat yOffset = scrollView.contentOffset.y;
CGFloat height = scrollView.frame.size.height;
CGFloat contentHeight = scrollView.contentSize.height;
CGFloat distance = (contentHeight - height) - yOffset;
if(distance < 0)
{
return ;
}
CGPoint offset = scrollView.contentOffset;
offset.y += distance;
[scrollView setContentOffset:offset animated:YES];
I found that contentSize doesn't really reflect the actual size of the text, so when trying to scroll to the bottom, it will be a little bit off. The best way to determine the actual content size is actually to use the NSLayoutManager's usedRectForTextContainer: method:
UITextView *textView;
CGSize textSize = [textView.layoutManager usedRectForTextContainer:textView.textContainer].size;
To determine how much text actually is shown in the UITextView, you can calculate it by subtracting the text container insets from the frame height.
UITextView *textView;
UIEdgeInsets textInsets = textView.textContainerInset;
CGFloat textViewHeight = textView.frame.size.height - textInsets.top - textInsets.bottom;
Then it becomes easy to scroll:
// if you want scroll animation, use contentOffset
UITextView *textView;
textView.contentOffset = CGPointMake(textView.contentOffset.x, textSize - textViewHeight);
// if you don't want scroll animation
CGRect scrollBounds = textView.bounds;
scrollBounds.origin = CGPointMake(textView.contentOffset.x, textSize - textViewHeight);
textView.bounds = scrollBounds;
Some numbers for reference on what the different sizes represent for an empty UITextView.
textView.frame.size = (width=246, height=50)
textSize = (width=10, height=16.701999999999998)
textView.contentSize = (width=246, height=33)
textView.textContainerInset = (top=8, left=0, bottom=8, right=0)
Extend UIScrollView to add a scrollToBottom method:
extension UIScrollView {
func scrollToBottom(animated:Bool) {
let offset = self.contentSize.height - self.visibleSize.height
if offset > self.contentOffset.y {
self.setContentOffset(CGPoint(x: 0, y: offset), animated: animated)
}
}
}
To scroll to the bottom end, we have to work with the target view maximum height.
import UIKit
extension UIScrollView {
func scrollToBottomOf(targetView: UIView, animated: Bool) {
setContentOffset(CGPoint(x:targetView.frame.minX, y:targetView.frame.maxY), animated: animated)
}
}
//func invocation example
optionScrollView.scrollToBottomOf(targetView: self.optionsStackView, animated: false)
As explained here
https://janeshswift.com/ios/swift/how-to-scroll-to-a-position-programmatically-in-uiscrollview/
We can create a custom UIScrollView extension as
extension UIScrollView {
func scrollToTop(animated: Bool = false) {
setContentOffset(CGPoint(x: contentOffset.x, y: -adjustedContentInset.top), animated: animated)
}
var bottomContentOffsetY: CGFloat {
max(contentSize.height - bounds.height + adjustedContentInset.bottom, -adjustedContentInset.top)
}
func scrollToBottom(animated: Bool = false) {
setContentOffset(CGPoint(x: contentOffset.x, y: bottomContentOffsetY), animated: animated)
}
func scrollToLeading(animated: Bool = false) {
setContentOffset(CGPoint(x: -adjustedContentInset.left, y: contentOffset.y), animated: animated)
}
var trailingContentOffsetX: CGFloat {
max(contentSize.width - bounds.width + adjustedContentInset.right, -adjustedContentInset.left)
}
func scrollToTrailing(animated: Bool = false) {
setContentOffset(CGPoint(x: trailingContentOffsetX, y: contentOffset.y), animated: animated)
}
func scrollViewToVisible(_ view: UIView, animated: Bool = false) {
scrollRectToVisible(convert(view.bounds, from: view), animated: true)
}
var isOnTop: Bool {
contentOffset.y <= -adjustedContentInset.top
}
var isOnBottom: Bool {
contentOffset.y >= bottomContentOffsetY
}
}
Use It as --
DispatchQueue.main.async {
self.itemsScrollView.scrollToBottom()
}
Xamarin.iOS version for UICollectionView of the accepted answer for ease in copying and pasting
var bottomOffset = new CGPoint (0, CollectionView.ContentSize.Height - CollectionView.Frame.Size.Height + CollectionView.ContentInset.Bottom);
CollectionView.SetContentOffset (bottomOffset, false);