I have made some icon with the paint code app:
class addIconView: UIView {
override func draw(_ rect: CGRect) {
TodayIcon.draw(frame: rect)
}
}
I also add the configuration of the cells in another class:
class OptionsTableCell {
var icon: UIView
var label: String
init(icon: UIView, label: String) {
self.icon = icon
self.label = label
}
}
Then I added a UIView in the prototype cell in a TableView. I used this array to update icons of the cell:
var optionsArray: [OptionsTableCell] = []
func createOptionsArray() -> [OptionsTableCell] {
var cell: [OptionsTableCell] = []
let addIcon = OptionsTableCell(icon: addIconView(), label: "Add")
cell.append(addIcon)
return cell
}
I just added addIconView() to update the icon of the cell. I think it's wrong.
How can I update the custom class of an UIView to change the icon inside it?
Instead of using a generic UIView
in the cell, subclass it into a new class that encapsulates the types of icons to be displayed. Consider this example:
UIView
subclass that encapsulates the icon logic around PaintCode. Notice the Option
enum and the @IBDesignable
property (allows for live-rendering in Interface Builder
):
import UIKit
@IBDesignable class OptionsView: UIView {
// MARK: - Properties
// Allowed options.
enum Option {
case star, tree
}
// Option that should currently be displayed. Default is .star (for no particular reason).
var currentOption: Option = .star {
didSet {
setNeedsDisplay() // Force redrawing.
}
}
// MARK: - Lifecycle
override func draw(_ rect: CGRect) {
drawIcon(rect)
}
}
// MARK: - Private
private extension OptionsView {
/// Logic to decide which icon to display.
func drawIcon(_ rect: CGRect) {
switch currentOption {
case .star:
StyleKit.drawStarIcon(frame: rect)
case .tree:
StyleKit.drawTreeIcon(frame: rect)
}
}
}
Storyboard configuration: custom UITableViewController
+ custom UITableViewCell
with the custom UIView
(notice the class
attribute of type OptionsView
):
Connect the UILabel
and the OptionsView
to your CustomCell
. Implementation example (notice the var option
):
import UIKit
class CustomCell: UITableViewCell {
// MARK: - Public Properties
// Option that should currently be displayed. Default is .star (for no particular reason).
var option: OptionsView.Option = .star {
didSet {
iconView.currentOption = option
updateLabelText()
}
}
// MARK: - Private Properties
@IBOutlet private weak var iconView: OptionsView!
@IBOutlet private weak var label: UILabel!
}
// MARK: - Private
private extension CustomCell {
func updateLabelText() {
switch option {
case .star:
label.text = "Star"
case .tree:
label.text = "Tree"
}
}
}
Finally, in your custom UITableViewController
:
import UIKit
class TableViewController: UITableViewController {
// MARK: - Table view data source
override func numberOfSections(in tableView: UITableView) -> Int {
return 1 // Hardcoded in this example.
}
override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 40 // Hardcoded in this example.
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
if let customCell = tableView.dequeueReusableCell(withIdentifier: "customCell", for: indexPath) as? CustomCell {
// Logic around which option to display
if indexPath.row < 20 {
customCell.option = .star
} else {
customCell.option = .tree
}
return customCell
}
// Fallback.
return UITableViewCell()
}
}
Final result:
Refer to this project for the entire code (sixth test):
https://github.com/backslash-f/paintcode-tests