UISlider in Dynamic UITableView - ios

I am creating an app in where I need to add a bunch of sliders in a Dynamic UITableView. I added the slider like this:
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
UITableViewCell *cell = [self.tableView dequeueReusableCellWithIdentifier:#"Cell" forIndexPath:indexPath];
UISlider *slider = [[UISlider alloc]init];
//ALL OTHER CODE
[cell addSubview:slider];
return cell;
}
Now the slider is added to the UITableView but the if I changed the value of the first slider another slider changes with it.I know this is something to do with dequeing the cell but how do I fix it?
EDIT:
I tried #daveMack answer like this:
CustomCell.m:
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier
{
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
// Initialization code
self.checkBox = [[M13Checkbox alloc]initWithTitle:#"Checkbox!"];
self.checkBox.checkAlignment = M13CheckboxAlignmentLeft;
[self addSubview:self.checkBox];
}
return self;
}
Cell For Row At Index Path:
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
CheckboxCell *cell;
cell = [self.tableView dequeueReusableCellWithIdentifier:#""];
if (!cell) {
cell = [[CheckboxCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:#"Cell"];
return cell;
}
return cell;
}

No, no, no! I would not suggest you add views like that to your UITableViewCell. Funky stuff can happen as you have experienced yourself because of the dequeueing process.
I suggest you do the following:
Create a custom table view cell with its appropriate .h, .m file and .xib file
In your custom cell you can add WHATEVER views you like and however many views that you like.
Make sure you create a property of type UIScrollView in your .h file and link it to the interface builder to your custom cell's slider, call the property slider.
Now in your main view controller where you are creating your table, make sure you have an NSMutableArray and name it something like sliderValuesArray that can store all your slider values for each cell. You want to make sure that the number of cells is equal to the number of elements in your sliderValuesArray.
Then you can do something like this in your cellForRowAtIndexPath delegate method:
In your cellForRowAtIndexPath method do something like this:
myCustomCell.slider.maximumValue = 100;
myCustomCell.slider.minimumValue = 1;
myCustomCell.slider.continuous = TRUE;
//set a method which will get called when a slider in a cell changes value
[myCustomCell.slider addTarget:self action:#selector(sliderChanged:) forControlEvents:UIControlEventValueChanged];
//Keep a reference to each slider by assigning a tag so that we can determine
//which slider is being changed
myCustomCell.slider.tag = indexPath.row;
//Grab the value from the sliderValuesArray and set the slider knob to that position
myCustomCell.slider.value = [[sliderValuesArray objectAtIndex:indexPath.row] intValue];
Now in your sliderChanged method you can do this:
-(void)sliderChanged:(UISlider)sender{
//Grab the slider value, it needs to be converted to an NSNumber so that we can
//store it successfully as an object in our sliderValuesArray
NSNumber sliderValue = [NSNumber numberWithInt:sender.value];
//This is how we determine which position in our slidersArray we want to update,
//Based on the tag we set our slider view on initialisation in our cellForRowAtIndexPath
int cellPosition = sender.tag;
//Use the cellPosition to update the correct number in our sliderValuesArray
//with the sliderValue retrieved from the slider that the user is sliding
[sliderValuesArray replaceObjectAtIndex:cellPosition withObject:sliderValue];
}

I ran into this same issue awhile back. The solution I came up with was to subclass UITableViewCell. Then I added the slider in the init method of the subclass and exposed it via a property.
Now, when you want to change the value of JUST ONE slider, you would do something like:
[cell slider]setValue:(someValue)];

Related

How can I change custom cells label parameters in viewDidLoad?

I have custom cell called MyCustomCell, there is a label named pushLabel, in table view I get parameters of label like this:
cell.pushLabel.text = #"text";
I need to get in that label parameters in viewDidLoad (where table view is located), how this can be done?
In viewDidLoad method, UITableView still should have not been loaded so there no way you can get UITableViewCell objects.
One solution can be, maintain flag say you have
//Add in your .h file
BOOL hidePushLabel;
Now use these flag to hide intially in tableview like this:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
NSString *strCellIndentifier = #"cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:strCellIndentifier];
if (cell)
{
//By default hidePushLabel will be NO so hide pushLabel
if(!hidePushLabel)
cell.pushLabel.hidden = YES;
else
cell.pushLabel.hidden = NO;
}
return cell;
}

How to set up this custom UITableViewCell

I have taken over an iOS project and have to refactor a list of views into a UITableView. I am using Storyboards and have subclassed UITableViewCell. One subclass is called MenuItemCell and has a headerLabel, detailLabel, and priceLabel which are properties set up in the Storyboard and configured in MenuItemCell. I am able to manipulate these via cellForAtIndexPath like this:
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{
static NSString *MenuItemCellIdentifier=#"MenuItemCell";
id dic=self.tmpMenu.listItems[indexPath.row];
if([dic isKindOfClass:[MenuItem class]]){
MenuItemCell *cell = [self.menuTV dequeueReusableCellWithIdentifier:MenuItemCellIdentifier];
MenuItem *menuItem=(MenuItem *)dic;
cell.menuItem=menuItem;
cell.headerLabel.text=menuItem.header;
cell.headerLabel.numberOfLines=0;
cell.priceLabel.text=menuItem.price;
// how to handle this custom spotView
if([menuItem hasInstoreImage]){
UIView *instoreImageDot=[self circleWithColor:[UIColor redColor] radius:4];
[cell.spotView addSubview:instoreImageDot]; // ON SCROLLING, this populates to all the different table cells
}
return cell;
}
return nil;
}
The last piece is that there is a custom UIView called spotView. Currently, I am creating this circle in code in my controller via circleWithColor and trying to add to [cell.spotView] but scrolling causes this to populate on different table cells. How should I set this up? I have added a method to my custom view but this suffers from the same problem.
Cells get reused, you will need to tell the tableView to remove the custom View
if([menuItem hasInstoreImage]){
UIView *instoreImageDot=[self circleWithColor:[UIColor redColor] radius:4];
[cell.spotView addSubview:instoreImageDot];
}else{
//remove it if condition is not met
//or You can add a place holder view instead
}
What is happening is that iOS is reusing cells as you scroll and some of the reused cells already have the instoreImageDot view added as a subview.
You really shouldn't do layout stuff in the cellForRowAtIndexPath method. It should only ever be used to dequeue a reusable cell and then set the data for the cell. All the layout stuff should be handled by the cell itself.
Don't create the instoreImageDot in the controller. Add a method in your custom cell - something like (written in C#, but should be easy to translate):
UpdateCell(MenuItem item, bool hasInstoreIamge)
{
menuItem = item;
headerLabel.text = item.header;
priceLabel.text = item.price;
headerLabel.numberOfLines=0;
if (hasInstoreImage)
{
// code to add the instoreImageDot as a subview of the cell
}
}
Also in the Custom Cell, Implement the prepareForReuse method and inside this method, remove the instoreImageDot view from the cell - so that it can only ever be added once.
- (void)prepareForReuse {
if([self.subviews containsObject:instoreImageDot])
{
[instoreImageDot removeFromSuperview];
}
[super prepareForReuse];
}
Now your cellForRowAtIndexPath method can look like:
-(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{
static NSString *MenuItemCellIdentifier=#"MenuItemCell";
id dic=self.tmpMenu.listItems[indexPath.row];
if([dic isKindOfClass:[MenuItem class]]){
MenuItemCell *cell = [self.menuTV dequeueReusableCellWithIdentifier:MenuItemCellIdentifier];
MenuItem *menuItem=(MenuItem *)dic;
cell.UpdateCell(menuItem, [menuItem hasInstoreImage]);
return cell;
}
return nil;
}

UITextField inside UITableViewCell - method for preventing text reset

I have a UITableView tall enough that it necessitates scrolling. The top-most cell in the table contains a UITextField for the user to enter some text.
The standard way to build this might be to create and add the text field and add it to a cell created or recycled in cellFOrRowAtIndexPath: However, this constant re-creation means that the text entered in the field is erased when the cell is scrolled out and back into view.
The solutions I've found so far suggest using UITextField delegation to track the text as it changes and store it in an iVar or property. I would like to know why this is recommended instead of the simpler approach I am using:
I am creating the UITextField in the init method of the UITableViewController and immediately storing it in a property. In cellFOrROwAtIndexPath I am simply adding the pre-existing field instead of initializing a new one. The cell itself can be recycled without issue, but because I am always using the one and only UITextField, the content is maintained.
Is this a reasonable approach? What might go wrong? Any improvements (perhaps I could still create the field in cellForRowAtIndexPath but first check if the property is nil?)
When you are creating cells in cellForRowAtIndexPath you have to use one reusable identifier for that first cell (ie. cellId1) and another for the rest (ie. cellId2).
If you do this, when you get the cell for the first element by calling [tableView dequeueReusableCellWithIdentifier:#"cellId1"] you will always get the same Object and will not be reused by other cells.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
MyCell *cell = nil;
// Only for first row
if (indexPath.row == 0) {
static NSString *cellId1 = #"cellId1";
cell = [tableView dequeueReusableCellWithIdentifier:cellId1];
if (cell == nil) {
cell = [[MyCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellId1];
}
}
else {
static NSString *cellId2 = #"cellId2";
cell = [tableView cellId2];
if (cell == nil) {
cell = [[MyCell alloc] initWithStyle:UITableViewCellStyleDefault cellId2];
}
}
// do whatever
return cell;
}
If there is only one UITextField, then I agree that your approach would be better/same as compared to using UITextField delegation (I think).
However, let us assume that you want to "expand" your view so that there are about 7-8 or more TextFields now. Then if you go about using your approach, then the problem will be that you will be storing 7-8 or more TextFields in memory and maintaining them.
In such a situation, a better approach would be that you create only that number of textfields as visible on screen. Then you create a dictionary which would maintain the content present in the textfield (which you can get by UITextFieldDelegate methods). This way, the same textfield can be used when the cell is reused. Only the values will change and will be dictated by the values in the dictionary.
On a sidenote, do minimal creation in cellForRowAtIndexPath as that is called during every table scroll and so creating a textField in cellForRowAtIndexPath can be expensive.
#import "ViewController.h"
#import "TxtFieldCell.h"
#define NUMBER_OF_ROWS 26
#interface ViewController ()<UITableViewDataSource, UITableViewDelegate, UITextFieldDelegate>
#property (weak, nonatomic) IBOutlet UITableView *tablView;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
self.tablView.datasource = self; //set textfield delegate in storyboard
textFieldValuesArray = [[NSMutableArray alloc] init];
for(int i=0; i<NUMBER_OF_ROWS; i++){
[textFieldValuesArray addObject:#""];
}
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
#pragma mark - TableView Datasource
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
TxtFieldCell *cell = [tableView dequeueReusableCellWithIdentifier:#"TxtFieldCellId" forIndexPath:indexPath];
cell.txtField.tag = indexPath.row;
if (textFieldValuesArray.count > 0) {
NSString *strText = [textFieldValuesArray objectAtIndex:indexPath.row];
cell.txtField.text = strText;
}
return cell;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return NUMBER_OF_ROWS;
}
#pragma mark - TextField Delegate
- (void)textFieldDidEndEditing:(UITextField *)textField {
[textFieldValuesArray replaceObjectAtIndex:textField.tag withObject:textField.text];
}

Styling custom UITableViewCell in initWithCoder: not working

I have some issues with a custom UITableViewCell and how to manage things using storyboards. When I put the styling code in initWithCoder: it doesn't work but if I put it in tableView: cellForRowAtIndexPath: it works. In storyboard I have a prototype cell with its class attribute set to my UITableViewCell custom class. Now the code in initWithCoder: does get called.
SimoTableViewCell.m
#implementation SimoTableViewCell
#synthesize mainLabel, subLabel;
-(id) initWithCoder:(NSCoder *)aDecoder {
if ( !(self = [super initWithCoder:aDecoder]) ) return nil;
[self styleCellBackground];
//style the labels
[self.mainLabel styleMainLabel];
[self.subLabel styleSubLabel];
return self;
}
#end
TableViewController.m
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"NearbyLandmarksCell";
SimoTableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier forIndexPath:indexPath];
//sets the text of the labels
id<SimoListItem> item = (id<SimoListItem>) [self.places objectAtIndex:[indexPath row]];
cell.mainLabel.text = [item mainString];
cell.subLabel.text = [item subString];
//move the labels so that they are centered horizontally
float mainXPos = (CGRectGetWidth(cell.contentView.frame)/2 - CGRectGetWidth(cell.mainLabel.frame)/2);
float subXPos = (CGRectGetWidth(cell.contentView.frame)/2 - CGRectGetWidth(cell.subLabel.frame)/2);
CGRect mainFrame = cell.mainLabel.frame;
mainFrame.origin.x = mainXPos;
cell.mainLabel.frame = mainFrame;
CGRect subFrame = cell.subLabel.frame;
subFrame.origin.x = subXPos;
cell.subLabel.frame = subFrame;
return cell;
}
I have debugged the code and found that the dequeue... is called first, then it goes into the initWithCoder: and then back to the view controller code. What is strange is that the address of the cell in memory changes between return self; and when it goes back to the controller. And if I move the styling code back to the view controller after dequeue... everything works fine. It's just I don't want to do unnecessary styling when reusing cells.
Cheers
After initWithCoder: is called on the cell, the cell is created and has its properties set. But, the relationships in the XIB (the IBOutlets) on the cell are not yet complete. So when you try to use mainLabel, it's a nil reference.
Move your styling code to the awakeFromNib method instead. This method is called after the cell is both created and fully configured after unpacking the XIB.

Hiding a Button in a UITableViewCell

I currently have a table with 8 rows that each have a label on the right side and a button on the left. I was hoping that I could have all the buttons hidden until the user presses an "edit" button in the top right corner and then they would appear allowing the user to interact with each table cell. I don't know if this is possible, because they are in UITableViewCells or if there is an easier method to summoning a button for each cell
UPDATE
okay so I have placed in all the hidden properties and there seem to be no errors, but the app doesn't recognize any of it. The buttons remains unhidden despite the fact that they are set to be initially hidden. Here is my code
Here is my Table Cell code:
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath: (NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"BlockCell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier forIndexPath:indexPath];
cell.textLabel.text = #"Free Block";
UIButton*BlockButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
BlockButton.frame = CGRectMake(225.0f, 5.0f, 75.0f, 35.0f);
[BlockButton setTitle:#"Change" forState:UIControlStateNormal];
[BlockButton addTarget:self action:#selector(Switch:) forControlEvents:UIControlEventTouchUpInside];
Blockbutton.backgroundColor = [UIColor colorWithRed:102/255.f
green:0/255.f
blue:51/255.f
alpha:255/255.f];
Blockbutton.hidden = YES;
[cell addSubview:BlockButton];
return cell;
}
and here is my method code:
- (IBAction)Editmode:(UIButton *)sender
{
Blockbutton.hidden = !Blockbutton.hidden;
[self.tableView reloadData];
}
any thoughts or ideas as to what might be the issue?
You'll need to create a UITableViewCell subclass if you don't already have one. In that class, override setEditing:animated: and if the new value is YES, then enable/add/unhide the button.
- (void)setEditing:(BOOL)editing animated:(BOOL)animated {
[super setEditing:editing animated:animated];
if (editing) {
// add your button
someButton.hidden = NO;
} else {
// remove your button
someButton.hidden = YES;
}
}
It would be optional, but you are encouraged to animate the change if animated is YES.
Note: this assumes you have the edit button already hooked up the change the editing mode of the UITableView. If you don't, call setEditing:animated: on the UITableView in the button action. This will automatically call setEditing:animated: on each visible table cell.
The trick here is to keep in mind that a table's cells are determined by cellForRowAtIndexPath:. You can cause that method to be called all over again by sending the table reloadData:.
So, just keep a BOOL instance variable / property. Use the button to toggle that instance variable and to call reloadData:. If, at the time cellForRowAtIndexPath: is called, the instance variable is YES, set the button's hidden to YES; if NO, to NO.
take a BOOL variable which defines the whether to show delete button or not, use this BOOL var to for btnName.hidden = boolVar, initially make boolVar = NO, when user taps on edit toggle bool var and reload the tableview.
Another option is to test if you are in edit mode in the cellForRowAtIndexPath method.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = //(obtain your cell however you like)
UIButton *button = cell.button; //(get button from cell using a property, a tag, etc.)
BOOL isEditing = self.editing //(obtain the state however you like)
button.hidden = !isEditing;
return cell;
}
And whenever you enter editing mode, reload tableView data. This will make the table view ask for the cells again, but in this case the buttons will be set not to hide.
- (void)enterEditingMode {
self.editing = YES;
[self.tableView reloadData];
}

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