Custom Cell not getting redrawn three20 - objective-c

i have an awkward problem where calling to [self invalidateModel]; does not redraw my custom cells.
I have a TTTableViewController with an action sheet that allows to order the display of a table when pressed. The data gets redrawn correctly but the cells are not redrawn. Instead there are reused.
To illustrate better :
In my - (void)layoutSubviews { of my CustomTableItemCell class i have this :
if (bookmarked) {
UIImage *bookmark = [UIImage imageNamed: #"bookmarked#2x.png"];
TTImageView *bookmarkView = [[TTImageView alloc] init];
bookmarkView.defaultImage = bookmark;
bookmarkView.frame = CGRectMake(297, 0, 16, 27);
[self.contentView addSubview:bookmarkView];
TT_RELEASE_SAFELY(bookmarkView);
}
Basically if I get a bookmarked item, I want to display a ribbon on the right of my cell. This ribbon gets display correctly.
When I reorder my cell with the action sheet method and call invalidateModel, the first cell which didn't have any ribon gets putten at a place where was previously a ribbonned item but without redrawing the cell, thus giving a ribon to an item without ribbon.
Code source :
This is my createDatasource function of my TTTableViewController :
- (void)createModel {
self.dataSource = [ServiceRequestDetailedDataSource viewDataSource:self.typeOfAction andOrderBy:orderBy];
// If dataSource nil, show an empty Message
if (self.dataSource == nil) {
[self showEmpty:YES];
}
}
This is my action sheet action of my TTTableViewController that change the orderBy and calls invalidate model :
-(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex {
if (buttonIndex == 0) {
self.orderBy = #"portfolio";
[self invalidateModel];
}
Any tips would be great, I am really stuck here :'(

Maybe [self reload] would help you update cells view. Call it after model invalidation

Found it, just use reuseidentifier. My bad.

Related

Animating UICollectionViewCell subviews on layout change

I have two UICollectionViewLayout, one for showing stacked cells and another one to show individual cells on full screen whe they're selected.
I need to animate the cell's subviews to certain positions each time the cell is selected, and then move again those subviews when the cell is deselected.
STEP 1: Cell is selected. Subview is animated from its original position to a new one. No problem here.
STEP 1: Cell is deselected. Subview is animated to another position, BUT the animation starts from the original position, not the new position I indicated in the previous step.
Is there any way to save the modified status, and start the animations from there?
UPDATE
Here's how I change layouts on cell selection (ViewController.m):
- (void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:(NSIndexPath *)indexPath{
__weak CustomCellCollectionViewCell *cell = (CustomCellCollectionViewCell *)[self.collectionView cellForItemAtIndexPath:indexPath];
// Hide single view
if ([indexPath isEqual:self.exposedItemIndexPath]) {
self.exposedItemIndexPath = nil;
[cell deselectedAnimations];
[self animateCollectionView:NO];
}
// Select single view
else if (self.exposedItemIndexPath == nil) {
self.exposedItemIndexPath = indexPath;
[cell selectedAnimations];
[self animateCollectionView:YES];
}
}
- (void)setExposedItemIndexPath:(NSIndexPath *)exposedItemIndexPath
{
if (![exposedItemIndexPath isEqual:_exposedItemIndexPath]) {
if (exposedItemIndexPath) {
self.audiosContentOffset = self.collectionView.contentOffset;
SelectedLayout *singleLayout = [[SelectedLayout alloc] initWithExposedItemIndex:exposedItemIndexPath.item];
[self.collectionView setCollectionViewLayout:singleLayout animated:YES];
}else{
self.stackedLayout.overwriteContentOffset = YES;
self.stackedLayout.contentOffset = self.audiosContentOffset;
[self.collectionView setCollectionViewLayout:self.stackedLayout animated:YES];
[self.collectionView setContentOffset:self.audiosContentOffset animated:YES];
}
_exposedItemIndexPath = exposedItemIndexPath;
}
}
selectedAnimations moves a UIView inside the cell, and deselectedAnimations moves it somewhere else when the cell is deselected. BUT, deselectedAnimations starts from the UIView's original position, not from where it was left at the end of selectedAnimations.
The cells and its subviews are based on a nib file. It seems to me that, on layout change, the cell is being rendered again following the "instructions" on the nib file, and that's why the subview is animated starting from its original position instead of where i left it on selectedAnimations.
My question is: is there any way to "save" the cell's subviews positions and start deselectedAnimations from there?

UITableViewCell: Trash Image is shown on cell selection

I have a UITableViewCell with the following hierarchy:
I use swipe and pan gestures to move the Container View to left, so that the trash button is visible, Similar to Instagram:
But, on cell selection The thrash button is visible:
EDIT:
Please Note:
The trash button is actually a custom button with a transparent png image. The background colour of the button is then set as red.
Please provide your valuable suggestions or a solution to this problem. Thanks!
As I didn't get a proper answer, I was forced to fix this issue as pointed out by #hoang Van Ha.
In the custom cell class:
I hid the button by overriding setSelected method as follows:
- (void)setSelected:(BOOL)selected animated:(BOOL)animated {
[super setSelected:selected animated:animated];
if (self.cellContainerView.frame.origin.x == 0) {
self.trashButton.hidden = YES;
}
}
at the beginning of the gesture methods, i.e. pan and swipe I show the button again and on completing the gesture, I check if the frame of the container view has origin zero. If so, the button should be hidden.
- (IBAction)handleSwipeGesture:(UISwipeGestureRecognizer *)recognizer
{
self.trashButton.hidden = NO;
if ( recognizer.direction == UISwipeGestureRecognizerDirectionRight ) {
[UIView animateWithDuration:0.2
animations:^{
self.cellContainerView.frame = CGRectMake(0, self.cellContainerView.frame.origin.y, 320, self.cellContainerView.bounds.size.height);
}
completion:^(BOOL finished) {
self.trashButton.hidden = YES;
}
];
}
}
In the controller class, in cell for row method, do the same process.
if (cell.cellContainerView.frame.origin.x == 0) {
cell.trashButton.hidden = YES;
}
Please feel free to comment, or even post a better answer!

Disabling NSView fade animation for NSView `setHidden:`

I am working on a project that has the concept of draggable controls, everything is working fine except that NSView seems to employ a fade in/out animation when calling setHidden:.
I have been able to work around the problem by changing the line session.animatesToStartingPositionsOnCancelOrFail = YES; to NO and implementing the image snapback myself with a custom animated NSWindow subclass. it looks great, but I know there must be an easier way.
I have tried:
using NSAnimationContext grouping with duration of 0 around the setHidden: calls
setting the view animations dictionary using various keys (alpha, hidden, isHidden) on the control and superview
overriding animationForKey: for both the control and its superview
I am not using CALayers and have even tried explicitly setting wantsLayer: to NO.
Does anybody know how to either disable this animation, or have a simpler solution then my animated NSWindow?
here is my stripped down altered code with the bare minimum to see what I'm talking about.
#implementation NSControl (DragControl)
- (NSDraggingSession*)beginDraggingSessionWithDraggingCell:(NSActionCell <NSDraggingSource> *)cell event:(NSEvent*) theEvent
{
NSImage* image = [self imageForCell:cell];
NSDraggingItem* di = [[NSDraggingItem alloc] initWithPasteboardWriter:image];
NSRect dragFrame = [self frameForCell:cell];
dragFrame.size = image.size;
[di setDraggingFrame:dragFrame contents:image];
NSArray* items = [NSArray arrayWithObject:di];
[self setHidden:YES];
return [self beginDraggingSessionWithItems:items event:theEvent source:cell];
}
- (NSRect)frameForCell:(NSCell*)cell
{
// override in multi-cell cubclasses!
return self.bounds;
}
- (NSImage*)imageForCell:(NSCell*)cell
{
return [self imageForCell:cell highlighted:[cell isHighlighted]];
}
- (NSImage*)imageForCell:(NSCell*)cell highlighted:(BOOL) highlight
{
// override in multicell cubclasses to just get an image of the dragged cell.
// for any single cell control we can just make sure that cell is the controls cell
if (cell == self.cell || cell == nil) { // nil signifies entire control
// basically a bitmap of the control
// NOTE: the cell is irrelevant when dealing with a single cell control
BOOL isHighlighted = [cell isHighlighted];
[cell setHighlighted:highlight];
NSRect cellFrame = [self frameForCell:cell];
// We COULD just draw the cell, to an NSImage, but button cells draw their content
// in a special way that would complicate that implementation (ex text alignment).
// subclasses that have multiple cells may wish to override this to only draw the cell
NSBitmapImageRep* rep = [self bitmapImageRepForCachingDisplayInRect:cellFrame];
NSImage* image = [[NSImage alloc] initWithSize:rep.size];
[self cacheDisplayInRect:cellFrame toBitmapImageRep:rep];
[image addRepresentation:rep];
// reset the original cell state
[cell setHighlighted:isHighlighted];
return image;
}
// cell doesnt belong to this control!
return nil;
}
#pragma mark NSDraggingDestination
- (void)draggingEnded:(id < NSDraggingInfo >)sender
{
[self setHidden:NO];
}
#end
#implementation NSActionCell (DragCell)
- (void)setControlView:(NSView *)view
{
// this is a bit of a hack, but the easiest way to make the control dragging work.
// force the control to accept image drags.
// the control will forward us the drag destination events via our DragControl category
[view registerForDraggedTypes:[NSImage imagePasteboardTypes]];
[super setControlView:view];
}
- (BOOL)trackMouse:(NSEvent *)theEvent inRect:(NSRect)cellFrame ofView:(NSView *)controlView untilMouseUp:(BOOL)untilMouseUp
{
BOOL result = NO;
NSPoint currentPoint = theEvent.locationInWindow;
BOOL done = NO;
BOOL trackContinously = [self startTrackingAt:currentPoint inView:controlView];
BOOL mouseIsUp = NO;
NSEvent *event = nil;
while (!done)
{
NSPoint lastPoint = currentPoint;
event = [NSApp nextEventMatchingMask:(NSLeftMouseUpMask|NSLeftMouseDraggedMask)
untilDate:[NSDate distantFuture]
inMode:NSEventTrackingRunLoopMode
dequeue:YES];
if (event)
{
currentPoint = event.locationInWindow;
// Send continueTracking.../stopTracking...
if (trackContinously)
{
if (![self continueTracking:lastPoint
at:currentPoint
inView:controlView])
{
done = YES;
[self stopTracking:lastPoint
at:currentPoint
inView:controlView
mouseIsUp:mouseIsUp];
}
if (self.isContinuous)
{
[NSApp sendAction:self.action
to:self.target
from:controlView];
}
}
mouseIsUp = (event.type == NSLeftMouseUp);
done = done || mouseIsUp;
if (untilMouseUp)
{
result = mouseIsUp;
} else {
// Check if the mouse left our cell rect
result = NSPointInRect([controlView
convertPoint:currentPoint
fromView:nil], cellFrame);
if (!result)
done = YES;
}
if (done && result && ![self isContinuous])
[NSApp sendAction:self.action
to:self.target
from:controlView];
else {
done = YES;
result = YES;
// this bit-o-magic executes on either a drag event or immidiately following timer expiration
// this initiates the control drag event using NSDragging protocols
NSControl* cv = (NSControl*)self.controlView;
NSDraggingSession* session = [cv beginDraggingSessionWithDraggingCell:self
event:theEvent];
// Note that you will get an ugly flash effect when the image returns if this is set to yes
// you can work around it by setting NO and faking the release by animating an NSWindowSubclass with the image as the content
// create the window in the drag ended method for NSDragOperationNone
// there is [probably a better and easier way around this behavior by playing with view animation properties.
session.animatesToStartingPositionsOnCancelOrFail = YES;
}
}
}
return result;
}
#pragma mark - NSDraggingSource Methods
- (NSDragOperation)draggingSession:(NSDraggingSession *)session sourceOperationMaskForDraggingContext:(NSDraggingContext)context
{
switch(context) {
case NSDraggingContextOutsideApplication:
return NSDragOperationNone;
break;
case NSDraggingContextWithinApplication:
default:
return NSDragOperationPrivate;
break;
}
}
- (void)draggingSession:(NSDraggingSession *)session endedAtPoint:(NSPoint)screenPoint operation:(NSDragOperation)operation
{
// now tell the control view the drag ended so it can do any cleanup it needs
// this is somewhat hackish
[self.controlView draggingEnded:nil];
}
#end
There must be a layer enabled somewhere in your view hierarchy, otherwise there wouldn't be a fade animation. Here is my way of disabling such animations:
#interface NoAnimationImageView : NSImageView
#end
#implementation NoAnimationImageView
+ (id)defaultAnimationForKey: (NSString *)key
{
return nil;
}
#end
The solution you already tried by setting the view animations dictionary should work. But not for the keys you mention but for the following. Use it somewhere before the animation is triggered the first time. If you have to do it on the window or view or both, I don't know.
NSMutableDictionary *animations = [NSMutableDictionary dictionaryWithDictionary:[[theViewOrTheWindow animator] animations];
[animations setObject:[NSNull null] forKey: NSAnimationTriggerOrderIn];
[animations setObject:[NSNull null] forKey: NSAnimationTriggerOrderOut];
[[theViewOrTheWindow animator] setAnimations:animations];
Or also just remove the keys if they are there (might not be the case as they are implicit / default):
NSMutableDictionary *animations = [NSMutableDictionary dictionaryWithDictionary:[[theViewOrTheWindow animator] animations];
[animations removeObjectForKey:NSAnimationTriggerOrderIn];
[animations removeObjectForKey:NSAnimationTriggerOrderOut];
[[theViewOrTheWindow animator] setAnimations:animations];
Ok. I figured out that the animation I'm seeing is not the control, the superview, nor the control's window. It appears that animatesToStartingPositionsOnCancelOrFail causes NSDraggingSession to create a window (observed with QuartzDebug) and put the drag image in it and it is this window that animates back to the origin and fades out before the setHidden: call is executed (i.e. before the drag operation is concluded).
Unfortunately, the window that it creates is not an NSWindow so creating a category on NSWindow doesn't disable the fade animation.
Secondly, there is no public way that I know of to get a handle on the window, so I can't attempt directly manipulating the window instance.
It looks like maybe my workaround is the best way to do this, after all its not far from what AppKit does for you anyway.
If anybody knows how to get a handle on this window, or what class it is I would be interested to know.

UITableViewAccessoryType Randomly Not Showing

For each cell in the TableView I basically have a Boolean variable that stores if the data is being loaded for that cell. So tapping on a cell will cause the accessory type to change to a UIActivityIndicator. The TableView loads fine, but when I pop back to the TableView one or two of the cells randomly do not have the default DisclosureIndicator... it has nothing
The code I am using is inside cellForRowAtIndexPath
NSLog([entry isLoading] ? #"Yes" : #"No");
if ([entry isLoading]) {
UIActivityIndicatorView *activityView =
[[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
[activityView startAnimating];
[cell setAccessoryView:activityView];
}
else{
[cell setAccessoryType:UITableViewCellAccessoryDisclosureIndicator];
}
I have stepped through the code and the cells that do not show the DisclosureIndicator are still running the code that is setting it to a AccessoryDisclosureIndicator... I'm not sure what's going on since the cells missing the indicatory is triggering the else statement causing the setAccessoryType
Thanks!
Try this,
if ([entry isLoading]) {
UIActivityIndicatorView *activityView =
[[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray];
[activityView startAnimating];
[cell setAccessoryView:activityView];
[cell setAccessoryType:UITableViewCellAccessoryNone];
}
else{
[cell setAccessoryView:nil];
[cell setAccessoryType:UITableViewCellAccessoryDisclosureIndicator];
}
As per documentation,
accessoryView
If the value of this property is not nil, the UITableViewCell class
uses the given view for the accessory view in the table view’s normal
(default) state; it ignores the value of the accessoryType property.
The provided accessory view can be a framework-provided control or
label or a custom view. The accessory view appears in the right side
of the cell.
So you need to set accessoryView to nil show the accessoryType or else it will ignore it.

Creating a hidden UISegmentedControl in a UITableView

Like the iBooks app, when you pull down the tableview, a search bar and segmented control appear, to allow you to search and switch between two types of views.
It sticks in that position when you pull down far enough, and alternatively, gets hidden when you pull the tableview up enough.
I am trying to implement the same thing with a UISegmentedControl.
So far I have added a segmented control successfully as a subview to the table. (It has a negative Y frame so make it stick above the tableview).
I have also implemented this code:
- (void)scrollViewWillBeginDecelerating:(UIScrollView *)scrollView {
float yOffset = scrollView.contentOffset.y;
if (yOffset < -70) {
[scrollView setContentOffset:CGPointMake(0.0f, -70.0f) animated:YES];
} else if (yOffset > -10) {
[scrollView setContentOffset:CGPointMake(0.0f, -11.0f) animated:YES];
}
}
This works great, until I try using the segmented control. Where the table will just act like it is scrolling, ignoring the segmented control altogether (i.e. if I tap on a segment, it doesn't even get selected, instead the table scrolls up, hiding the segmented control.
I did use the scrollViewDidScroll method but this made it buggy and the scrolling jumpy.
I also tried to make the segmented control's exclusiveTouch = YES, but this had no effect whatsoever.
I would be thankful for all help! thanks in advance!
Here is my code which works:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
//
// Table view
//
if ([scrollView isKindOfClass:[myTableView class]]) {
//
// Discover top
//
CGFloat topY = scrollView.contentOffset.y + scrollView.contentInset.top;
if (topY <= self.tableHeaderHeightConstraint.constant) {
[self setIsScrolledToTop:YES];
} else {
[self setIsScrolledToTop:NO];
}
}
}
- (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView
{
//
// Table view
//
if ([scrollView isKindOfClass:[myTableView class]]) {
//
// Toggle favourite category
//
if ([self isScrolledToTop]) {
//
// Show
//
} else {
//
// Hide
//
}
}
}
Edited the above code to make it a bit more generic, but syntactically its correct