Content padding in custom view with Cocoa auto layout - objective-c

I have a custom NSView subclass which has a border around itself. The border is drawn inside this view. Is it possible to respect this borders with auto layout?
For example, when I place the subview to my custom view and set constraints like this:
#"H:|-(myViewSubView)-|" (not #"H:|-(myViewBorderWidth)-(myViewSubView)-(myViewBorderWidth)-|")
#"V:|-(myViewSubView)-|"
the layout must be:
Horizontal: |-(myViewBorderWidth)-|myViewSubview|-(myViewBorderWidth)-|
Vertical: |-(myViewBorderWidth)-|myViewSubview|-(myViewBorderWidth)-|
I've tried to overwrite -bounds method in my view to return the bounds rect without the borders, but it doesn't help.

UPDATE
I just noticed that your question is talking about NSView (OS X), not UIView (iOS). Well, this idea should still be applicable, but you won't be able to drop my code into your project unchanged. Sorry.
ORIGINAL
Consider changing your view hierarchy. Let's say your custom bordered view is called BorderView. Right now you're adding subviews directly to BorderView and creating constraints between the BorderView and its subviews.
Instead, give the BorderView a single subview, which it exposes in its contentView property. Add your subviews to the contentView instead of directly to the BorderView. Then the BorderView can lay out its contentView however it needs to. This is how UITableViewCell works.
Here's an example:
#interface BorderView : UIView
#property (nonatomic, strong) IBOutlet UIView *contentView;
#property (nonatomic) UIEdgeInsets borderSize;
#end
If we're using a xib, then we have the problem that IB doesn't know that it should add subviews to the contentView instead of directly to the BorderView. (It does know this for UITableViewCell.) To work around that, I've made contentView an outlet. That way, we can create a separate, top-level view to use as the content view, and connect it to the BorderView's contentView outlet.
To implement BorderView this way, we'll need an instance variable for each of the four constraints between the BorderView and its contentView:
#implementation BorderView {
NSLayoutConstraint *topConstraint;
NSLayoutConstraint *leftConstraint;
NSLayoutConstraint *bottomConstraint;
NSLayoutConstraint *rightConstraint;
UIView *_contentView;
}
The contentView accessor can create the content view on demand:
#pragma mark - Public API
- (UIView *)contentView {
if (!_contentView) {
[self createContentView];
}
return _contentView;
}
And the setter can replace an existing content view, if there is one:
- (void)setContentView:(UIView *)contentView {
if (_contentView) {
[self destroyContentView];
}
_contentView = contentView;
[self addSubview:contentView];
}
The borderSize setter needs to arrange for the constraints to be updated and for the border to be redrawn:
- (void)setBorderSize:(UIEdgeInsets)borderSize {
if (!UIEdgeInsetsEqualToEdgeInsets(borderSize, _borderSize)) {
_borderSize = borderSize;
[self setNeedsUpdateConstraints];
[self setNeedsDisplay];
}
}
We'll need to draw the border in drawRect:. I'll just fill it with red:
- (void)drawRect:(CGRect)rect {
CGRect bounds = self.bounds;
UIBezierPath *path = [UIBezierPath bezierPathWithRect:bounds];
[path appendPath:[UIBezierPath bezierPathWithRect:UIEdgeInsetsInsetRect(bounds, self.borderSize)]];
path.usesEvenOddFillRule = YES;
[path addClip];
[[UIColor redColor] setFill];
UIRectFill(bounds);
}
Creating the content view is trivial:
- (void)createContentView {
_contentView = [[UIView alloc] init];
[self addSubview:_contentView];
}
Destroying it is slightly more involved:
- (void)destroyContentView {
[_contentView removeFromSuperview];
_contentView = nil;
[self removeConstraint:topConstraint];
topConstraint = nil;
[self removeConstraint:leftConstraint];
leftConstraint = nil;
[self removeConstraint:bottomConstraint];
bottomConstraint = nil;
[self removeConstraint:rightConstraint];
rightConstraint = nil;
}
The system will automatically call updateConstraints before doing layout and drawing if somebody has called setNeedsUpdateConstraints, which we did in setBorderSize:. In updateConstraints, we'll create the constraints if necessary, and update their constants based on borderSize. We also tell the system not to translate the autoresizing masks into constraints, because that tends to create unsatisfiable constraints.
- (void)updateConstraints {
self.translatesAutoresizingMaskIntoConstraints = NO;
self.contentView.translatesAutoresizingMaskIntoConstraints = NO;
[super updateConstraints];
if (!topConstraint) {
[self createContentViewConstraints];
}
topConstraint.constant = _borderSize.top;
leftConstraint.constant = _borderSize.left;
bottomConstraint.constant = -_borderSize.bottom;
rightConstraint.constant = -_borderSize.right;
}
All four constraints are created the same way, so we'll use a helper method:
- (void)createContentViewConstraints {
topConstraint = [self constrainContentViewAttribute:NSLayoutAttributeTop];
leftConstraint = [self constrainContentViewAttribute:NSLayoutAttributeLeft];
bottomConstraint = [self constrainContentViewAttribute:NSLayoutAttributeBottom];
rightConstraint = [self constrainContentViewAttribute:NSLayoutAttributeRight];
}
- (NSLayoutConstraint *)constrainContentViewAttribute:(NSLayoutAttribute)attribute {
NSLayoutConstraint *constraint = [NSLayoutConstraint constraintWithItem:_contentView attribute:attribute relatedBy:NSLayoutRelationEqual toItem:self attribute:attribute multiplier:1 constant:0];
[self addConstraint:constraint];
return constraint;
}
#end
I have put a complete working example in this git repository.

For future reference, you can override NSView.alignmentRectInsets to affect the position of the layout guides:
Custom views that draw ornamentation around their content can override
this property and return insets that align with the edges of the
content, excluding the ornamentation. This allows the constraint-based
layout system to align views based on their content, rather than just
their frame.
Link to documentation:
https://developer.apple.com/documentation/appkit/nsview/1526870-alignmentrectinsets

Have you tried setting the intrinsic size to include the border size?
- (NSSize)intrinsicContentSize
{
return NSMakeSize(width+bordersize, height+bordersize);
}
then you would set the content compression resistance priorities in both directions to be required:
[self setContentCompressionResistancePriority:NSLayoutPriorityRequired forOrientation:NSLayoutConstraintHorizontal];
[self setContentCompressionResistancePriority:NSLayoutPriorityRequired forOrientation:NSLayoutConstraintVertical];

The one solution I found is to overload the addConstraint: method and modify constraints before they'll be added:
- (void)addConstraint:(NSLayoutConstraint *)constraint
{
if(constraint.firstItem == self || constraint.secondItem == self) {
if(constraint.firstAttribute == NSLayoutAttributeLeading) {
constraint.constant += self.leftBorderWidth;
} else if (constraint.firstAttribute == NSLayoutAttributeTrailing) {
constraint.constant += self.rightBorderWidth;
} else if (constraint.firstAttribute == NSLayoutAttributeTop) {
constraint.constant += self.topBorderWidth;
} else if (constraint.firstAttribute == NSLayoutAttributeBottom) {
constraint.constant += self.bottomBorderWidth;
}
}
[super addConstraint:constraint];
}
And then also handle this constraints in xxxBorderWidth setters.

Related

Not getting UIImageView Rounded Border while Added Multiplier for UIImageViwe

In Storyboard I applied Multiplier for height and width to UIImageView then I just want to rounded border so I used below code its not work for all iPhones.
_profileImgView.clipsToBounds = YES;
_profileImgView.layer.backgroundColor = color.CGColor;
_profileImgView.layer.cornerRadius =_profileImgView.frame.size.width/2;
_profileImgView.layer.borderColor = [UIColor colorWithRed:253.0/255.0 green:182.0/255.0 blue:43.0/255.0 alpha:100].CGColor;
_profileImgView.layer.borderWidth = 5.0f;
Since your corner radius depends on your frame size, you need to update it whenever the frame size changes. If you are using storyboards for your design, you will get the frame size that is in the design when viewDidLoad is called. If the frame size differs for different devices, you will get the final size at a later point in time in the views layoutSubviews or possibly the view controller's viewDidLayoutSubviews.
My suggested solution is to sub-class UIImageView and put the specifics for the image view in awakeFromNib and layoutSubviews, then use this class instead of UIImageView where appropriate.
// CircularImageView.h
#import <UIKit/UIKit.h>
#interface CircularImageView : UIImageView
#end
// CircularImageView.m
#implementation CircularImageView
- (void)awakeFromNib {
[super awakeFromNib];
self.clipsToBounds = YES;
self.layer.borderColor = [UIColor colorWithRed:253.0/255.0 green:182.0/255.0 blue:43.0/255.0 alpha:100].CGColor;
self.layer.borderWidth = 5.0f;
}
- (void)layoutSubviews {
[super layoutSubviews];
self.layer.cornerRadius = self.frame.size.width / 2;
}
#end
implement this code in same Viewcontroller class it is work for me
-(void)viewDidLayoutSubviews
{
[super viewDidLayoutSubviews];
_profileImgView.clipsToBounds = YES;
_profileImgView.layer.backgroundColor = color.CGColor;
_profileImgView.layer.cornerRadius =_profileImgView.frame.size.width/2;
_profileImgView.layer.borderColor = [UIColor colorWithRed:253.0/255.0 green:182.0/255.0 blue:43.0/255.0 alpha:100].CGColor;
_profileImgView.layer.borderWidth = 5.0f;
}

How do I size a UITextView to its content on iOS 7?

I've been using the accepted answer here for years.
On iOS 7, the contentSize.height becomes the frame.height-8, regardless of text content.
What's a working method to adjust the height on iOS 7?
I favor this minimal code change: Just add these two lines after addSubview and before grabbing the height of the frame
...
[scrollView1 addSubview: myTextView];
[myTextView sizeToFit]; //added
[myTextView layoutIfNeeded]; //added
CGRect frame = myTextView.frame;
...
This is tested backwards compatible with iOS 6. NOTE that it shrink-wraps the width. If you're just interested in the height and have a fixed width, just grab the new height but set the original width, and it works just as before on both iOS 6 and 7.
(Speculation: it does size to fit on iOS 7 as well, but the layout is updated later or in a separate thread, and that this forces the layout immediately so that its frame is updated in time for using its height value a few lines later in the same thread.)
NOTES:
1) You might or might not have implemented the outer container resize this way. It does seem to be a common snippet, though, and I've used it in my projects.
2) Since sizeToFit seems to work as expected on iOS 7, you likely don't need the premature addSubView. Whether it will still work on iOS 6 then is untested by me.
3) Speculation: The extra layoutIfNeeded mid-thread might be costly. The alternative as I see it is to resize the outer container on the layout callback (fired or not depending on if the OS decides whether layout is needed or not) where the outer container resize will cause another layout update. Both updates might be combined with other layout updates to be more efficient. If you do have such a solution and you can show that it is more efficient, add it as answer and I'll be sure to mention it here.
Since I'm using Auto Layout, I use the value of [textView sizeThatFits:CGSizeMake(textView.frame.size.width, CGFLOAT_MAX)].height to update the constant of the textView's height UILayoutConstraint.
I use an adapted version of madmik's answer that eliminates the fudge factor:
- (CGFloat)measureHeightOfUITextView:(UITextView *)textView
{
if ([textView respondsToSelector:#selector(snapshotViewAfterScreenUpdates:)])
{
// This is the code for iOS 7. contentSize no longer returns the correct value, so
// we have to calculate it.
//
// This is partly borrowed from HPGrowingTextView, but I've replaced the
// magic fudge factors with the calculated values (having worked out where
// they came from)
CGRect frame = textView.bounds;
// Take account of the padding added around the text.
UIEdgeInsets textContainerInsets = textView.textContainerInset;
UIEdgeInsets contentInsets = textView.contentInset;
CGFloat leftRightPadding = textContainerInsets.left + textContainerInsets.right + textView.textContainer.lineFragmentPadding * 2 + contentInsets.left + contentInsets.right;
CGFloat topBottomPadding = textContainerInsets.top + textContainerInsets.bottom + contentInsets.top + contentInsets.bottom;
frame.size.width -= leftRightPadding;
frame.size.height -= topBottomPadding;
NSString *textToMeasure = textView.text;
if ([textToMeasure hasSuffix:#"\n"])
{
textToMeasure = [NSString stringWithFormat:#"%#-", textView.text];
}
// NSString class method: boundingRectWithSize:options:attributes:context is
// available only on ios7.0 sdk.
NSMutableParagraphStyle *paragraphStyle = [[NSMutableParagraphStyle alloc] init];
[paragraphStyle setLineBreakMode:NSLineBreakByWordWrapping];
NSDictionary *attributes = #{ NSFontAttributeName: textView.font, NSParagraphStyleAttributeName : paragraphStyle };
CGRect size = [textToMeasure boundingRectWithSize:CGSizeMake(CGRectGetWidth(frame), MAXFLOAT)
options:NSStringDrawingUsesLineFragmentOrigin
attributes:attributes
context:nil];
CGFloat measuredHeight = ceilf(CGRectGetHeight(size) + topBottomPadding);
return measuredHeight;
}
else
{
return textView.contentSize.height;
}
}
Based on other answers, I made it work(in Swift).
This solves the problem with newline character.
textView.sizeToFit()
textView.layoutIfNeeded()
let height = textView.sizeThatFits(CGSizeMake(textView.frame.size.width, CGFloat.max)).height
textView.contentSize.height = height
Auto Layout is needed.
If you're using Auto Layout, you could create a trivial UITextView subclass that self-sizes the text view height to fit the content:
#interface ContentHeightTextView : UITextView
#end
#interface ContentHeightTextView ()
#property (nonatomic, strong) NSLayoutConstraint *heightConstraint;
#end
#implementation ContentHeightTextView
- (void)layoutSubviews
{
[super layoutSubviews];
CGSize size = [self sizeThatFits:CGSizeMake(self.bounds.size.width, FLT_MAX)];
if (!self.heightConstraint) {
self.heightConstraint = [NSLayoutConstraint constraintWithItem:self attribute:NSLayoutAttributeHeight relatedBy:NSLayoutRelationEqual toItem:nil attribute:0 multiplier:1.0f constant:size.height];
[self addConstraint:self.heightConstraint];
}
self.heightConstraint.constant = size.height;
[super layoutSubviews];
}
#end
Of course, the text view's width and position must be defined by additional constraints configured elsewhere in the program.
If you create this custom text view in IB, give the text view a height constraint in order to satisfy Xcode; just make sure the height constraint created in IB is merely a placeholder (i.e., tick the box that says "Remove at build time").
An alternative way to implement the UITextView subclass is as follows (this implementation might qualify as best practice):
#interface ContentHeightTextView ()
#property (nonatomic, strong) NSLayoutConstraint *heightConstraint;
#end
#implementation ContentHeightTextView
- (void)layoutSubviews
{
[super layoutSubviews];
[self setNeedsUpdateConstraints];
}
- (void)updateConstraints
{
CGSize size = [self sizeThatFits:CGSizeMake(self.bounds.size.width, FLT_MAX)];
if (!self.heightConstraint) {
self.heightConstraint = [NSLayoutConstraint constraintWithItem:self attribute:NSLayoutAttributeHeight relatedBy:NSLayoutRelationEqual toItem:nil attribute:0 multiplier:1.0f constant:size.height];
[self addConstraint:self.heightConstraint];
}
self.heightConstraint.constant = size.height;
[super updateConstraints];
}
#end
If you are using auto-layout, you can use the following UITextView subclass that adds an intrinsic height:
#implementation SelfSizingTextView
- (void)setText:(NSString *)text
{
[super setText:text];
[self invalidateIntrinsicContentSize];
}
- (void)setFont:(UIFont *)font
{
[super setFont:font];
[self invalidateIntrinsicContentSize];
}
- (CGSize)intrinsicContentSize
{
CGFloat width = self.frame.size.width;
CGSize size = [self sizeThatFits:CGSizeMake(width, MAXFLOAT)];
return CGSizeMake(UIViewNoIntrinsicMetric, size.height);
}
#end
this method seems to work.
// Code from apple developer forum - #Steve Krulewitz, #Mark Marszal, #Eric Silverberg
- (CGFloat)measureHeight
{
if ([self respondsToSelector:#selector(snapshotViewAfterScreenUpdates:)])
{
CGRect frame = internalTextView.bounds;
CGSize fudgeFactor;
// The padding added around the text on iOS6 and iOS7 is different.
fudgeFactor = CGSizeMake(10.0, 16.0);
frame.size.height -= fudgeFactor.height;
frame.size.width -= fudgeFactor.width;
NSMutableAttributedString* textToMeasure;
if(internalTextView.attributedText && internalTextView.attributedText.length > 0){
textToMeasure = [[NSMutableAttributedString alloc] initWithAttributedString:internalTextView.attributedText];
}
else{
textToMeasure = [[NSMutableAttributedString alloc] initWithString:internalTextView.text];
[textToMeasure addAttribute:NSFontAttributeName value:internalTextView.font range:NSMakeRange(0, textToMeasure.length)];
}
if ([textToMeasure.string hasSuffix:#"\n"])
{
[textToMeasure appendAttributedString:[[NSAttributedString alloc] initWithString:#"-" attributes:#{NSFontAttributeName: internalTextView.font}]];
}
// NSAttributedString class method: boundingRectWithSize:options:context is
// available only on ios7.0 sdk.
CGRect size = [textToMeasure boundingRectWithSize:CGSizeMake(CGRectGetWidth(frame), MAXFLOAT)
options:NSStringDrawingUsesLineFragmentOrigin
context:nil];
return CGRectGetHeight(size) + fudgeFactor.height;
}
else
{
return self.internalTextView.contentSize.height;
}
}
If you're using iOS 7+, you can just turn on auto layout, pin each of the sides of the text view to the edge of its parent view, and it works fine. No additional code needed.
Not sure if this was always the case but the following is true since at least iOS 10.
UITextView implements the intrinsicContentSize property if scrollEnabled == NO. That means you just need to make sure the width of the text view is constrained enough and then you can use the intrinsic content height (either via Auto Layout content hugging/compression resistance priorities or directly using the value during manual layout).
Unfortunately, this behavior is not documented. Apple could have easily saved us all some headaches… no need for an extra height constraint, subclassing, etc.
In iOS 8 you'll in inherit some content offset from the parent, which you need to get rid of as well.
A subclass example
// Originally from https://github.com/Nikita2k/resizableTextView
#import "ResizableTextView.h"
#implementation ResizableTextView
- (void) updateConstraints {
// calculate contentSize manually
// ios7 doesn't calculate it before viewDidAppear and we'll get here before
CGSize contentSize = [self sizeThatFits:CGSizeMake(self.frame.size.width, FLT_MAX)];
// set the height constraint to change textView height
[self.constraints enumerateObjectsUsingBlock:^(NSLayoutConstraint *constraint, NSUInteger idx, BOOL *stop) {
if (constraint.firstAttribute == NSLayoutAttributeHeight) {
constraint.constant = contentSize.height;
*stop = YES;
}
}];
[super updateConstraints];
}
- (void)setContentOffset:(CGPoint)contentOffset
{
// In iOS 8 we seem to be inheriting the content offset from the parent.
// I'm not interested
}
#end
In storyboard, if using constraints, make sure you are constrained to your superview in the 'ruler' tab of the right-hand pane on xcode for the UITextView. My problem was that I had a constraint of -80 pts on the 'Trailing space to'.
Guys using autolayout and your sizetofit isn't working, then please check your width constraint once. If you had missed the width constraint then the height will be accurate.
No need to use any other API. just one line would fix all the issue.
[_textView sizeToFit];
Here, I was only concerned with height, keeping the width fixed and had missed the width constraint of my TextView in storyboard.
And this was to show up the dynamic content from the services.
Hope this might help..
I wrote a category over UITextView:
- (CGSize)intrinsicContentSize {
return self.contentSize;
}
- (void)setContentSize:(CGSize)contentSize {
[super setContentSize:contentSize];
[self invalidateIntrinsicContentSize];
}
When UIKit sets its contentSize, UITextView adjusts its intrinsic content size. That plays nicely with autolayout.
The answer given by bilobatum worked perfectly With auto layout, i.e subclassing the textview.
If you want to limit the height of the text view add another constraint (I added it using storyboard i.e. height <= 166 (height as per your need))
Then inside subclass reduce the priority of height constraint to 750 (self.heightConstraint.priority = 750) to avoid conflict between height constraint added in subclass and height constraint added on storyboard.

UITableViewCell with UITextView height in iOS 7?

How can I calculate the height of an UITableViewCell with an UITextView in it in iOS 7?
I found a lot of answers on similar questions, but sizeWithFont: takes part in every solution and this method is deprecated!
I know I have to use - (CGFloat)tableView:heightForRowAtIndexPath: but how do I calculate the height my TextView needs to display the whole text?
First of all, it is very important to note, that there is a big difference between UITextView and UILabel when it comes to how text is rendered. Not only does UITextView have insets on all borders, but also the text layout inside it is slightly different.
Therefore, sizeWithFont: is a bad way to go for UITextViews.
Instead UITextView itself has a function called sizeThatFits: which will return the smallest size needed to display all contents of the UITextView inside a bounding box, that you can specify.
The following will work equally for both iOS 7 and older versions and as of right now does not include any methods, that are deprecated.
Simple Solution
- (CGFloat)textViewHeightForAttributedText: (NSAttributedString*)text andWidth: (CGFloat)width {
UITextView *calculationView = [[UITextView alloc] init];
[calculationView setAttributedText:text];
CGSize size = [calculationView sizeThatFits:CGSizeMake(width, FLT_MAX)];
return size.height;
}
This function will take a NSAttributedString and the desired width as a CGFloat and return the height needed
Detailed Solution
Since I have recently done something similar, I thought I would also share some solutions to the connected Issues I encountered. I hope it will help somebody.
This is far more in depth and will cover the following:
Of course: setting the height of a UITableViewCell based on the size needed to display the full contents of a contained UITextView
Respond to text changes (and animate the height changes of the row)
Keeping the cursor inside the visible area and keeping first responder on the UITextView when resizing the UITableViewCell while editing
If you are working with a static table view or you only have a known number of UITextViews, you can potentially make step 2 much simpler.
1. First, overwrite the heightForRowAtIndexPath:
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
// check here, if it is one of the cells, that needs to be resized
// to the size of the contained UITextView
if ( )
return [self textViewHeightForRowAtIndexPath:indexPath];
else
// return your normal height here:
return 100.0;
}
2. Define the function that calculated the needed height:
Add an NSMutableDictionary (in this example called textViews) as an instance variable to your UITableViewController subclass.
Use this dictionary to store references to the individual UITextViews like so:
(and yes, indexPaths are valid keys for dictionaries)
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier forIndexPath:indexPath];
// Do you cell configuring ...
[textViews setObject:cell.textView forKey:indexPath];
[cell.textView setDelegate: self]; // Needed for step 3
return cell;
}
This function will now calculate the actual height:
- (CGFloat)textViewHeightForRowAtIndexPath: (NSIndexPath*)indexPath {
UITextView *calculationView = [textViews objectForKey: indexPath];
CGFloat textViewWidth = calculationView.frame.size.width;
if (!calculationView.attributedText) {
// This will be needed on load, when the text view is not inited yet
calculationView = [[UITextView alloc] init];
calculationView.attributedText = // get the text from your datasource add attributes and insert here
textViewWidth = 290.0; // Insert the width of your UITextViews or include calculations to set it accordingly
}
CGSize size = [calculationView sizeThatFits:CGSizeMake(textViewWidth, FLT_MAX)];
return size.height;
}
3. Enable Resizing while Editing
For the next two functions, it is important, that the delegate of the UITextViews is set to your UITableViewController. If you need something else as the delegate, you can work around it by making the relevant calls from there or using the appropriate NSNotificationCenter hooks.
- (void)textViewDidChange:(UITextView *)textView {
[self.tableView beginUpdates]; // This will cause an animated update of
[self.tableView endUpdates]; // the height of your UITableViewCell
// If the UITextView is not automatically resized (e.g. through autolayout
// constraints), resize it here
[self scrollToCursorForTextView:textView]; // OPTIONAL: Follow cursor
}
4. Follow cursor while Editing
- (void)textViewDidBeginEditing:(UITextView *)textView {
[self scrollToCursorForTextView:textView];
}
This will make the UITableView scroll to the position of the cursor, if it is not inside the visible Rect of the UITableView:
- (void)scrollToCursorForTextView: (UITextView*)textView {
CGRect cursorRect = [textView caretRectForPosition:textView.selectedTextRange.start];
cursorRect = [self.tableView convertRect:cursorRect fromView:textView];
if (![self rectVisible:cursorRect]) {
cursorRect.size.height += 8; // To add some space underneath the cursor
[self.tableView scrollRectToVisible:cursorRect animated:YES];
}
}
5. Adjust visible rect, by setting insets
While editing, parts of your UITableView may be covered by the Keyboard. If the tableviews insets are not adjusted, scrollToCursorForTextView: will not be able to scroll to your cursor, if it is at the bottom of the tableview.
- (void)keyboardWillShow:(NSNotification*)aNotification {
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
UIEdgeInsets contentInsets = UIEdgeInsetsMake(self.tableView.contentInset.top, 0.0, kbSize.height, 0.0);
self.tableView.contentInset = contentInsets;
self.tableView.scrollIndicatorInsets = contentInsets;
}
- (void)keyboardWillHide:(NSNotification*)aNotification {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.35];
UIEdgeInsets contentInsets = UIEdgeInsetsMake(self.tableView.contentInset.top, 0.0, 0.0, 0.0);
self.tableView.contentInset = contentInsets;
self.tableView.scrollIndicatorInsets = contentInsets;
[UIView commitAnimations];
}
And last part:
Inside your view did load, sign up for the Notifications for Keyboard changes through NSNotificationCenter:
- (void)viewDidLoad
{
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
}
Please don't get mad at me, for making this answer so long. While not all of it is needed to answer the question, I believe that there are other people who these directly related issues will be helpful to.
UPDATE:
As Dave Haupert pointed out, I forgot to include the rectVisible function:
- (BOOL)rectVisible: (CGRect)rect {
CGRect visibleRect;
visibleRect.origin = self.tableView.contentOffset;
visibleRect.origin.y += self.tableView.contentInset.top;
visibleRect.size = self.tableView.bounds.size;
visibleRect.size.height -= self.tableView.contentInset.top + self.tableView.contentInset.bottom;
return CGRectContainsRect(visibleRect, rect);
}
Also I noticed, that scrollToCursorForTextView: still included a direct reference to one of the TextFields in my project. If you have a problem with bodyTextView not being found, check the updated version of the function.
There is a new function to replace sizeWithFont, which is boundingRectWithSize.
I added the following function to my project, which makes use of the new function on iOS7 and the old one on iOS lower than 7. It has basically the same syntax as sizeWithFont:
-(CGSize)text:(NSString*)text sizeWithFont:(UIFont*)font constrainedToSize:(CGSize)size{
if(IOS_NEWER_OR_EQUAL_TO_7){
NSDictionary *attributesDictionary = [NSDictionary dictionaryWithObjectsAndKeys:
font, NSFontAttributeName,
nil];
CGRect frame = [text boundingRectWithSize:size
options:(NSStringDrawingUsesLineFragmentOrigin | NSStringDrawingUsesFontLeading)
attributes:attributesDictionary
context:nil];
return frame.size;
}else{
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
return [text sizeWithFont:font constrainedToSize:size];
#pragma clang diagnostic pop
}
}
You can add that IOS_NEWER_OR_EQUAL_TO_7 on your prefix.pch file in your project as:
#define IOS_NEWER_OR_EQUAL_TO_7 ( [ [ [ UIDevice currentDevice ] systemVersion ] floatValue ] >= 7.0 )
If you're using UITableViewAutomaticDimension I have a really simple (iOS 8 only) solution. In my case it's a static table view, but i guess you could adapt this for dynamic prototypes...
I have a constraint outlet for the text-view's height and I have implemented the following methods like this:
// Outlets
#property (weak, nonatomic) IBOutlet UITextView *textView;
#property (weak, nonatomic) IBOutlet NSLayoutConstraint *textViewHeight;
// Implementation
#pragma mark - Private Methods
- (void)updateTextViewHeight {
self.textViewHeight.constant = self.textView.contentSize.height + self.textView.contentInset.top + self.textView.contentInset.bottom;
}
#pragma mark - View Controller Overrides
- (void)viewDidLoad {
[super viewDidLoad];
[self updateTextViewHeight];
}
#pragma mark - TableView Delegate & Datasource
- (CGFloat)tableView:(UITableView *)tableView estimatedHeightForRowAtIndexPath:(NSIndexPath *)indexPath {
return 80;
}
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
return UITableViewAutomaticDimension;
}
#pragma mark - TextViewDelegate
- (void)textViewDidChange:(UITextView *)textView {
[self.tableView beginUpdates];
[self updateTextViewHeight];
[self.tableView endUpdates];
}
But remember: the text view must be scrollable, and you must setup your constraints such that they work for automatic dimension:
setup all the view in the cell in relation to each other, with fixed heights (including the text view height, which you will change programatically)
the top most view has the top spacing and the bottom most view has the bottom spacing to the super view;
The most basic cell example is:
no other views in the cell except the textview
0 margins around all sides of the text view and a predefined height constraint for the text view.
Tim Bodeit's answer is great. I used the code of Simple Solution to correctly get the height of the text view, and use that height in heightForRowAtIndexPath. But I don't use the rest of the answer to resize the text view. Instead, I write code to change the frame of text view in cellForRowAtIndexPath.
Everything is working in iOS 6 and below, but in iOS 7 the text in text view cannot be fully shown even though the frame of text view is indeed resized. (I'm not using Auto Layout). It should be the reason that in iOS 7 there's TextKit and the position of the text is controlled by NSTextContainer in UITextView. So in my case I need to add a line to set the someTextView in order to make it work correctly in iOS 7.
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"7.0")) {
someTextView.textContainer.heightTracksTextView = YES;
}
As the documentation said, what that property does is:
Controls whether the receiver adjusts the height of its bounding
rectangle when its text view is resized. Default value: NO.
If leave it with the default value, after resize the frame of someTextView, the size of the textContainer is not changed, leading to the result that the text can only be displayed in the area before resizing.
And maybe it is needed to set the scrollEnabled = NO in case there's more than one textContainer, so that the text will reflow from one textContainer to the another.
Here is one more solution that aims at simplicity and quick prototyping:
Setup:
Table with prototype cells.
Each cell contains dynamic sized UITextView w/ other contents.
Prototype cells are associated with TableCell.h.
UITableView is associated with TableViewController.h.
Solution:
(1) Add to TableViewController.m:
// This is the method that determines the height of each cell.
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath
{
// I am using a helper method here to get the text at a given cell.
NSString *text = [self getTextAtIndex:indexPath];
// Getting the height needed by the dynamic text view.
CGSize size = [self frameForText:text sizeWithFont:nil constrainedToSize:CGSizeMake(300.f, CGFLOAT_MAX)];
// Return the size of the current row.
// 80 is the minimum height! Update accordingly - or else, cells are going to be too thin.
return size.height + 80;
}
// Think of this as some utility function that given text, calculates how much
// space would be needed to fit that text.
- (CGSize)frameForText:(NSString *)text sizeWithFont:(UIFont *)font constrainedToSize:(CGSize)size
{
NSDictionary *attributesDictionary = [NSDictionary dictionaryWithObjectsAndKeys:
font, NSFontAttributeName,
nil];
CGRect frame = [text boundingRectWithSize:size
options:(NSStringDrawingUsesLineFragmentOrigin | NSStringDrawingUsesFontLeading)
attributes:attributesDictionary
context:nil];
// This contains both height and width, but we really care about height.
return frame.size;
}
// Think of this as a source for the text to be rendered in the text view.
// I used a dictionary to map indexPath to some dynamically fetched text.
- (NSString *) getTextAtIndex: (NSIndexPath *) indexPath
{
return #"This is stubbed text - update it to return the text of the text view.";
}
(2) Add to TableCell.m:
// This method will be called when the cell is initialized from the storyboard
// prototype.
- (void)awakeFromNib
{
// Assuming TextView here is the text view in the cell.
TextView.scrollEnabled = YES;
}
Explanation:
So what's happening here is this: each text view is bound to the height of the table cells by vertical and horizontal constraints - that means when the table cell height increases, the text view increases its size as well. I used a modified version of #manecosta's code to calculate the required height of a text view to fit the given text in a cell. So that means given a text with X number of characters, frameForText: will return a size which will have a property size.height that matches the text view's required height.
Now, all that remains is the update the cell's height to match the required text view's height. And this is achieved at heightForRowAtIndexPath:. As noted in the comments, since size.height is only the height for the text view and not the entire cell, there should be some offset added to it. In the case of the example, this value was 80.
One approach if you're using autolayout is to let the autolayout engine calculate the size for you. This isn't the most efficient approach but it is pretty convenient (and arguably the most accurate). It becomes more convenient as the complexity of the cell layout grows - e.g. suddenly you have two or more textviews/fields in the cell.
I answered a similar question with a complete sample for sizing tableview cells using auto layout, here:
How to resize superview to fit all subviews with autolayout?
The complete smooth solution is as follows.
First, we need the cell class with a textView
#protocol TextInputTableViewCellDelegate <NSObject>
#optional
- (void)textInputTableViewCellTextWillChange:(TextInputTableViewCell *)cell;
- (void)textInputTableViewCellTextDidChange:(TextInputTableViewCell *)cell;
#end
#interface TextInputTableViewCell : UITableViewCell
#property (nonatomic, weak) id<TextInputTableViewCellDelegate> delegate;
#property (nonatomic, readonly) UITextView *textView;
#property (nonatomic) NSInteger minLines;
#property (nonatomic) CGFloat lastRelativeFrameOriginY;
#end
#import "TextInputTableViewCell.h"
#interface TextInputTableViewCell () <UITextViewDelegate> {
NSLayoutConstraint *_heightConstraint;
}
#property (nonatomic) UITextView *textView;
#end
#implementation TextInputTableViewCell
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier {
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
self.selectionStyle = UITableViewCellSelectionStyleNone;
_textView = [UITextView new];
_textView.translatesAutoresizingMaskIntoConstraints = NO;
_textView.delegate = self;
_textView.scrollEnabled = NO;
_textView.font = CELL_REG_FONT;
_textView.textContainer.lineFragmentPadding = 0.0;
_textView.textContainerInset = UIEdgeInsetsZero;
[self.contentView addSubview:_textView];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"H:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"V:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
_heightConstraint = [NSLayoutConstraint constraintWithItem: _textView
attribute: NSLayoutAttributeHeight
relatedBy: NSLayoutRelationGreaterThanOrEqual
toItem: nil
attribute: NSLayoutAttributeNotAnAttribute
multiplier: 0.0
constant: (_textView.font.lineHeight + 15)];
_heightConstraint.priority = UILayoutPriorityRequired - 1;
[_textView addConstraint:_heightConstraint];
}
return self;
}
- (void)prepareForReuse {
[super prepareForReuse];
self.minLines = 1;
}
- (void)setMinLines:(NSInteger)minLines {
_heightConstraint.constant = minLines * _textView.font.lineHeight + 15;
}
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text {
if ([self.delegate respondsToSelector:#selector(textInputTableViewCellTextWillChange:)]) {
[self.delegate textInputTableViewCellTextWillChange:self];
}
return YES;
}
- (void)textViewDidChange:(UITextView *)textView {
if ([self.delegate respondsToSelector:#selector(textInputTableViewCellTextDidChange:)]) {
[self.delegate textInputTableViewCellTextDidChange:self];
}
}
Next, we use it in the TableViewController
#interface SomeTableViewController () <TextInputTableViewCellDelegate>
#end
#implementation SomeTableViewController
. . . . . . . . . . . . . . . . . . . .
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
TextInputTableViewCell *cell = [tableView dequeueReusableCellWithIdentifier: TextInputTableViewCellIdentifier forIndexPath:indexPath];
cell.delegate = self;
cell.minLines = 3;
. . . . . . . . . .
return cell;
}
- (CGFloat)tableView:(UITableView *)tableView estimatedHeightForRowAtIndexPath:(NSIndexPath *)indexPath {
return UITableViewAutomaticDimension;
}
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
return UITableViewAutomaticDimension;
}
- (void)textInputTableViewCellWillChange:(TextInputTableViewCell *)cell {
cell.lastRelativeFrameOriginY = cell.frame.origin.y - self.tableView.contentOffset.y;
}
- (void)textInputTableViewCellTextDidChange:(TextInputTableViewCell *)cell {
NSIndexPath *indexPath = [self.tableView indexPathForCell:cell];
[UIView performWithoutAnimation:^{
[self.tableView moveRowAtIndexPath:indexPath toIndexPath:indexPath];
}];
CGFloat contentOffsetY = cell.frame.origin.y - cell.lastRelativeFrameOriginY;
self.tableView.contentOffset = CGPointMake(self.tableView.contentOffset.x, contentOffsetY);
CGRect caretRect = [cell.textView caretRectForPosition:cell.textView.selectedTextRange.start];
caretRect = [self.tableView convertRect:caretRect fromView:cell.textView];
CGRect visibleRect = self.tableView.bounds;
visibleRect.origin.y += self.tableView.contentInset.top;
visibleRect.size.height -= self.tableView.contentInset.top + self.tableView.contentInset.bottom;
BOOL res = CGRectContainsRect(visibleRect, caretRect);
if (!res) {
caretRect.size.height += 5;
[self.tableView scrollRectToVisible:caretRect animated:NO];
}
}
#end
Here minLines allows to set minimum height for the textView (to
resist height minimizing by AutoLayout with
UITableViewAutomaticDimension).
moveRowAtIndexPath:indexPath: with the same indexPath starts
tableViewCell height re-calculation and re-layout.
performWithoutAnimation: removes side-effect (tableView content
offset jumping on starting new line while typing).
It is important to preserve relativeFrameOriginY (not
contentOffsetY!) during cell update because contentSize of the
cells before the current cell could be change by autoLayout calculus
in unexpected way. It removes visual jumps on system hyphenation
while typing long words.
Note that you shouldn't set the property estimatedRowHeight! The
following doesn't work
self.tableView.estimatedRowHeight = UITableViewAutomaticDimension;
Use only tableViewDelegate method.
==========================================================================
If one doesn't mind against weak binding between tableView and tableViewCell and updating geometry of the tableView from tableViewCell, it is possible to upgrade TextInputTableViewCell class above:
#interface TextInputTableViewCell : UITableViewCell
#property (nonatomic, weak) id<TextInputTableViewCellDelegate> delegate;
#property (nonatomic, weak) UITableView *tableView;
#property (nonatomic, readonly) UITextView *textView;
#property (nonatomic) NSInteger minLines;
#end
#import "TextInputTableViewCell.h"
#interface TextInputTableViewCell () <UITextViewDelegate> {
NSLayoutConstraint *_heightConstraint;
CGFloat _lastRelativeFrameOriginY;
}
#property (nonatomic) UITextView *textView;
#end
#implementation TextInputTableViewCell
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier {
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
self.selectionStyle = UITableViewCellSelectionStyleNone;
_textView = [UITextView new];
_textView.translatesAutoresizingMaskIntoConstraints = NO;
_textView.delegate = self;
_textView.scrollEnabled = NO;
_textView.font = CELL_REG_FONT;
_textView.textContainer.lineFragmentPadding = 0.0;
_textView.textContainerInset = UIEdgeInsetsZero;
[self.contentView addSubview:_textView];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"H:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"V:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
_heightConstraint = [NSLayoutConstraint constraintWithItem: _textView
attribute: NSLayoutAttributeHeight
relatedBy: NSLayoutRelationGreaterThanOrEqual
toItem: nil
attribute: NSLayoutAttributeNotAnAttribute
multiplier: 0.0
constant: (_textView.font.lineHeight + 15)];
_heightConstraint.priority = UILayoutPriorityRequired - 1;
[_textView addConstraint:_heightConstraint];
}
return self;
}
- (void)prepareForReuse {
[super prepareForReuse];
self.minLines = 1;
self.tableView = nil;
}
- (void)setMinLines:(NSInteger)minLines {
_heightConstraint.constant = minLines * _textView.font.lineHeight + 15;
}
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text {
_lastRelativeFrameOriginY = self.frame.origin.y - self.tableView.contentOffset.y;
return YES;
}
- (void)textViewDidChange:(UITextView *)textView {
NSIndexPath *indexPath = [self.tableView indexPathForCell:self];
if (indexPath == nil) return;
[UIView performWithoutAnimation:^{
[self.tableView moveRowAtIndexPath:indexPath toIndexPath:indexPath];
}];
CGFloat contentOffsetY = self.frame.origin.y - _lastRelativeFrameOriginY;
self.tableView.contentOffset = CGPointMake(self.tableView.contentOffset.x, contentOffsetY);
CGRect caretRect = [self.textView caretRectForPosition:self.textView.selectedTextRange.start];
caretRect = [self.tableView convertRect:caretRect fromView:self.textView];
CGRect visibleRect = self.tableView.bounds;
visibleRect.origin.y += self.tableView.contentInset.top;
visibleRect.size.height -= self.tableView.contentInset.top + self.tableView.contentInset.bottom;
BOOL res = CGRectContainsRect(visibleRect, caretRect);
if (!res) {
caretRect.size.height += 5;
[self.tableView scrollRectToVisible:caretRect animated:NO];
}
}
#end
Put UILabel behind your UITextView.
Use this answer: https://stackoverflow.com/a/36054679/6681462 to UILabel you created
Give them same constraints and fonts
Set them same text;
Your cell's height will calculate by UILabel's content, but all text will be showed by TextField.
UITextView *txtDescLandscape=[[UITextView alloc] initWithFrame:CGRectMake(2,20,310,2)];
txtDescLandscape.editable =NO;
txtDescLandscape.textAlignment =UITextAlignmentLeft;
[txtDescLandscape setFont:[UIFont fontWithName:#"ArialMT" size:15]];
txtDescLandscape.text =[objImage valueForKey:#"imgdescription"];
txtDescLandscape.text =[txtDescLandscape.text stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]];
[txtDescLandscape sizeToFit];
[headerView addSubview:txtDescLandscape];
CGRect txtViewlandscpframe = txtDescLandscape.frame;
txtViewlandscpframe.size.height = txtDescLandscape.contentSize.height;
txtDescLandscape.frame = txtViewlandscpframe;
i think this way you can count the height of your text view and then resize your tableview cell according to that height so that you can show full text on cell
Swift version
func textViewHeightForAttributedText(text: NSAttributedString, andWidth width: CGFloat) -> CGFloat {
let calculationView = UITextView()
calculationView.attributedText = text
let size = calculationView.sizeThatFits(CGSize(width: width, height: CGFloat.max))
return size.height
}
If you want to automatically adjust UITableViewCell's height based on the height of the inner UITextView's height. See my answer here: https://stackoverflow.com/a/45890087/1245231
The solution is quite simple and should work since iOS 7. Make sure that the Scrolling Enabled option is turned off for the UITextView inside the UITableViewCell in the StoryBoard.
Then in your UITableViewController's viewDidLoad() set the tableView.rowHeight = UITableViewAutomaticDimension and tableView.estimatedRowHeight > 0 such as:
override func viewDidLoad() {
super.viewDidLoad()
tableView.rowHeight = UITableViewAutomaticDimension
tableView.estimatedRowHeight = 44.0
}
That's it. UITableViewCell's height will be automatically adjusted based on the inner UITextView's height.
For iOS 8 and above you can just use
your_tablview.estimatedrowheight= minheight you want
your_tableview.rowheight=UItableviewautomaticDimension

NSScrollView infinite / endless scroll | subview reuse

I'm searching for a way to implement something like reusable cells for UI/NSTableView but for NSScrollView. Basically I want the same like the WWDC 2011 video "Session 104 - Advanced Scroll View Techniques" but for Mac.
I have several problems realizing this. The first: NSScrollView doesn't have -layoutSubviews. I tried to use -adjustScroll instead but fail in setting a different contentOffset:
- (NSRect)adjustScroll:(NSRect)proposedVisibleRect {
if (proposedVisibleRect.origin.x > 600) {
// non of them work properly
// proposedVisibleRect.origin.x = 0;
// [self setBoundsOrigin:NSZeroPoint];
// [self setFrameOrigin:NSZeroPoint];
// [[parentScrollView contentView] scrollPoint:NSZeroPoint];
// [[parentScrollView contentView] setBoundsOrigin:NSZeroPoint];
}
return proposedVisibleRect;
}
The next thing I tried was to set a really huge content view with a width of millions of pixel (which actually works in comparison to iOS!) but now the question is, how to install a reuse-pool?
Is it better to move the subviews while scrolling to a new position or to remove all subviews and insert them again? and how and where should I do that?
As best I can tell, -adjustScroll: is not where you want to tap into the scrolling events because it doesn't get called universally. I think -reflectScrolledClipView: is probably a better hookup point.
I cooked up the following example that should hit the high points of one way to do a view-reusing scroll view. For simplicity, I set the dimensions of the scrollView's documentView to "huge", as you suggest, rather than trying to "fake up" the scrolling behavior to look infinite. Obviously drawing the constituent tile views for real is up to you. (In this example I created a dummy view that just fills itself with red with a blue outline to convince myself that everything was working.) It came out like this:
// For the header file
#interface SOReuseScrollView : NSScrollView
#end
// For the implementation file
#interface SOReuseScrollView () // Private
- (void)p_updateTiles;
#property (nonatomic, readonly, retain) NSMutableArray* p_reusableViews;
#end
// Just a small diagnosting view to convince myself that this works.
#interface SODiagnosticView : NSView
#end
#implementation SOReuseScrollView
#synthesize p_reusableViews = mReusableViews;
- (void)dealloc
{
[mReusableViews release];
[super dealloc];
}
- (NSMutableArray*)p_reusableViews
{
if (nil == mReusableViews)
{
mReusableViews = [[NSMutableArray alloc] init];
}
return mReusableViews;
}
- (void)reflectScrolledClipView:(NSClipView *)cView
{
[super reflectScrolledClipView: cView];
[self p_updateTiles];
}
- (void)p_updateTiles
{
// The size of a tile...
static const NSSize gGranuleSize = {250.0, 250.0};
NSMutableArray* reusableViews = self.p_reusableViews;
NSRect documentVisibleRect = self.documentVisibleRect;
// Determine the needed tiles for coverage
const CGFloat xMin = floor(NSMinX(documentVisibleRect) / gGranuleSize.width) * gGranuleSize.width;
const CGFloat xMax = xMin + (ceil((NSMaxX(documentVisibleRect) - xMin) / gGranuleSize.width) * gGranuleSize.width);
const CGFloat yMin = floor(NSMinY(documentVisibleRect) / gGranuleSize.height) * gGranuleSize.height;
const CGFloat yMax = ceil((NSMaxY(documentVisibleRect) - yMin) / gGranuleSize.height) * gGranuleSize.height;
// Figure out the tile frames we would need to get full coverage
NSMutableSet* neededTileFrames = [NSMutableSet set];
for (CGFloat x = xMin; x < xMax; x += gGranuleSize.width)
{
for (CGFloat y = yMin; y < yMax; y += gGranuleSize.height)
{
NSRect rect = NSMakeRect(x, y, gGranuleSize.width, gGranuleSize.height);
[neededTileFrames addObject: [NSValue valueWithRect: rect]];
}
}
// See if we already have subviews that cover these needed frames.
for (NSView* subview in [[[self.documentView subviews] copy] autorelease])
{
NSValue* frameRectVal = [NSValue valueWithRect: subview.frame];
// If we don't need this one any more...
if (![neededTileFrames containsObject: frameRectVal])
{
// Then recycle it...
[reusableViews addObject: subview];
[subview removeFromSuperview];
}
else
{
// Take this frame rect off the To-do list.
[neededTileFrames removeObject: frameRectVal];
}
}
// Add needed tiles from the to-do list
for (NSValue* neededFrame in neededTileFrames)
{
NSView* view = [[[reusableViews lastObject] retain] autorelease];
[reusableViews removeLastObject];
if (nil == view)
{
// Create one if we didnt find a reusable one.
view = [[[SODiagnosticView alloc] initWithFrame: NSZeroRect] autorelease];
NSLog(#"Created a view.");
}
else
{
NSLog(#"Reused a view.");
}
// Place it and install it.
view.frame = [neededFrame rectValue];
[view setNeedsDisplay: YES];
[self.documentView addSubview: view];
}
}
#end
#implementation SODiagnosticView
- (void)drawRect:(NSRect)dirtyRect
{
// Draw a red tile with a blue border.
[[NSColor blueColor] set];
NSRectFill(self.bounds);
[[NSColor redColor] setFill];
NSRectFill(NSInsetRect(self.bounds, 2,2));
}
#end
This worked pretty well as best I could tell. Again, drawing something meaningful in the reused views is where the real work is here.
Hope that helps.

UISlider with ProgressView combined

Is there an apple-house-made way to get a UISlider with a ProgressView. This is used by many streaming applications e.g. native quicktimeplayer or youtube.
(Just to be sure: i'm only in the visualization interested)
cheers Simon
Here's a simple version of what you're describing.
It is "simple" in the sense that I didn't bother trying to add the shading and other subtleties. But it's easy to construct and you can tweak it to draw in a more subtle way if you like. For example, you could make your own image and use it as the slider's thumb.
This is actually a UISlider subclass lying on top of a UIView subclass (MyTherm) that draws the thermometer, plus two UILabels that draw the numbers.
The UISlider subclass eliminates the built-in track, so that the thermometer behind it shows through. But the UISlider's thumb (knob) is still draggable in the normal way, and you can set it to a custom image, get the Value Changed event when the user drags it, and so on. Here is the code for the UISlider subclass that eliminates its own track:
- (CGRect)trackRectForBounds:(CGRect)bounds {
CGRect result = [super trackRectForBounds:bounds];
result.size.height = 0;
return result;
}
The thermometer is an instance of a custom UIView subclass, MyTherm. I instantiated it in the nib and unchecked its Opaque and gave it a background color of Clear Color. It has a value property so it knows how much to fill the thermometer. Here's its drawRect: code:
- (void)drawRect:(CGRect)rect {
CGContextRef c = UIGraphicsGetCurrentContext();
[[UIColor whiteColor] set];
CGFloat ins = 2.0;
CGRect r = CGRectInset(self.bounds, ins, ins);
CGFloat radius = r.size.height / 2.0;
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, CGRectGetMaxX(r) - radius, ins);
CGPathAddArc(path, NULL, radius+ins, radius+ins, radius, -M_PI/2.0, M_PI/2.0, true);
CGPathAddArc(path, NULL, CGRectGetMaxX(r) - radius, radius+ins, radius, M_PI/2.0, -M_PI/2.0, true);
CGPathCloseSubpath(path);
CGContextAddPath(c, path);
CGContextSetLineWidth(c, 2);
CGContextStrokePath(c);
CGContextAddPath(c, path);
CGContextClip(c);
CGContextFillRect(c, CGRectMake(r.origin.x, r.origin.y, r.size.width * self.value, r.size.height));
}
To change the thermometer value, change the MyTherm instance's value to a number between 0 and 1, and tell it to redraw itself with setNeedsDisplay.
This is doable using the standard controls.
In Interface Builder place your UISlider immediately on top of your UIProgressView and make them the same size.
On a UISlider the background horizontal line is called the track, the trick is to make it invisible. We do this with a transparent PNG and the UISlider methods setMinimumTrackImage:forState: and setMaximumTrackImage:forState:.
In the viewDidLoad method of your view controller add:
[self.slider setMinimumTrackImage:[UIImage imageNamed:#"transparent.png"] forState:UIControlStateNormal];
[self.slider setMaximumTrackImage:[UIImage imageNamed:#"transparent.png"] forState:UIControlStateNormal];
where self.slider refers to your UISlider.
I've tested the code in Xcode, and this will give you a slider with an independent progress bar.
Solution that suits my design:
class SliderBuffering:UISlider {
let bufferProgress = UIProgressView(progressViewStyle: .Default)
override init (frame : CGRect) {
super.init(frame : frame)
}
convenience init () {
self.init(frame:CGRect.zero)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
func setup() {
self.minimumTrackTintColor = UIColor.clearColor()
self.maximumTrackTintColor = UIColor.clearColor()
bufferProgress.backgroundColor = UIColor.clearColor()
bufferProgress.userInteractionEnabled = false
bufferProgress.progress = 0.0
bufferProgress.progressTintColor = UIColor.lightGrayColor().colorWithAlphaComponent(0.5)
bufferProgress.trackTintColor = UIColor.blackColor().colorWithAlphaComponent(0.5)
self.addSubview(bufferProgress)
}
}
Create a UISlider:
// 1
// Make the slider as a public propriety so you can access it
playerSlider = [[UISlider alloc] init];
[playerSlider setContinuous:YES];
[playerSlider setHighlighted:YES];
// remove the slider filling default blue color
[playerSlider setMaximumTrackTintColor:[UIColor clearColor]];
[playerSlider setMinimumTrackTintColor:[UIColor clearColor]];
// Chose your frame
playerSlider.frame = CGRectMake(--- , -- , yourSliderWith , ----);
// 2
// create a UIView that u can access and make it the shadow of your slider
shadowSlider = [[UIView alloc] init];
shadowSlider.backgroundColor = [UIColor lightTextColor];
shadowSlider.frame = CGRectMake(playerSlider.frame.origin.x , playerSlider.frame.origin.y , playerSlider.frame.size.width , playerSlider.frame.origin.size.height);
shadowSlider.layer.cornerRadius = 4;
shadowSlider.layer.masksToBounds = YES;
[playerSlider addSubview:shadowSlider];
[playerSlider sendSubviewToBack:shadowSlider];
// 3
// Add a timer Update your slider and shadow slider programatically
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(updateSlider) userInfo:nil repeats:YES];
-(void)updateSlider {
// Update the slider about the music time
playerSlider.value = audioPlayer.currentTime; // based on ur case
playerSlider.maximumValue = audioPlayer.duration;
float smartWidth = 0.0;
smartWidth = (yourSliderFullWidth * audioPlayer.duration ) / 100;
shadowSlider.frame = CGRectMake( shadowSlider.frame.origin.x , shadowSlider.frame.origin.y , smartWidth , shadowSlider.frame.size.height);
}
Enjoy! P.S. I might have some typos.
Idea 1:
You could easily use the UISlider as a progress view by subclassing it. It responds to methods such as 'setValue:animated:' with which you can set the value (i.e: progress) of the view.
Your only 'restriction' creating what you see in your example is the buffer bar, which you could create by 'creatively' skinning the UISlider (because you can add custom skins to it), and perhaps set that skin programmatically.
Idea 2:
Another (easier) option is to subclass UIProgressView, and create a UISlider inside that subclass. You can skin the UISlider to have a see-through skin (no bar, just the knob visible) and lay it over the UIProgressView.
You can use the UIProgressView for the pre-loading (buffering) and the UISlider for movie control / progress indication.
Seems fairly easy :-)
Edit: to actually answer your question, there is no in-house way, but it would be easy to accomplish with the tools given.
You can do some trick like this, it's more easy and understanding. Just insert the code bellow in your UISlider subclass.
- (void)layoutSubviews
{
[super layoutSubviews];
if (_availableDurationImageView == nil) {
// step 1
// get max length that our "availableDurationImageView" will show
UIView *maxTrackView = [self.subviews objectAtIndex:self.subviews.count - 3];
UIImageView *maxTrackImageView = [maxTrackView.subviews objectAtIndex:0];
_maxLength = maxTrackImageView.width;
// step 2
// get the right frame where our "availableDurationImageView" will place in superView
UIView *minTrackView = [self.subviews objectAtIndex:self.subviews.count - 2];
_availableDurationImageView = [[UIImageView alloc] initWithImage:[[UIImage imageNamed:#"MediaSlider.bundle/4_jindu_huancun.png"] resizableImageWithCapInsets:UIEdgeInsetsMake(0, 2, 0, 2)]];
_availableDurationImageView.opaque = NO;
_availableDurationImageView.frame = minTrackView.frame;
[self insertSubview:_availableDurationImageView belowSubview:minTrackView];
}
}
- (void)setAvailableValue:(NSTimeInterval)availableValue
{
if (availableValue >=0 && availableValue <= 1) {
// use "maxLength" and percentage to set our "availableDurationImageView" 's length
_availableDurationImageView.width = _maxLength * availableValue;
}
}
Adding on matt's solution, note that as of iOS 7.0, implementing trackRectForBounds: is rendered impossible. Here is my solution to this problem :
In your UISlider subclass, do this :
-(void)awakeFromNib
{
[super awakeFromNib];
UIImage* clearColorImage = [UIImage imageWithColor:[UIColor clearColor]];
[self setMinimumTrackImage:clearColorImage forState:UIControlStateNormal];
[self setMaximumTrackImage:clearColorImage forState:UIControlStateNormal];
}
with imageWithColor as this function :
+ (UIImage*) imageWithColor:(UIColor*)color
{
return [UIImage imageWithColor:color andSize:CGSizeMake(1.0f, 1.0f)];
}
That will properly take care of this annoying trackRectangle.
I spent too much time looking for a solution to this problem, here's hoping that'll save some time to another poor soul ;).
Here is a solution in Objective C. https://github.com/abhimuralidharan/BufferSlider
The idea is to create a UIProgressview as a property in the UISlider subclass and add the required constraints programatically.
#import <UIKit/UIKit.h> //.h file
#interface BufferSlider : UISlider
#property(strong,nonatomic) UIProgressView *bufferProgress;
#end
#import "BufferSlider.h" //.m file
#implementation BufferSlider
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setup];
}
return self;
}
-(void)setup {
self.bufferProgress = [[UIProgressView alloc] initWithFrame:self.bounds];
self.minimumTrackTintColor = [UIColor redColor];
self.maximumTrackTintColor = [UIColor clearColor];
self.value = 0.2;
self.bufferProgress.backgroundColor = [UIColor clearColor];
self.bufferProgress.userInteractionEnabled = NO;
self.bufferProgress.progress = 0.7;
self.bufferProgress.progressTintColor = [[UIColor blueColor] colorWithAlphaComponent:0.5];
self.bufferProgress.trackTintColor = [[UIColor lightGrayColor] colorWithAlphaComponent:2];
[self addSubview:self.bufferProgress];
[self setThumbImage:[UIImage imageNamed:#"redThumb"] forState:UIControlStateNormal];
self.bufferProgress.translatesAutoresizingMaskIntoConstraints = NO;
NSLayoutConstraint *left = [NSLayoutConstraint constraintWithItem:self.bufferProgress attribute:NSLayoutAttributeLeft relatedBy:NSLayoutRelationEqual toItem:self attribute:NSLayoutAttributeLeft multiplier:1 constant:0];
NSLayoutConstraint *centerY = [NSLayoutConstraint constraintWithItem:self.bufferProgress attribute:NSLayoutAttributeCenterY relatedBy:NSLayoutRelationEqual toItem:self attribute:NSLayoutAttributeCenterY multiplier:1 constant:0.75]; // edit the constant value based on the thumb image
NSLayoutConstraint *right = [NSLayoutConstraint constraintWithItem:self.bufferProgress attribute:NSLayoutAttributeTrailing relatedBy:NSLayoutRelationEqual toItem:self attribute:NSLayoutAttributeTrailing multiplier:1 constant:0];
[self addConstraints:#[left,right,centerY]];
[self sendSubviewToBack:self.bufferProgress];
}
- (instancetype)initWithCoder:(NSCoder *)coder
{
self = [super initWithCoder:coder];
if (self) {
[self setup];
}
return self;
}
#end
for Swift5
First, add tap gesture to slider:
let tap_gesture = UITapGestureRecognizer(target: self, action: #selector(self.sliderTapped(gestureRecognizer:)))
self.slider.addGestureRecognizer(tap_gesture)
Then, implement this function:
#objc func sliderTapped(gestureRecognizer: UIGestureRecognizer) {
let locationOnSlider = gestureRecognizer.location(in: self.slider)
let maxWidth = self.slider.frame.size.width
let touchLocationRatio = locationOnSlider.x * CGFloat(self.slider.maximumValue) / CGFloat(maxWidth)
self.slider.value = Float(touchLocationRatio)
print("New value: ", round(self.slider.value))
}