I have a UIView that contains a UITextView. The UIView is initiated inside a UIViewController.
But when I touch the UITextView box, nothing happens. Neither the keyboard appears nor delegate methods respond to interaction.
Code:
noteText = [[UITextView alloc]initWithFrame:CGRectMake(0, 0, 700, 240)];
noteText.layer.borderColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:0.2].CGColor;
noteText.layer.borderWidth = 2;
[noteText setEditable:YES];
noteText.userInteractionEnabled = YES;
noteText.returnKeyType = UIReturnKeyDone;
noteText.font = [UIFont fontWithName:#"Calibri" size:16];
noteText.textColor = [UIColor blackColor];
[self addSubview:noteText];
Update 1
I removed all other views from the UIViewController, and only put a UITextView in the UIViewController and still not reacting. Neither cursor or keyboard appear.
noteText = [[UITextView alloc]initWithFrame:CGRectMake(0, 0, 700, 240)];
noteText.layer.borderColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:0.2].CGColor;
noteText.layer.borderWidth = 2;
[noteText setEditable:YES];
noteText.userInteractionEnabled = YES;
noteText.returnKeyType = UIReturnKeyDone;
noteText.font = [UIFont fontWithName:#"Calibri" size:16];
noteText.textColor = [UIColor blackColor];
[self addSubview:noteText];
// Two suggestions
self.userInteractionEnabled = YES; // superview may blocks touches
self.clipsToBounds = YES; // superview may clips your textfield, you will see it
I found the error.
In one class I categorize the UITextView instead of subclass and set canBecomeFirstResponder to NO.
try this:
in your .h file conform the delegate UITextViewDelegate
:<UITextViewDelegate>
in your .m file:
noteText.delegate = self;
And delegate methods:
- (BOOL)textViewShouldBeginEditing:(UITextView *)textView{
[textView becomeFirstResponder];
return YES;
}
- (BOOL)textViewShouldEndEditing:(UITextView *)textView{
//resign for exapmple
return YES;
}
Hope this help!
I know it's late, but maybe for someone it'll be helpful. I had the same problem, and it disappeared after I used
[self setSelectable:true];
in my UITextView subclass.
Check this things:
add your viewcontroller on the right UIWindow.
set window makeKeyAndVisible and add rootViewController to window at this method:
-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
I think here is something wrong in xib file or at appdelegate.
Try overriding - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { inside the UIView to see if it's receiving touches
Just in case, try setting userInteractionEnabled = YES; for your UIView object. If it's somehow set as NO it will trickle down to all of its subviews
Maybe you have some mistake in your overriden -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event method? Maybe you do resignFirstResponder there or put some view above all?
Whenever something like this happens check the following items,
Make sure that the Text view is properly retained and released only in dealloc.(If you are not using ARC)
Check the frame of both Text view and it's parent views. Make sure that the subview is fitting exactly inside the parent view. Also make sure that this is the case with all the superviews of text view.
Check whether the delegate is set properly.
If all these are done, try adding a button on top of text view and check if it's target selector is getting called. If yes, the issue is with text view delegate or release statement. Otherwise the issue is with frame setting of Text view or it's superviews.
Related
So. Just started transitioning my IOS code to IOS7, and ran into a bit of problem.
I've got a UINavigationController, which has child ViewControllers and I'm using pushViewController to display the next views. To create a parallax animation with a set of images, if customized the UINavigationController to animate a set of UIImageViews and my child ViewControllers all have a self.backgroundColor = [UIColor clearColor], transparency.
Since iOS7, the way the UINavController animates it child vc's, is updated, by partially moving the current view controller and on top pushing the new viewcontroller, my parallax animation looks crap. I see the previous VC move a bit and then disappear. Is there any way I can restore the previous UINavigationController pushViewController animation? I can't seem to find this in the code.
WelcomeLoginViewController* welcomeLoginViewController = [self.storyboard instantiateViewControllerWithIdentifier:#"WelcomeLogin"];
[self.navigationController pushViewController:welcomeLoginViewController animated:YES];
Even tried using:
[UIView animateWithDuration:0.75
animations:^{
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[self.navigationController pushViewController:welcomeLoginViewController animated:NO];
[UIView setAnimationTransition:<specific_animation_form> forView:self.navigationController.view cache:NO];
}];
Does anyone have any clue?
I managed to workaround the new transition type by creating a category for UINavigationController. In my case I needed to revert it to the old transition style because I have transparent viewControllers that slide over a static background.
UINavigationController+Retro.h
#interface UINavigationController (Retro)
- (void)pushViewControllerRetro:(UIViewController *)viewController;
- (void)popViewControllerRetro;
#end
UINavigationController+Retro.m
#import "UINavigationController+Retro.h"
#implementation UINavigationController (Retro)
- (void)pushViewControllerRetro:(UIViewController *)viewController {
CATransition *transition = [CATransition animation];
transition.duration = 0.25;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
transition.subtype = kCATransitionFromRight;
[self.view.layer addAnimation:transition forKey:nil];
[self pushViewController:viewController animated:NO];
}
- (void)popViewControllerRetro {
CATransition *transition = [CATransition animation];
transition.duration = 0.25;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
transition.subtype = kCATransitionFromLeft;
[self.view.layer addAnimation:transition forKey:nil];
[self popViewControllerAnimated:NO];
}
#end
I have the same problem with clear background colors and crappy animations, so I create custom transitioning for ViewController with new iOS7 API. All you need is simply set a delegate for your navigation controller:
// NavigationController does not retain delegate, so you should hold it.
self.navigationController.delegate = self.navigationTransitioningDelegate;
Just add this files into your project: MGNavigationTransitioningDelegate.
I had a problem where when UIViewController A did a pushViewController to push UIViewController B, the push animation would stop at about 25%, halt, and then slide B in the rest of the way.
This DID NOT happen on iOS 6, but as soon as I started using iOS 7 as the base SDK in XCode 5, this started happening.
The fix is that view controller B did not have a backgroundColor set on its root view (the root view is the one that is the value of viewController.view, that you typically set in loadView). Setting a backgroundColor in that root view's initializer fixed the problem.
I managed to fix this as follows:
// CASE 1: The root view for a UIViewController subclass that had a halting animation
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame])) {
// Do some initialization ...
// self.backgroundColor was NOT being set
// and animation in pushViewController was slow and stopped at 25% and paused
}
return self;
}
// CASE 2: HERE IS THE FIX
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame])) {
// Do some initialization ...
// Set self.backgroundColor for the fix!
// and animation in pushViewController is no longer slow and and no longer stopped at 25% and paused
self.backgroundColor = [UIColor whiteColor]; // or some other non-clear color
}
return self;
}
First of, I'm not using Storyboard. I tried using UINavigationController+Retro. For some reason, the UINavigationController is having a hard time releasing the UIViewController at the top of the stack. Here's the solution that works for me using iOS 7 custom transition.
Set delegate to self.
navigationController.delegate = self;
Declare this UINavigationControllerDelegate.
- (id<UIViewControllerAnimatedTransitioning>)navigationController (UINavigationController *)navigationController
animationControllerForOperation:(UINavigationControllerOperation)operation
fromViewController:(UIViewController *)fromVC
toViewController:(UIViewController *)toVC
{
TransitionAnimator *animator = [TransitionAnimator new];
animator.presenting = YES;
return animator;
}
Note that it'll only get called when animated is set to YES. For example
[navigationController pushViewController:currentViewController animated:YES];
Create the animator class extending NSObject. I called mine TransitionAnimator, which was modified from TeehanLax's TLTransitionAnimator inside UIViewController-Transitions-Example.
TransitionAnimator.h
#import <Foundation/Foundation.h>
#interface TransitionAnimator : NSObject <UIViewControllerAnimatedTransitioning>
#property (nonatomic, assign, getter = isPresenting) BOOL presenting;
#end
TransitionAnimator.m
#import "TransitionAnimator.h"
#implementation TransitionAnimator
- (NSTimeInterval)transitionDuration:(id <UIViewControllerContextTransitioning>)transitionContext {
return 0.5f;
}
- (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext{
UIViewController *fromVC = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIViewController *toVC = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
if (self.presenting) {
//ANIMATE VC ENTERING FROM THE RIGHT SIDE OF THE SCREEN
[transitionContext.containerView addSubview:fromVC.view];
[transitionContext.containerView addSubview:toVC.view];
toVC.view.frame = CGRectMake(0, 0, 2*APP_W0, APP_H0); //SET ORIGINAL POSITION toVC OFF TO THE RIGHT
[UIView animateWithDuration:[self transitionDuration:transitionContext]
animations:^{
fromVC.view.frame = CGRectMake(0, (-1)*APP_W0, APP_W0, APP_H0); //MOVE fromVC OFF TO THE LEFT
toVC.view.frame = CGRectMake(0, 0, APP_W0, APP_H0); //ANIMATE toVC IN TO OCCUPY THE SCREEN
} completion:^(BOOL finished) {
[transitionContext completeTransition:YES];
}];
}else{
//ANIMATE VC EXITING TO THE RIGHT SIDE OF THE SCREEN
}
}
#end
Use presenting flag to set the direction you want to animate or which ever condition you prefer. Here's the link to Apple reference.
Thanks guys for the feedback. Found a solution in completely recreating the UINavigationController's behavior. When I was nearly finished I ran into Nick Lockwood's solution:
https://github.com/nicklockwood/OSNavigationController
OSNavigationController is a open source re-implementation of UINavigationController. It currently features only a subset of the functionality of UINavigationController, but the long-term aim is to replicate 100% of the features.
OSNavigationController is not really intended to be used as-is. The idea is that you can fork it and then easily customize its appearance and behaviour to suit any special requirements that your app may have. Customizing OSNavigationController is much simpler than trying to customize UINavigationController due to the fact that the code is open and you don't need to worry about private methods, undocumented behavior, or implementation changes between versions.
By overriding my UINavigationController with his code, I was able to work with background images in UINavigationcontrollers
Thanks!
Simply add in:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
This:
[[self window] setBackgroundColor:[UIColor whiteColor]];
The final result:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions (NSDictionary *)launchOptions {
[[self window] setBackgroundColor:[UIColor whiteColor]];
// Override point for customization after application launch.
return YES;
}
Apparently in iOS7 there's a new way define your own custom UIViewController transitions. Look in the docs for UIViewControllerTransitioningDelegate. Also, here's a link to an article about it: http://www.doubleencore.com/2013/09/ios-7-custom-transitions/
Swift 5 implementation of Arne's answer:
extension UINavigationController {
func pushViewControllerLegacyTransition(_ viewController: UIViewController) {
let transition = CATransition()
transition.duration = 0.25
transition.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
transition.type = .push
transition.subtype = .fromRight
view.layer.add(transition, forKey: nil)
pushViewController(viewController, animated: false)
}
func popViewControllerLegacyTransition() {
let transition = CATransition()
transition.duration = 0.25
transition.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
transition.type = .push
transition.subtype = .fromLeft
view.layer.add(transition, forKey: nil)
popViewController(animated: false)
}
}
Found another great resource to help out:
http://www.teehanlax.com/blog/custom-uiviewcontroller-transitions
Using iOS7 TLTransitionAnimator to create custom animations
I voted for #Arne's answer, because I find it the most elegant solution to this problem. I would just like to add some code in order to answer to #Bill's problem from his comment on #Arne's solution. Here's comment quote:
Thanks, this works for me. However, when the user taps the Back
button, it reverts to the busted animation (because the back button
doesn't call popViewControllerRetro). – Bill Oct 3 at 12:36
In order to call popViewControllerRetro when back button is pressed, there's a small hack you can perform in order to achieve this. Go into your pushed view controller, import UIViewController+Retro.h and add this code in your viewWillDisappear method:
- (void)viewWillDisappear:(BOOL)animated {
if ([self.navigationController.viewControllers indexOfObject:self] == NSNotFound) {
[self.navigationController popViewControllerRetro];
}
[super viewWillDisappear:animated];
}
This if statement will detect when Back button is pressed and will call popViewControllerRetro from category class.
Best regards.
Hi I am trying to draw strings in my UITableViewCell in iOS 7 with the following code
-(void)drawRect:(CGRect)rect{
[super drawRect:rect];
CGRect playerNameRect = CGRectMake(0, kCellY, kPlayerNameSpace, kCellHeight);
NSDictionary*dictonary = [NSDictionary
dictionaryWithObjectsAndKeys:
[UIColor hmDarkGreyColor], NSForegroundColorAttributeName,
kFont, NSFontAttributeName,
nil];
[self.playerName drawInRect:playerNameRect withAttributes:dictonary];
}
However I can not get anything to appear... self.playerName is not nil, and the playerNameRect is correct.
I was previously using the following code to do the same thing but was recently deprecated in iOS 7
[self.playerName drawInRect:playerNameRect withFont:kFont lineBreakMode:NSLineBreakByTruncatingTail alignment:NSTextAlignmentCenter];
What is also strange is I can not get anything to draw in drawRect on a UITableViewCell... The deprecated code works when I am drawingRect on just a UIView.
You shouldn't use UITableViewCell's drawRect method to perform custom drawing. The proper way to do it is to create a custom UIView and add it as a subview of your cell (as a subview of the contentView property). You can add the drawing code to this custom view and everything will work fine.
Hope this helps!
Check out these posts too:
Table View Cell custom drawing 1
Table View Cell custom drawing 2
Table View Cell custom drawing 3
As others said, don't use UITableViewCell's drawRect selector directly. By doing that, you're relying on implementation details of UITableViewCell, and Apple made no guarantee that such behaviour won't break in future versions, just as it did in iOS 7... Instead, create a custom UIView subclass, and add it as a subview to the UITableViewCell's contentView, like this:
#implementation CustomTableViewCell
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier
{
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
[self.contentView addSubview:[[CustomContentView alloc]initWithFrame:self.contentView.bounds]];
}
return self;
}
#end
And the CustomContentView:
#implementation CustomContentView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (void)drawRect:(CGRect)rect
{
NSDictionary * attributes = #{
NSFontAttributeName : [UIFont fontWithName:#"Helvetica-bold" size:12],
NSForegroundColorAttributeName : [UIColor blackColor]
};
[#"I <3 iOS 7" drawInRect:rect withAttributes:attributes];
}
#end
Works like charm!
Try setting cell.backgroundColor = [UIColor clearColor] in init.
While I agree with the accepted answer, here's my take on it for the records:
If you don't need any of the builtin UITableViewCell functionality (swiping, removing, reordering, ...) and just use it as a container to draw your custom stuff, then you might want to consider removing all of the cells subviews in tableview:willDisplayCell:ForRowAtIndexPath. This will make your drawing be visible again and will get you maximum performance (since you get rid of the subviews you don't need).
Background
I am implementing a UICollectionView (for the first time) in an effort to achieve a paged horizontal scroll view of tiles. I'd like each tile to show in the center of the frame with it's sister tiles partially visible to the left and right (something like the page selector in the Safari app). I'm interested in using the UICollectionView to take advantage of built-in cell dequeueing and would rather not use a rotated UITableView.
Issue
The issue I'm finding is that when using pagingEnabled = YES and clipsToBounds = NO, the UICollectionView removes cells outside the collectionView frame (they're not in the visibleCells array) as soon as paging is complete. Can anyone provide advice on how to achieve the effect of displaying previews of the sister tiles while maintaining this basic setup? Or am I approaching this incorrectly?
Screenshots
start
scrolling
end
The scrolling screen is exactly correct. But in the start and end shots I want there to be green visible in the blue margins.
Here's what's in my AppDelegate.m (credit to tutsplus.com for the basic setup here):
#import "AppDelegate.h"
#interface ViewController : UICollectionViewController
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
[self.collectionView registerClass:[UICollectionViewCell class] forCellWithReuseIdentifier:#"ID"];
[self.view setBackgroundColor:[UIColor blueColor]];
// pad the collection view by 20 px
UIEdgeInsets padding = UIEdgeInsetsMake(20.0, 20.0, 20.0, 20.0);
[self.collectionView setFrame:UIEdgeInsetsInsetRect(self.view.frame, padding)];
// set pagingEnabled and clipsToBounds off
[self.collectionView setPagingEnabled:YES];
[self.collectionView setClipsToBounds:NO];
}
- (NSInteger)collectionView:(UICollectionView *)collectionView numberOfItemsInSection:(NSInteger)section
{
return 5;
}
- (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath
{
UICollectionViewCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:#"ID" forIndexPath:indexPath];
UILabel *label = [[UILabel alloc] initWithFrame:cell.bounds];
label.textAlignment = NSTextAlignmentCenter;
label.text = [NSString stringWithFormat:#"%d", indexPath.row];
[label setBackgroundColor:[UIColor greenColor]];
[cell.contentView addSubview:label];
return cell;
}
#end
#implementation AppDelegate
{
ViewController *vc;
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// setup the UICollectionViewFlowLayout
UICollectionViewFlowLayout *layout = [[UICollectionViewFlowLayout alloc] init];
layout.itemSize = CGSizeMake(280, 280);
layout.minimumInteritemSpacing = 0;
layout.minimumLineSpacing = 0;
layout.scrollDirection = UICollectionViewScrollDirectionHorizontal;
// add a custom UICollectionViewController to the window
vc = [[ViewController alloc] initWithCollectionViewLayout:layout];
self.window.rootViewController = vc;
self.window.backgroundColor = [UIColor yellowColor];
[self.window makeKeyAndVisible];
return YES;
}
#end
Turns out the solution to this was actually quite simple. I just needed to overlap the UICollectionViewCell cells by enough pixels to have them still show within the collectionView's frame after the paged scrolling finishes. The relevent code was
layout.itemSize = CGSizeMake(300, 300);
layout.minimumLineSpacing = -20.0;
And I subclassed the UICollectionViewFlowLayout and overrode the (CGSize)collectionViewContentSize method to return the non-overlapped size of the cells.
Many thanks for the tip about using a negative minimumLineSpacing. I created a tester application which uses a collection view cell loaded from a xib file. The cell has a transparent background and an “inner” view for the cell's content.
In this way, a custom flow layout is not necessary.
https://github.com/j4johnfox/CollectionViewTester
I'm not an expert in collectionView, but it could be possibly do with this line in cellForItemAtIndexPath:
[cell.contentView addSubview:label];
Everytime it's called, another label subview is added to cell. Either check for an existing label or subclass UICollectionViewCell?
You'll want to also override -pointInside:withEvent: to allow scroll gestures to start outside the frame of the collection view. I do this using a UIEdgeInsets property in my collection view subclass:
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
CGRect extendedBounds = UIEdgeInsetsInsetRect(self.bounds, self.touchAreaInsets);
return CGRectContainsPoint(extendedBounds, point);
}
If you don't need App Store safety, you can override _visibleBounds to avoid negative spacing hacks:
- (CGRect)_visibleBounds {
return UIEdgeInsetsInsetRect(self.bounds, self.touchAreaInsets);
}
If you're not too pressed on code size and need App Store safety you could also subclass PSTCollectionView and possibly override visibleBoundRects for the same effect.
I'm trying to move a uiLabel down a drop if it's an iPhone 5 (4" display). But it's not working when the code is in viewDidLoad. If I call the code from clicking a uiButton, it works. Here's the code:
-(void) viewDidLoad {
if(CGSizeEqualToSize([[UIScreen mainScreen] preferredMode].size,CGSizeMake(640, 1136))) {
CGRect frame = [self.timeOnCurrentQuestion frame];
frame.origin.y += 40; // change the location
[self.timeOnCurrentQuestion setFrame:frame];
nslog(#"This DOES get logged");
}
}
Jonah, have you tried your code in viewWillAppear method? Possibly, it'll sort-out your issue.
Maybe that are something you need to beware of.
- (void)viewDidLoad
It is a method that when the controller juz created its view.
for example:
maybe in your init method, you call something like:
[self.view setBackground:[UIColor redColor]];
self.timeOnCurrentQuestion = [[UIView alloc] initWithFrame:kFrame];
In this case the work flow will be like this:
[self.view setBackground:[UIColor redColor]];
[self viewDidload];
self.timeOnCurrentQuestion = [[UIView alloc] initWithFrame:kFrame];
Th reason for this work flow is because the self.view is called, then its view is needed before the normal view cycle, so , in this case, self.timeOnCurrentQuestion is still nil in the viewDidload method.
I don't know if my practice is the best or not.
I always init the subView in the controller's init method.
and do the [self.view addSubview:_subview] (//or everything method call that require the self.view) in [self viewDidload];
viewDidAppear worked for me. The life cycle seems to be
LoadView()
viewDidLoad()
viewWillAppear()
viewDidAppear()
I want to add some static text to a UITableViewCell in a UITextView.
UITextView *addressField = [[UITextView alloc] initWithFrame:CGRectMake(0, 0, 300, 75)];
[addressField setBackgroundColor:[UIColor clearColor]];
[addressField setFont:[UIFont fontWithName:#"HelveticaNeue" size:14]];
[addressField setContentInset:UIEdgeInsetsMake(0, 20, 0, 0)];
[addressField setEditable:NO];
[addressField setScrollEnabled:NO];
// change me later
[addressField setText:#"John Doe\n555 Some Street\nSan Francisco, CA, 00000"];
[cell.contentView addSubview:addressField];
[addressField release];
This works great but I this code makes the cell unselectable probably because the UITextView is covering the entire cell.
How can I work around this so that I can have both the UITextView and selectable cells?
btw, I could make the UITextView size a bit smaller but users would still not be able to select the cell if they touch the UITextView.
I think a slightly better way to do it is to create a tap gesture recognizer on the entire table. (For example in your viewDidLoad)
// gesture recognizer to make the entire cell a touch target
UITapGestureRecognizer* tap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(changeFocus:)];
[tableView addGestureRecognizer:tap];
[tap release];
Then you create a selector (changeFocus: in this case) to do the actual selecting.
- (void)changeFocus:(UITapGestureRecognizer *)tap
{
if (tap.state == UIGestureRecognizerStateEnded)
{
CGPoint tapLocation = [tap locationInView:self.tableView];
NSIndexPath* path = [self.tableView indexPathForRowAtPoint:tapLocation];
[self tableView:self.tableView didSelectRowAtIndexPath:path];
}
}
You can make your changeFocus method more elaborate to prevent selections or give focus to specific subviews of the selected indexPath.
I would adopt the following approach in order to keep interaction enabled with both the UITextView and the UITableViewCell.
Declare your controller class (a UITableViewController I guess ?) as UITexView delegate.
When you declare your UITextView, set the table view controller as it's delegate.
Implement one of the UITextViewDelegate methods (ex : - (void)textViewDidChangeSelection:(UITextView *)textView) in your table view controller .m file.
From within this method you can manipulate the targeted cell either with a custom code or by triggering the tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *) delegate method through selectRowAtIndexPath:animated:scrollPosition:.
Your code might then look like :
In the table view controller .h file :
#interface MyTableViewController : UITableViewController <UITextViewDelegate> { ...
...
}
In the table view controller .m file :
UITextView *addressField = [[UITextView alloc] initWithFrame:CGRectMake(0, 0, 300, 75)];
[addressField setDelegate:self];
...
Then implement this function for example (or any other suitable UITextViewDelegate function) :
- (void)textViewDidChangeSelection:(UITextView *)textView {
// Determine which text view triggered this method in order to target the right cell
...
// You should have obtained an indexPath here
...
// Call the following function to trigger the row selection table view delegate method
[self.tableView selectRowAtIndexPath:indexPath animated:YES scrollPosition:UITableViewScrollPositionNone]
}
Note that there are other alternatives like subclassing UITextView and deal with it's touch methods. I would recommend to use the possibilites offered by its delegate protocol though.
Note also that it might be handy to have your UITextView declared or at least referenced as an instance variable of the table view controller class. This will help you easily keep track of which addressField was hit and get the right indexPath.
[addressField setUserInteractionEnabled:NO];
I hope this helps you a bit:
[self.view insertSubview:TextView aboveSubview:TableView];
Or vice-versa based on your requirements.