Swift: how to make a UIView clickable in UITableViewCell?

非 Y 不嫁゛ 提交于 2019-12-03 11:54:00

for me a sample setup like the following totally works:

class TableViewController: UITableViewController {
  override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
    return 5
  }

  override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
    return tableView.dequeueReusableCellWithIdentifier("CustomCell", forIndexPath: indexPath)
  }
}

class CustomCell: UITableViewCell {
  @IBOutlet weak var bigButton: UIView!

  override func awakeFromNib() {
    super.awakeFromNib()
    let tap = UITapGestureRecognizer(target: self, action: Selector("bigButtonTapped:"))
    bigButton.addGestureRecognizer(tap)
  }

  func bigButtonTapped(sender: UITapGestureRecognizer) {
    print("bigButtonTapped")
  }
}

i did not change any of the default values of userInteractionEnabled for the view or imageview or label. compare my implementation with yours and see if you maybe forgot something... did you e.g. connect the outlet?

sample project: https://www.dropbox.com/sh/hpetivhc3gfrapf/AAAf6aJ0zhvRINPFJHD-iMvya?dl=0

edit for your project

func tableView(tableView: UITableView, viewForHeaderInSection section: Int) -> UIView? {
  let headerCell = tableView.dequeueReusableCellWithIdentifier("StationsIntroHeader") as! StationsIntroHeader
  headerCell.update()
  return headerCell
  // return headerCell.update().contentView
}
Teja Nandamuri

You can simply subclass UIButton, and implement the custom drawing in it. UIButton is the simplest way to do the task without interfering the tableview touches. If you implement tap gesture on table view, it will cause problems to the cell touches.

You can simply get the custom image (both + sign and text as one image) and use it as background image.

Or you can even draw it with code.

For example, you can try this:

 func drawCanvas1(frame frame: CGRect = CGRectMake(3, 8, 209, 109)) {
    //// General Declarations
    let context = UIGraphicsGetCurrentContext()

    //// Color Declarations
    let color = UIColor(red: 0.967, green: 0.423, blue: 0.211, alpha: 1.000)

    //// Image Declarations
    let screenShot20151111At32900PM = UIImage(named: "screenShot20151111At32900PM.png")!

    //// Rectangle Drawing
    let rectanglePath = UIBezierPath(roundedRect: CGRectMake(frame.minX + 39, frame.minY + 23, 113, 46), cornerRadius: 8)
    color.setFill()
    rectanglePath.fill()


    //// Rectangle 2 Drawing
    let rectangle2Rect = CGRectMake(frame.minX + 51, frame.minY + 27, 33, 34)
    let rectangle2Path = UIBezierPath(rect: rectangle2Rect)
    CGContextSaveGState(context)
    rectangle2Path.addClip()
    screenShot20151111At32900PM.drawInRect(CGRectMake(floor(rectangle2Rect.minX - 16 + 0.5), floor(rectangle2Rect.minY - 15 + 0.5), screenShot20151111At32900PM.size.width, screenShot20151111At32900PM.size.height))
    CGContextRestoreGState(context)


    //// Text Drawing
    let textRect = CGRectMake(frame.minX + 97, frame.minY + 23, 73, 46)
    let textTextContent = NSString(string: "\nfollow\ntrip\n")
    let textStyle = NSParagraphStyle.defaultParagraphStyle().mutableCopy() as! NSMutableParagraphStyle
    textStyle.alignment = .Left

    let textFontAttributes = [NSFontAttributeName: UIFont.systemFontOfSize(UIFont.labelFontSize()), NSForegroundColorAttributeName: UIColor.whiteColor(), NSParagraphStyleAttributeName: textStyle]

    let textTextHeight: CGFloat = textTextContent.boundingRectWithSize(CGSizeMake(textRect.width, CGFloat.infinity), options: NSStringDrawingOptions.UsesLineFragmentOrigin, attributes: textFontAttributes, context: nil).size.height
    CGContextSaveGState(context)
    CGContextClipToRect(context, textRect);
    textTextContent.drawInRect(CGRectMake(textRect.minX, textRect.minY + (textRect.height - textTextHeight) / 2, textRect.width, textTextHeight), withAttributes: textFontAttributes)
    CGContextRestoreGState(context)
}

and the result will be something like:

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