I'd like to add a button to a table cell. The "Delete Event" in the calendar app inspired me... (a similar case is "Share Contact" in contacts)
As of now there's
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
//..yadayadayada
cell = [tableView dequeueReusableCellWithIdentifier:@"buttonCell"];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:@"buttonCell"] autorelease];
}
UIButton *button = [UIButton buttonWithType:UIButtonTypeInfoDark];
[button setBackgroundColor:[UIColor redColor]];
button.titleLabel.text = @"Foo Bar";
[cell.contentView addSubview:button];
which produces a button, indeed. It doesn't look yet how it's supposed to (it's obvious I've never dealt with buttons in iPhone, yet), but is this at least the right approach?
The way you have it now each time a cell is shown you're allocating a button, setting its value, and adding it to the cell's contentView. When the cell gets reused (via dequeueReusableCellWithIdentifier
) you'll be creating another new button, adding it to the cell (on top of the old one) etc. The fact that it's gone through addSubview
but no explicit release means each button's retain count will never go to zero so they'll all stick around. After a while of scrolling up and down the cell will end up with hundreds of button subviews which probably isn't what you want.
A few tips:
Never allocate stuff inside a cellForRowAtIndexPath
call unless it's done when dequeueReusableCellWithIdentifier
is returning nil and you're initializing the cell. All other subsequent times you'll be handed back the cached cell that you will have already set up so all you have to do is change the labels or icons. You're going to want to move all that button allocation stuff up inside the if
conditional right after the cell allocation code.
The button needs to have a position and also a target set for it so it'll do something when tapped. If every cell is going to have this button a neat trick is to have them all point to the same target method but set the button's tag
value to the indexPath.row
of the cell (outside the cell allocation block since it varies for each cell). The common tap handler for the button would use the tag value of the sender to look up the underlying data in the dataSource list.
Call release
on the button after you've done an addSubview
. That way the retain count will fall to zero and the object will actually get released when the parent is released.
Instead of adding the button via addSubview
, you can return it as the accessoryView
for the cell so you don't have to worry about positioning it (unless you're already using the accessoryView for something else -- like disclosure buttons).
I took a different approach to creating an equivalent to the 'Delete Event' button in the Calendar app. Rather than add a button as a subview, I added two background views (red and darker red, with nice gradients) to the cells and then rounded off the corners and set the border to grey.
The code below creates a re-usable cell (in the usual fashion). The two images referred to ('redUp.png' and 'redDown.png') were taken from a screenshot of the calendar's 'Delete Event' button. (That seemed quicker than creating the gradients programmatically.) There's scope for a bit more fine tuning to get it even closer to the Calendar's 'Delete Event' appearance, but this is pretty close.
The button's action is triggered by the tableView delegate method tableView:didSelectRowAtIndexPath: method.
// create a button from a table row like the Calendar's 'Delete Event' button
// remember to have an #import <QuartzCore/QuartzCore.h> some above this code
static NSString *CellWithButtonIdentifier = @"CellWithButton";
UITableViewCell *cell = [self dequeueReusableCellWithIdentifier:CellWithButtonIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellWithButtonIdentifier] autorelease];
[[cell textLabel] setTextAlignment: UITextAlignmentCenter];
UIImageView* upImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"redUp.png"]];
UIImageView* downImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"redDown.png"]];
[cell setBackgroundView: upImage];
[cell setSelectedBackgroundView: downImage];
[[upImage layer] setCornerRadius:8.0f];
[[upImage layer] setMasksToBounds:YES];
[[upImage layer] setBorderWidth:1.0f];
[[upImage layer] setBorderColor: [[UIColor grayColor] CGColor]];
[[downImage layer] setCornerRadius:8.0f];
[[downImage layer] setMasksToBounds:YES];
[[downImage layer] setBorderWidth:1.0f];
[[downImage layer] setBorderColor: [[UIColor grayColor] CGColor]];
[[cell textLabel] setTextColor: [UIColor whiteColor]];
[[cell textLabel] setBackgroundColor:[UIColor clearColor]];
[cell setBackgroundColor:[UIColor clearColor]]; // needed for 3.2 (not needed for later iOS versions)
[[cell textLabel] setFont:[UIFont boldSystemFontOfSize:20.0]];
[upImage release];
[downImage release];
}
return cell;
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