I'm having the following issue.
Suppose I have my own image view class (to make it easy I've trimmed all the code and just included only the code that is causing the issue). That class inherits from UIView
and overrides drawRect
. Here is how my drawRect
looks (the code is in Xamarin, but it's easy to understand)
public override void Draw(RectangleF rect)
{
base.Draw(rect);
CGContext context = UIGraphics.GetCurrentContext();
if (Image != null)
{
var imageRect = getAspectFillRect(rect, Image.Size);
context.DrawImage(imageRect, Image.CGImage);
}
else
{
this.BackgroundColor.SetFill();
context.FillRect(this.Bounds);
}
}
This code simply draws the image set to Image
property in a way which simulates UIImageView
's aspect fill option by calculating the rect which will display the image in aspect fill mode using this line of code getAspectFillRect(rect, Image.Size);
I also have UICollectionView
with custom layout and custom cells. Each UICollectionViewCell
UI is defined in an xib file, there I have all the necessary constraints set and I there I also have my custom view for displaying images. For that view in interface builder I've set content mode to "Aspect Fill". The custom UICollectionViewLayout
is made in a way that cell expands (you'll see the example shortly). So the image inside the cell should also scale, and as I've set "Aspect Fill" option, it shouldn't call drawRect
of my custom view, rather it should just scale already drawn content. But that is not the case!
LOOK HERE to see the video which demonstrates what happens.
You may see that the image inside is not growing together with the cell. The problem is that before ever the cell expanding animation begins drawRect
of my custom UIView
is called with the rect which will eventually be established after the animation. So I get a jerky animation. In my custom layout code I just call LayoutIfNeeded
after updating the constraints of the cell. I don't call setNeedsDisplay
, so I don't get why my drawRect
is called.
For experiment I replaced my custom image view with UIImageView
, I set it's content mode to "Aspect Fill", and LOOK HERE what happened. YEAH! It worked. So I suppose the issue is not in the custom UICollectionView
layout, rather in my custom image drawing class.
What I should take into account?? How I should handle this case? Any Ideas? Thanks!
DrawRect
will be called whenever the system "feels" it should call it. Regardless if you callSetNeedsDisplay
or not.Now, setting
ContentMode
toScaleAspectFill
does not mean thatDrawRect
will not be called. In fact, from Apple docs here:This means that, if you don't want to go through the hassle of drawing the contents yourself, just set the
ContentMode
property. In your example, you are usingDrawRect
to draw.Now, the fact that
DrawRect
is called before the animation starts, but with the target value forBounds
(orFrame
?) means that the target value of these properties is set before the change finishes. During an animation, these properties do not change. Note during. ABounds
' orFrame
's value will not change through all the values of an ongoing transition. It only knows "start" and "end".What would happen in your app if
DrawRect
was not called before the animation start, but was called after animation end? Well, the cell would resize along with its subview, but your image would remain small throughout the animation and snap to the large size after the animation finished. So it's one way or the other.Solutions: