We are trying to set up a UICollectionView with a custom layout. The content of each CollectionViewCell will be an image. Over all there will be several thousand images and about 140-150 being visible at one certain time. On an action event potentially all cells will be reorganized in position and size. The goal is to animate all the moving events currently using the performBatchUpdates method. This causes a huge delay time before everything gets animated.
This far we found out that internally the method layoutAttributesForItemAtIndexPath is called for every single cell (several thousand in total). Additionally, the method cellForItemAtIndexPath is called for more cells than can actually be displayed on the screen.
Are there any possibilities to enhance the performance of the animation?
The default UICollectionViewFlowLayout can't really offer the kind of design we want to realize in the app. Here's some of our code:
-(UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath {
RPDataModel *dm = [RPDataModel sharedInstance]; //Singleton holding some global information
NSArray *plistArray = dm.plistArray; //Array containing the contents of the cells
NSDictionary *dic = plistArray[[indexPath item]];
RPCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:#"CELL" forIndexPath:indexPath];
cell.label.text = [NSString stringWithFormat:#"%#",dic[#"name"]];
cell.layer.borderColor = nil;
cell.layer.borderWidth = 0.0f;
[cell loadAndSetImageInBackgroundWithLocalFilePath:dic[#"path"]]; //custom method realizing asynchronous loading of the image inside of each cell
return cell;
}
The layoutAttributesForElementsInRect iterates over all elements setting layoutAttributes for allthe elements within the rect. The for-statement breaks on the first cell being past the borders defined by the bottom-right corner of the rect:
-(NSArray*)layoutAttributesForElementsInRect:(CGRect)rect {
NSMutableArray* attributes = [NSMutableArray array];
RPDataModel *dm = [RPDataModel sharedInstance];
for (int i = 0; i < dm.cellCount; i++) {
CGRect cellRect = [self.rp getCell:i]; //self.rp = custom object offering methods to get information about cells; the getCell method returns the rect of a single cell
if (CGRectIntersectsRect(rect, cellRect)) {
NSIndexPath *indexPath = [NSIndexPath indexPathForItem:[dm.relevanceArray[i][#"product"] intValue] inSection:0];
UICollectionViewLayoutAttributes *attribute = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
attribute.size = cellRect.size;
attribute.center = CGPointMake(cellRect.origin.x + attribute.size.width / 2, cellRect.origin.y + attribute.size.height / 2);
[attributes addObject:attribute];
} else if (cellRect.origin.x > rect.origin.x + rect.size.width && cellRect.origin.y > rect.origin.y + rect.size.height) {
break;
}
}
return attributes;
}
On Layout changes the results are pretty much the same no matter if the number of cells being defined in the layoutAttributesForElementsInRect is limited or not .. Either the system gets the layout attributes for all cells in there if it isn't limited or it calls the layoutAttributesForElementAtIndexPath method for all the missing cells if it is limited. Overall the attributes for every single cell is being used somehow.
-(UICollectionViewLayoutAttributes*)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath {
RPDataModel *dm = [RPDataModel sharedInstance];
UICollectionViewLayoutAttributes *attribute = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
CGRect cellRect = [self.rp getCell:[dm.indexDictionary[#(indexPath.item)] intValue]];
attribute.size = cellRect.size;
attribute.center = CGPointMake(cellRect.origin.x + attribute.size.width / 2, cellRect.origin.y + attribute.size.height / 2);
return attribute;
}
Without seeing code, my guess is that your layoutAttributesForElementsInRect method is iterating through all of the items in your collection, and that is, in turn, what is causing the other methods to get over-called. layoutAttributesForElementsInRect is giving you a hint - that is, the CGRect it is passing to you - about which items you need to call layoutAttributesForItemAtIndexPath for, in terms of what is on the screen.
So that may be part of the performance issue - that is, tuning your custom layout so it is being smart about which items it is updating.
The other issues pertain to animation performance in general. One thing to watch out for is if there is any sort of compositing going on - make sure your images are opaque. Another thing is if you're using shadows on your image, those can be expensive to animate. One way to improve the animation performance of shadows is set the shadowPath value when the image is resized - if you do have shadows, let me know and post some code for doing that.
This appears to be caused by trying to add cells to sections which have header views but no cells already in them.
The error message is monumentally unhelpful, and it took several hours of effort to trace it down.
Related
I am creating UITableViewCell like this. In that screen, I might have 1 quiz, 2 quiz, etc and 1 poll, 2 polls, etc. It will be dynamic.
As a result, when user scroll up and down, based on data received on my cell, I keep removing previous UIViews and recreating again and again. (I know it is super bad. Now my scrolling got issue.)
NSArray *quizzez = self.cellData[SERVER_QUIZZES];
NSArray *polls = self.cellData[SERVER_POLLS];
NSMutableArray *combinedQuizPoll = [NSMutableArray array];
[combinedQuizPoll addObjectsFromArray:quizzez];
[combinedQuizPoll addObjectsFromArray:polls];
for (UIView *vw in self.quizPollViewCollection) {
[vw removeFromSuperview];
}
for (NSDictionary *quizPollDict in combinedQuizPoll)
{
QuizPollSubView *vwQuizPoll = [QuizPollSubView loadFromNibWithType:QuizPollSubViewNoViewRelated andNavType:self.navType];
[vwQuizPoll setW:CGRectGetWidth(self.frame)];
[vwQuizPoll setDelegate:self];
[vwQuizPoll setData:muQuizPollDict];
[vwQuizPoll setX:0 andY:offset];
[self.contentView addSubview:vwQuizPoll];
offset = CGRectGetMaxY(vwQuizPoll.frame) + 4;
[self.quizPollViewCollection addObject:vwQuizPoll];
}
How shall I make to improve performance? I have studied other similar question in StackOverflow also.
How to make a UITableViewCell with different subviews reusable?
1) I need to have dynamic quiz, poll view (number of quiz, poll will be different for each cell)
2) How can I reference to those view that I created?
First of all I have to say that your approach to use the same cell to put things in a vertical is not the best one. For this kind of situation you should use more than one cell. Something like:
...
DecriptionCell
QuizCell
QuizCell
PollCell
PollCell
PollCell
...
Anyway I'm going to propose you a solution that could help you without change the structure of your UITableView.
Actually I had the same problem a few weeks ago, and I found a very good solution for that.
Basically the main concept is, to Reuse UITableViewCell you shouldn't add or remove views in the configure of the cell because the performance will be affected.
So, the solution that I have used was, use different reuse identifier for each kind of configuration that the cell can have.
The unique requirement is not to have a Nib file for the cell.
If I understood properly your cell can have dynamics Quizs and Polls. Let's go to say that a maximum of 10 Quizs and a Maximum of 10 Polls. Although I'm watching that both have the same View, QuizPollSubView. So let's put a maximum of 20 subviews per cell.
So in the method where you are registering the cells I would do the next:
Class myClass = [CustomTableViewCell class];
NSString *classID = NSStringFromClass(myClass);
for (NSUInteger index = 0; index < 20; index++) {
NSString *identifier = [classID stringByAppendingString:[#(index) stringValue]];
[self.tableView registerClass:myClass forCellReuseIdentifier:identifier];
}
Then in the CellForRow you must dequeue the cell with the properIdentifier, for instance:
NSString *cellID = NSStringFromClass([CustomTableViewCell class]);
NSUInteger numberOfQuizsAndPolls = 3 + 2; //This is 3 quizs and 2 polls, I gess that you can read from the DataModel
NSString *identifier = [cellID stringByAppendingString:[#(numberOfQuizsAndPolls) stringValue]];
CustomTableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:identifier forIndexPath:indexPath];
//then configure the cell
Next, in the initWithStyle:reuseIdentifier: you should create the subviews with empty value, extracting the info from the identifier
NSString *stringNumber = [reuseIdentifier stringByReplacingOccurrencesOfString:NSStringFromClass([self class])
withString:#""];
NSUInteger numberOfSubviews = [stringNumber integerValue];
//here you should add all of your QuizPollSubView with emtpy content.
for (NSUInteger index = 0; index < numberOfSubviews; index++) {
QuizPollSubView *vwQuizPoll = [QuizPollSubView loadFromNibWithType:QuizPollSubViewNoViewRelated andNavType:self.navType];
[vwQuizPoll setW:CGRectGetWidth(self.frame)];
[vwQuizPoll setDelegate:self];
//[vwQuizPoll setData:muQuizPollDict]; YOU CAN NOT SET THE DATA HERE BECAUSE YOU DONT HAVE IT
[vwQuizPoll setX:0 andY:offset];
[self.contentView addSubview:vwQuizPoll];
offset = CGRectGetMaxY(vwQuizPoll.frame) + 4;
[self.quizPollViewCollection addObject:vwQuizPoll];
}
Finally you must to set the proper information in the configure of the cell. Something like:
- (void)configureWithQuizPollDict:(NSDictionary *)combinedQuizPoll
{
for (NSDictionary *quizPollDict in combinedQuizPoll)
{
//get the proper index in the quizPollViewCollection.
QuizPollSubView *vwQuizPoll = self.quizPollViewCollection[index];
[vwQuizPoll setData:muQuizPollDict];
}
}
I hope that it helps you!!
Thanks
PD: If you want to use a Cell with Nib probably we need to subclass the UITableView to add custom dequeue
I'm building an app whereas I've got a UICollectionView with a custom layout. I have a problem whereas I cannot tap some rows. Here's an overview over what happens
1) App starts and presents a UICollectionView
2) 3 test items are displayed, using the visual debugger in Xcode, you can see that there is something not right with the hierarchy
The red row can't be tapped now, but the yellow and green rows can.
3) User taps the yellow item, and segues to another page
4) User pops the shown UIViewController and returns to the UICollectionView whereas the viewWillAppear method reloads the UICollectionView like so:
[self.collectionView reloadData];
5) Re-entering the visual debugger shows that the hierarchy seems shifted, and the yellow row is now untappable, but the red and green rows can be tapped.
What could be the reason for this? I'll post any relevant code, ask for what parts you'd like to see.
Update
The UIViewController displaying the UICollectionView
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
ShareViewCell *view = [collectionView dequeueReusableCellWithReuseIdentifier:#"share" forIndexPath:indexPath];
view.share = [self.sharesController shareAtIndex:indexPath.item];
return view;
}
Custom cell:
- (instancetype)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
self.leftBorderView = [UIView new];
[self.contentView addSubview:self.leftBorderView];
self.label = [UILabel new];
self.label.font = [UIFont boldSystemFontOfSize:10];
self.label.numberOfLines = 0;
self.label.lineBreakMode = NSLineBreakByWordWrapping;
[self.contentView addSubview:self.label];
}
return self;
}
- (void)layoutSubviews
{
[super layoutSubviews];
self.leftBorderView.frame = CGRectMake(0, 0, 1.5, self.bounds.size.height);
CGSize labelSize = [self.label sizeThatFits:CGSizeMake(self.bounds.size.width - 10.0f, MAXFLOAT)];
NSTimeInterval durationOfShare = [self.share.endSpan timeIntervalSinceDate:self.share.startSpan] / 3600;
CGFloat middleOfCell = self.bounds.size.height / 2;
CGFloat yPositionToUse = middleOfCell - (labelSize.height / 2);
if (durationOfShare < 0.25)
{
[self.label setHidden:YES];// to small to be shown
} else if (durationOfShare > 0.5)
{
yPositionToUse = 8; // show it at the top
}
self.label.frame = CGRectMake(8, yPositionToUse, labelSize.width, labelSize.height);
}
Update 2
Is the UICollectionReusableView blocking tap of the UICollectionViewCell?
Ok,
First, you should be more precise in your question : you're using some code found on some question on StackOverflow.
The code seems to be this Calendar UI made with UICollectionView.
This is a sample code, quickly built for the sake of a StackOverflow answer (with a bounty). It's not finished, has no contributors, and you should try to read it and improve over it !
From your debugger's captures, it seems you have some view which overlays on top of your collectionView's cells.
From reading this code, I see it uses some supplementary view to present 'hour' blocks. This supplementary view class is HourReusableView. And it's the view coming on top on your debugger's captures
CalendarViewLayout is responsible to compute these supplementary views frame, as it does for colored event blocks (see method - (void)prepareLayout)
I might bet that these supplementary views's Z-order isn't predictable - all views have a default zIndex of 0. One way to fix it ? After line 67 of this file, set a negative zIndex on the UICollectionViewLayoutAttributes of the hour block. This way, you make sure hour supplementary views are always behind your cells, and don't intercept the cell's touch
I have an iOS 7 app using Storyboards that has the following structure:
UITabBarController->UINavgiationController->UICollectionViewController
I use a custom subclass of UICollectionViewFlowLayout to layout the grid. Each cell contains a single UILabel.
I am trying to render a 5 column grid in the UICVC. There can be upwards of 800 rows (sections, as one row per section). I've based this loosely on Erica Sadun's example code from her iOS book.
The cells all have specific, set widths (2 different widths used). All cells have the same height. The grid is wider than the physical display, and so scrolls horizontally and vertically.
It's all working fine, but performance has been very poor for more than about 30 rows. The problem comes when trying to calculate the custom layout, specifically in the following method:
- (NSArray *)layoutAttributesForElementsInRect:(CGRect)rect
{
NSArray *attribs = [super layoutAttributesForElementsInRect:rect];
NSMutableArray *attributes = [NSMutableArray array];
[attribs enumerateObjectsUsingBlock:^(UICollectionViewLayoutAttributes *currentLayout, NSUInteger idx, BOOL *stop)
{
NSString *layoutItemKey = [NSString stringWithFormat:#"%ld:%ld", (long)currentLayout.indexPath.section, (long)currentLayout.indexPath.item];
UICollectionViewLayoutAttributes *newLayout = [self.cachedLayoutAttributes objectForKey:layoutItemKey];
if (nil == newLayout)
{
newLayout = [self layoutAttributesForItemAtIndexPath:currentLayout.indexPath];
long section = currentLayout.indexPath.section;
long item = currentLayout.indexPath.item;
NSString *layoutItemKey = [NSString stringWithFormat:#"%ld:%ld", (long)section, (long)item];
[self.cachedLayoutAttributes setObject:newLayout forKey:layoutItemKey];
}
[attributes addObject:newLayout];
}];
return attributes;
}
The main delay here seems to come from a call to the iOS method:
layoutAttributesForCellWithIndexPath:(NSIndexPath *)indexPath;
which is inside the layoutAttributesForItemAtIndexPath method:
- (UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewLayoutAttributes *attributes = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
CGSize thisItemSize = [self sizeForItemAtIndexPath:indexPath];
CGFloat verticalOffset = [self verticalInsetForItemAtIndexPath:indexPath];
CGFloat horizontalOffset = [self horizontalInsetForItemAtIndexPath:indexPath];
if (self.scrollDirection == UICollectionViewScrollDirectionVertical)
attributes.frame = CGRectMake(horizontalOffset, verticalOffset, thisItemSize.width, thisItemSize.height);
else
attributes.frame = CGRectMake(verticalOffset, horizontalOffset, thisItemSize.width, thisItemSize.height);
return attributes;
}
Scrolling works fine to a point, then freezes for about 1.5 seconds while the next block of layout is calculated (always seems to be about 165 cells). As I'm caching everything, the next time the user scrolls performance is fine.
If I leave the cell widths to the UICollectionViewFlowLayout default everything flies, with no pauses.
To try to speed things up I have:
Ensured all views are opaque
Set the deceleration rate of the CollectionView to FAST
Made - (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds return NO
I cache any UICollectionViewLayoutAttributes calculated
I cache the first 50 rows on initialisation. There's no noticeable lag doing this, and it allows the initial scroll performance to be a bit better than it would have been
I've run out of ideas for squeezing more performance out of the UICollectionViewFlowLayout.
Can anyone suggest how I can improve the code?
Thanks
Darren.
I've found a solution to the problem, and while it's not a complete answer to UICollectionView performance problems, it meets my needs.
I'm rendering a text grid. The rows are all the same height, the widths of the fields are always the same, and the overall width of a row is always the same.
Erica Sadun's code allows for variable height text cells, for text wrapping I assume. Because of that the layout needs to be calculated for each cell and row. For a grid with more than 100 cells the amount of time required is too long (on my iPhone 4S).
What I've done is to remove all the height and width calculation code, and replace it with fixed values I calculated manually.
This removes the bottleneck, and now I can render a grid with a few thousand cells without any noticeable lag.
I'm developing an app that has a UICollectionView - the collection view's job is to display data from a web service.
One feature of the app I am trying to implement is enabling the user to change the layout of this UICollectionView from a grid view to a table view.
I spent a lot of time trying to perfect this and I managed to get it to work. However there are some issues. The transition between the two layout doesn't look good and sometimes it breaks between switching views and my app is left with a view in an unexpected state. That only happens if the user switches between grid and table view very quickly (pressing the changeLayoutButton) continuously.
So, obviously there are some problems and I feel the code is a little fragile. I also need to fix the above mentioned issues.
I'll start off with how I implemented this view.
Implementation
Since I needed the two different cells (grideCell and tableViewCell) to show different things - I decided it would be better to subclass UICollectionViewFlowLayout since it does everything I need - all I need to do is change the cell sizes.
With that in mind I created two classes that subclassed UICollectionViewFlowLayout
This is how those two classes look:
BBTradeFeedTableViewLayout.m
#import "BBTradeFeedTableViewLayout.h"
#implementation BBTradeFeedTableViewLayout
-(id)init
{
self = [super init];
if (self){
self.itemSize = CGSizeMake(320, 80);
self.minimumLineSpacing = 0.1f;
}
return self;
}
#end
BBTradeFeedGridViewLayout.m
#import "BBTradeFeedGridViewLayout.h"
#implementation BBTradeFeedGridViewLayout
-(id)init
{
self = [super init];
if (self){
self.itemSize = CGSizeMake(159, 200);
self.minimumInteritemSpacing = 2;
self.minimumLineSpacing = 3;
}
return self;
}
#end
Very simple and as you can see - just changing the cell sizes.
Then in my viewControllerA class I implemented the UICollectionView like so:
Created the properties:
#property (strong, nonatomic) BBTradeFeedTableViewLayout *tableViewLayout;
#property (strong, nonatomic) BBTradeFeedGridViewLayout *grideLayout;
in viewDidLoad
/* Register the cells that need to be loaded for the layouts used */
[self.tradeFeedCollectionView registerNib:[UINib nibWithNibName:#"BBItemTableViewCell" bundle:nil] forCellWithReuseIdentifier:#"TableItemCell"];
[self.tradeFeedCollectionView registerNib:[UINib nibWithNibName:#"BBItemGridViewCell" bundle:nil] forCellWithReuseIdentifier:#"GridItemCell"];
The user taps a button to change between layouts:
-(void)changeViewLayoutButtonPressed
I use a BOOL to determine which layout is currently active and based on that I make the switch with this code:
[self.collectionView performBatchUpdates:^{
[self.collectionView.collectionViewLayout invalidateLayout];
[self.collectionView setCollectionViewLayout:self.grideLayout animated:YES];
} completion:^(BOOL finished) {
}];
In cellForItemAtIndexPath
I determine which cells I should use (grid or tableView) and the load the data - that code looks like this:
if (self.gridLayoutActive == NO){
self.switchToTableLayout = NO;
BBItemTableViewCell *tableItemCell = [collectionView dequeueReusableCellWithReuseIdentifier:tableCellIdentifier forIndexPath:indexPath];
if ([self.searchArray count] > 0){
self.switchToTableLayout = NO;
tableItemCell.gridView = NO;
tableItemCell.backgroundColor = [UIColor whiteColor];
tableItemCell.item = self.searchArray[indexPath.row];
}
return tableItemCell;
}else
{
BBItemTableViewCell *gridItemCell= [collectionView dequeueReusableCellWithReuseIdentifier:gridCellIdentifier forIndexPath:indexPath];
if ([self.searchArray count] > 0){
self.switchToTableLayout = YES;
gridItemCell.gridView = YES;
gridItemCell.backgroundColor = [UIColor whiteColor];
gridItemCell.item = self.searchArray[indexPath.row];
}
return gridItemCell;
}
Lastly in the two cell classes - I just use the data to set the image / text as I need.
Also in grid cell - the image is bigger and I remove text I don't want - which was the primary reason for uses two cells.
I'd be interested in how to make this view look a little more fluid and less buggy in the UI. The look I am going for is just like eBays iOS app - they switch between three different views. I just need to switch between two different views.
#jrturton's answer is helpful, however unless I'm missing something it is really overcomplicating something very simple. I'll start with the points we agree on...
Prevent interaction while changing layouts
First off, I agree with the approach of disabling user interaction at the start of the layout transition & reenabling at the end (in the completion block) using [[UIApplication sharedApplication] begin/endIgnoringInteractionEvents] - this is much better than trying cancel an in-progress transition animation & immediately begin the reverse transition from the current state.
Simplify the layout transition by using a single cell class
Also, I very much agree with the suggestion to use the same cell class for each layout. Register a single cell class in viewDidLoad, and simplify your collectionView:cellForItemAtIndexPath: method to just dequeue a cell and set its data:
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
BBItemCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:cellID forIndexPath:indexPath];
if ([self.searchArray count] > 0) {
cell.backgroundColor = [UIColor whiteColor];
cell.item = self.searchArray[indexPath.row];
}
return cell;
}
(Notice that the cell itself shouldn't (in all but exceptional cases) need to be aware of anything to do with what layout is currently in use, whether layouts are transitioning, or what the current transition progress is)
Then when you call setCollectionViewLayout:animated:completion: the collection view doesn't need to reload any new cells, it just sets up an animation block to change each cell's layout attributes (you don't need to call this method from inside an performBatchUpdates: block, nor do you need to invalidate the layout manually).
Animating the cell subviews
However as pointed out, you will notice that subviews of the cell jump immediately to their new layout's frames. The solution is to simply force immediate layout of the cells subviews when the layout attributes are updated:
- (void)applyLayoutAttributes:(UICollectionViewLayoutAttributes *)layoutAttributes
{
[super applyLayoutAttributes:layoutAttributes];
[self layoutIfNeeded];
}
(No need to create special layout attributes just for the transition)
Why does this work? When the collection view changes layouts, applyLayoutAttributes: is called for each cell as the collection view is setting up the animation block for that transition. But the layout of the cell's subviews is not done immediately - it is deferred to a later run loop - resulting in the actual subview layout changes not being incorporated into the animation block, so the subviews jump to their final positions immediately. Calling layoutIfNeeded means that we are telling the cell that we want the subview layout to happen immediately, so the layout is done within the animation block, and the subviews' frames are animated along with the cell itself.
It is true that using the standard setCollectionViewLayout:... API does restrict control of the animation timing. If you want to apply a custom easing animation curve then solutions like TLLayoutTransitioning demonstrate a handy way of taking advantage of interactive UICollectionViewTransitionLayout objects to take control of the animation timing. However, as long as only a linear animation of subviews is required I think most people will be satisfied with the default animation, especially given the one-line simplicity of implementing it.
For the record, I'm not keen on the lack of control of this animation myself, so implemented something similar to TLLayoutTransitioning. If this applies to you too, then please ignore my harsh reproval of #jrturton's otherwise great answer, and look into TLLayoutTransitioning or UICollectionViewTransitionLayouts implemented with timers :)
Grid / table transitions aren't as easy as a trivial demo would have you believe. They work fine when you've got a single label in the middle of the cell and a solid background, but once you have any real content in there, it falls over. This is why:
You have no control over the timing and nature of the animation.
While the frames of the cells in the layout are animated from one value to the next, the cells themselves (particularly if you are using two separate cells) don't seem to perform internal layout for each step of the animation so it seems to "flick" from one layout to the next inside each cell - your grid cell looks wrong in table size, or vice versa.
There are many different solutions. It's hard to recommend anything specific without seeing your cell's contents, but I've had success with the following:
take control of the animation using techniques like those shown here. You could also check out Facebook Pop to get better control over the transition but I haven't looked into that in any detail.
use the same cell for both layouts. Within layoutSubviews, calculate a transition distance from one layout to the other and use this to fade out or in unused elements, and to calculate nice transitional frames for your other elements. This prevents a jarring switch from one cell class to the other.
That's the approach I used here to fairly good effect.
It's harder work that relying on resizing masks or Autolayout but it's the extra work that makes things look good.
As for the issue when the user can toggle between the layouts too quickly - just disable the button when the transition starts, and re- enable it when you're done.
As a more practical example, here's a sample of the layout change (some of it is omitted) from the app linked above. Note that interaction is disabled while the transition occurs, I am using the transition layout from the project linked above, and there is a completion handler:
-(void)toggleLayout:(UIButton*)sender
{
[[UIApplication sharedApplication] beginIgnoringInteractionEvents];
HMNNewsLayout newLayoutType = self.layoutType == HMNNewsLayoutTable ? HMNNewsLayoutGrid : HMNNewsLayoutTable;
UICollectionViewLayout *newLayout = [HMNNewsCollectionViewController collectionViewLayoutForType:newLayoutType];
HMNTransitionLayout *transitionLayout = (HMNTransitionLayout *)[self.collectionView transitionToCollectionViewLayout:newLayout duration:0.5 easing:QuarticEaseInOut completion:^(BOOL completed, BOOL finish)
{
[[NSUserDefaults standardUserDefaults] setInteger:newLayoutType forKey:HMNNewsLayoutTypeKey];
self.layoutType = newLayoutType;
sender.selected = !sender.selected;
for (HMNNewsCell *cell in self.collectionView.visibleCells)
{
cell.layoutType = newLayoutType;
}
[[UIApplication sharedApplication] endIgnoringInteractionEvents];
}];
[transitionLayout setUpdateLayoutAttributes:^UICollectionViewLayoutAttributes *(UICollectionViewLayoutAttributes *layoutAttributes, UICollectionViewLayoutAttributes *fromAttributes, UICollectionViewLayoutAttributes *toAttributes, CGFloat progress)
{
HMNTransitionLayoutAttributes *attributes = (HMNTransitionLayoutAttributes *)layoutAttributes;
attributes.progress = progress;
attributes.destinationLayoutType = newLayoutType;
return attributes;
}];
}
Inside the cell, which is the same cell for either layout, I have an image view and a label container. The label container holds all the labels and lays them out internally using auto layout. There are constant frame variables for the image view and the label container in each layout.
The layout attributes from the transition layout are a custom subclass which include a transition progress property, set in the update layout attributes block above. This is passed into the cell using the applyLayoutAttributes method (some other code omitted):
-(void)applyLayoutAttributes:(UICollectionViewLayoutAttributes *)layoutAttributes
{
self.transitionProgress = 0;
if ([layoutAttributes isKindOfClass:[HMNTransitionLayoutAttributes class]])
{
HMNTransitionLayoutAttributes *attributes = (HMNTransitionLayoutAttributes *)layoutAttributes;
self.transitionProgress = attributes.progress;
}
[super applyLayoutAttributes:layoutAttributes];
}
layoutSubviews in the cell subclass does the hard work of interpolating between the two frames for the images and labels, if a transition is in progress:
-(void)layoutSubviews
{
[super layoutSubviews];
if (!self.transitionProgress)
{
switch (self.layoutType)
{
case HMNNewsLayoutTable:
self.imageView.frame = imageViewTableFrame;
self.labelContainer.frame = labelContainerTableFrame;
break;
case HMNNewsLayoutGrid:
self.imageView.frame = imageViewGridFrame;
self.labelContainer.frame = self.originalGridLabelFrame;
break;
}
}
else
{
CGRect fromImageFrame,toImageFrame,fromLabelFrame,toLabelFrame;
if (self.layoutType == HMNNewsLayoutTable)
{
fromImageFrame = imageViewTableFrame;
toImageFrame = imageViewGridFrame;
fromLabelFrame = labelContainerTableFrame;
toLabelFrame = self.originalGridLabelFrame;
}
else
{
fromImageFrame = imageViewGridFrame;
toImageFrame = imageViewTableFrame;
fromLabelFrame = self.originalGridLabelFrame;
toLabelFrame = labelContainerTableFrame;
}
CGFloat from = 1.0 - self.transitionProgress;
CGFloat to = self.transitionProgress;
self.imageView.frame = (CGRect)
{
.origin.x = from * fromImageFrame.origin.x + to * toImageFrame.origin.x,
.origin.y = from * fromImageFrame.origin.y + to * toImageFrame.origin.y,
.size.width = from * fromImageFrame.size.width + to * toImageFrame.size.width,
.size.height = from * fromImageFrame.size.height + to * toImageFrame.size.height
};
self.labelContainer.frame = (CGRect)
{
.origin.x = from * fromLabelFrame.origin.x + to * toLabelFrame.origin.x,
.origin.y = from * fromLabelFrame.origin.y + to * toLabelFrame.origin.y,
.size.width = from * fromLabelFrame.size.width + to * toLabelFrame.size.width,
.size.height = from * fromLabelFrame.size.height + to * toLabelFrame.size.height
};
}
self.headlineLabel.preferredMaxLayoutWidth = self.labelContainer.frame.size.width;
}
And that's about it. Basically you need a way of telling the cell how far through the transition it is, which you need the layout transitioning library (or, as I say, Facebook pop might do this) for, and then you need to make sure you get nice values for layout when transitioning between the two.
I am trying to create custom tiled layout using UICollectionView.
It renders perfectly as desired in simulator once I run my app.
But the moment I scroll the view and bring it back all the cell's frame changes and the cells get overlapped, leaving spaces, randomly.
I am not able to solve this issue past 2 days.
Here goes the code from my custom layout class.
-(void)prepareLayout{
[self createCellSizeArray];//cellSizeArray holds cell sizes for all the cells(calculated statically)
[self createAttributeArrayOfAll];//attributeArrayOfAll holds attributes for all the cells and also calculates their frames using cellSizeArray
}
-(CGSize)collectionViewContentSize{
return CGSizeMake(768, 1500);//The size is static to check for scrolling, is this creating problems?
}
-(UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath{
UICollectionViewLayoutAttributes * layoutAttributes = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
return layoutAttributes;
}
-(NSArray *)layoutAttributesForElementsInRect:(CGRect)rect{
NSMutableArray *attArray =[NSMutableArray array];
for (NSInteger i =0; i< attributeArrayOfAll.count; i++) {
UICollectionViewLayoutAttributes * attribute = (UICollectionViewLayoutAttributes*)[attributeArrayOfAll objectAtIndex:i];
if(CGRectIntersectsRect(rect, attribute.frame)){
[attArray addObject:attribute];
}
}
return attArray;
}
-(BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds{
return YES;
}
Please help, Thanks in advance.
Edit:
In my [self createAttributeArrayOfAll]; I have these lines of code
CGRect frame = CGRectMake(_startNewRowPoint.x, _startNewRowPoint.y, cellSize.width, cellSize.height);
UICollectionViewLayoutAttributes * attribute = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:[NSIndexPath indexPathForItem:i inSection:0]];
attribute.alpha = 1.0;
attribute.frame = frame;
[attributeArrayOfAll addObject:attribute];
While I modified layoutAttributesForItemAtIndexPath:, to look something like this
-(UICollectionViewLayoutAttributes *)layoutAttributesForItemAtIndexPath:(NSIndexPath *)indexPath{
UICollectionViewLayoutAttributes * layoutAttributes = [UICollectionViewLayoutAttributes layoutAttributesForCellWithIndexPath:indexPath];
layoutAttributes.frame = ((UICollectionViewLayoutAttributes*)[attributeArrayOfAll objectAtIndex:indexPath.item]).frame;
return layoutAttributes;
}
Moreover, the method layoutAttributesForItemAtIndexPath: never gets called implicitly. I even tried this:
-(NSArray *)layoutAttributesForElementsInRect:(CGRect)rect{
NSMutableArray *attArray =[NSMutableArray arrayWithCapacity:attributeArrayOfAll.count];
for (NSInteger i =0; i< attributeArrayOfAll.count; i++) {
UICollectionViewLayoutAttributes * attribute = (UICollectionViewLayoutAttributes*)[attributeArrayOfAll objectAtIndex:i];
if(CGRectIntersectsRect(rect, attribute.frame)){
[attArray insertObject:[self layoutAttributesForItemAtIndexPath:[NSIndexPath indexPathForItem:i inSection:0]] atIndex:i];
}
}
return attArray;
}
But still the result is the same distorted set of cells on scrolling.
I worked with 5 cells, first time it renders correctly, on scrolling away and then bringing it back in visible rect it gets distorted, if i scroll away again and bring it back in visible rect it renders correctly. However, when I do this with around 400 cells, once i scroll it never renders correctly. Even on reloading collection view, The cells gets distort. Please help.
Your layoutAttributesForItemAtIndexPath: method is not setting any properties of the layoutAttributes object before returning it. It needs to set frame (or center and size).
So finally managed a workaround!!! dequeue each cell with an unique Cell Identifier in cellForRow:
[self.summaryView registerClass:[BFSSummaryViewCell class] forCellWithReuseIdentifier:[NSString stringWithFormat:#"%#%d",CellIdentifier,indexPath.row]];
UICollectionViewCell *collectionCell = [collectionView dequeueReusableCellWithReuseIdentifier:[NSString stringWithFormat:#"%#%d",CellIdentifier,indexPath.row] forIndexPath:indexPath];
These two lines inside cellForRow worked for me, however with my collection view having around 1000 cells it increases the size of my application considerably. Lets hope apple fixes this bug asap.