I am trying to laod an array of images to a collectionview that is within a UIViewController. The UIImageView within my custom UICollectionViewCell is not extending to the bounds of the cell and I do not understand why. Below is my code.
ViewController:
var dragCollectionView: UICollectionView!
var dragCollectionViewWidth: CGFloat!
let borderInset: CGFloat = 3
var interCellSpacing: CGFloat = 3
var spacingBetweenRows: CGFloat = 3
let container1: UIView = {
let v = UIView()
v.backgroundColor = UIColor.yellow
return v
}()
override func viewDidLoad() {
super.viewDidLoad()
margins = view.layoutMarginsGuide
view.backgroundColor = UIColor.white
view.addSubview(container1)
container1.translatesAutoresizingMaskIntoConstraints = false
container1.heightAnchor.constraint(equalTo: margins.heightAnchor, multiplier: 0.5).isActive = true
container1.leadingAnchor.constraint(equalTo: margins.leadingAnchor).isActive = true
container1.trailingAnchor.constraint(equalTo: margins.trailingAnchor).isActive = true
container1.topAnchor.constraint(equalTo: margins.topAnchor).isActive = true
setUpCollectionViewForPuzzlePieces()
}
override func viewDidLayoutSubviews() {
print("")
print("viewDidLayoutSubviews ...")
dragCollectionViewWidth = dragCollectionView.frame.width
dragCollectionView.translatesAutoresizingMaskIntoConstraints = false
dragCollectionView.topAnchor.constraint(equalTo: container1.topAnchor).isActive = true
dragCollectionView.bottomAnchor.constraint(equalTo: container1.bottomAnchor).isActive = true
dragCollectionView.leftAnchor.constraint(equalTo: container1.leftAnchor).isActive = true
dragCollectionView.rightAnchor.constraint(equalTo: container1.rightAnchor).isActive = true
setupLayoutDragCollectionView()
}
private func setUpCollectionViewForPuzzlePieces(){
let frame = CGRect.init(x: 0, y: 0, width: 100, height: 100)
layout = UICollectionViewFlowLayout.init()
dragCollectionView = UICollectionView.init(frame: frame, collectionViewLayout: layout)
dragCollectionView.backgroundColor = UIColor.gray
dragCollectionView.delegate = self
dragCollectionView.dataSource = self
container1.addSubview(dragCollectionView)
dragCollectionView.translatesAutoresizingMaskIntoConstraints = false
dragCollectionView.topAnchor.constraint(equalTo: container1.topAnchor).isActive = true
dragCollectionView.bottomAnchor.constraint(equalTo: container1.bottomAnchor).isActive = true
dragCollectionView.leftAnchor.constraint(equalTo: container1.leftAnchor).isActive = true
dragCollectionView.rightAnchor.constraint(equalTo: container1.rightAnchor).isActive = true
// Register UICollectionViewCell
dragCollectionView.register(GirdyPickCollectionCell.self, forCellWithReuseIdentifier: cellId)
}
private func setupLayoutDragCollectionView(){
layout.minimumInteritemSpacing = interCellSpacing
layout.minimumLineSpacing = spacingBetweenRows
layout.sectionInset = UIEdgeInsets.init(top: borderInset, left: borderInset, bottom: borderInset, right: borderInset)
guard
let collectionViewWidth = dragCollectionViewWidth,
let numRows = numberOfGridColumns else{return}
print("numRows: \(numRows)")
let cellWidth = getCellWidth(numRows: numRows, collectionViewWidth: collectionViewWidth, interCellSpace: interCellSpacing, borderInset: borderInset)
layout.estimatedItemSize = CGSize.init(width: cellWidth, height: cellWidth)
print("margins.layoutFrame.width: \(margins.layoutFrame.width)")
print("collectionViewWidth: \(collectionViewWidth)")
print("cellWidth: \(cellWidth)")
print("")
}
private func getCellWidth(numRows: CGFloat, collectionViewWidth: CGFloat, interCellSpace: CGFloat, borderInset: CGFloat) -> CGFloat{
let numSpacing = numRows - 1
let cellWidth = (collectionViewWidth - interCellSpace * numSpacing - borderInset * 2) / numRows
return cellWidth
}
extension StartGameViewController: UICollectionViewDataSource{
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
guard let data = puzzlePieces else {return 0}
return data.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = dragCollectionView.dequeueReusableCell(withReuseIdentifier: cellId, for: indexPath) as! GirdyPickCollectionCell
guard let data = puzzlePieces else {return cell}
cell.imageView.image = data[indexPath.row].image
return cell
}
}
My custom UICollectionViewCell:
class GirdyPickCollectionCell: UICollectionViewCell {
var image: UIImage?
var imageView: UIImageView = {
let imgView = UIImageView()
return imgView
}()
override init(frame: CGRect) {
super.init(frame: frame)
self.addSubview(imageView)
self.backgroundColor = UIColor.red.withAlphaComponent(0.3)
setUpLayout()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setUpLayout(){
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView.topAnchor.constraint(equalTo: self.topAnchor).isActive = true
imageView.widthAnchor.constraint(equalToConstant: frame.width).isActive = true
imageView.heightAnchor.constraint(equalToConstant: frame.height).isActive = true
}
}
CONSOLE:
viewDidLayoutSubviews ...
numRows: 5.0
margins.layoutFrame.width: 343.0
collectionViewWidth: 100.0
cellWidth: 16.4
viewDidLayoutSubviews ...
numRows: 5.0
margins.layoutFrame.width: 343.0
collectionViewWidth: 343.0
cellWidth: 65.0
What I am currently getting:
Implement UICollectionViewDelegateFlowLayout
in your view controller and provide the size in collectionView:layout:sizeForItemAtIndexPath
:
func collectionView(_ collectionView: UICollectionView,
layout collectionViewLayout: UICollectionViewLayout,
sizeForItemAt indexPath: IndexPath) -> CGSize {
let kWhateverHeightYouWant = 100
return CGSize(width: collectionView.bounds.size.width, height: CGFloat(kWhateverHeightYouWant))
}