UICollectionViewListCell and custom cell accessory in iOS 14 - ios

My issues with new collection view list cells is that I'm not able to add action handlers to a custom accessory view.
I've been trying to do the following:
protocol TappableStar: class {
func onStarTapped(_ cell: UICollectionViewCell)
}
class TranslationListCell: UICollectionViewListCell {
let starButton: UIButton = {
let starButton = UIButton()
let starImage = UIImage(systemName: "star")!.withRenderingMode(.alwaysTemplate)
starButton.setImage(starImage, for: .normal)
starButton.setContentHuggingPriority(.defaultHigh, for: .horizontal)
starButton.addTarget(self, action: #selector(starButtonPressed(_:)), for: .touchUpInside)
starButton.tintColor = .systemOrange
return starButton
}()
var translation: TranslationModel?
weak var link: TappableStar?
override init(frame: CGRect) {
super.init(frame: frame)
accessories = [.customView(configuration: .init(customView: starButton, placement: .trailing(displayed: .always)))]
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
#objc private func starButtonPressed(_ sender: UIButton) {
link?.onStarTapped(self)
}
override func updateConfiguration(using state: UICellConfigurationState) {
// Create new configuration object and update it base on state
var newConfiguration = TranslationContentConfiguration().updated(for: state)
// Update any configuration parameters related to data item
newConfiguration.inputText = translation?.inputText
newConfiguration.outputText = translation?.outputText
contentConfiguration = newConfiguration
}
}
I subclass UICollectionViewListCell, create a button with target-action handler and add it to accessories array. I also have my own implementation of cell configuration.
Now, I create a protocol where I delegate action handling to my view controller (I also implemented new cell registration API and set cell.link = self).
My problem here is that my accessory button doesn't call starButtonPressed although this accessory view is responsive (it changes color when highlighted).
My idea is that there might be something wrong with the way I implement my action handling with a custom accessory but there seems to be little to none information about this new api.
Moreover, when choosing between predefined accessories, some of them have actionHandler closures of type UICellAccessory.ActionHandler but I don't seem to understand how to properly implement that.
Any ideas would be much appreciated.

iOS 14, using UIActions
Since iOS 14 we can initialise UIButton and other UIControls with primary actions. It becomes similar to handlers of native accessories. With this we can use any parametrized method we want. And parametrising is important, because usually we want to do some action with specific cell. #selector's cannot be parametrised, so we can't pass any information to method about which cell is to be updated.
But this solution works only for iOS 14+.
Creating UIAction:
let favoriteAction = UIAction(image: UIImage(systemName: "star"),
handler: { [weak self] _ in
guard let self = self else { return }
self.handleFavoriteAction(for: your_Entity)
})
Creating UIButton:
let favoriteButton = UIButton(primaryAction: favoriteAction)
Creating accessory:
let favoriteAccessory = UICellAccessory.CustomViewConfiguration(
customView: favoriteButton,
placement: .leading(displayed: .whenEditing)
)
Using
cell.accessories = [.customView(configuration: favoriteAccessory)]

I solved my issue by adding tap gesture recognizer to my accessory's custom view. So it works like this:
let customAccessory = UICellAccessory.CustomViewConfiguration(
customView: starButton,
placement: .trailing(displayed: .always))
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(starButtonPressed(_:)))
customAccessory.customView.addGestureRecognizer(tapGesture)
accessories = [.customView(configuration: customAccessory)]
Haven't seen it documented anywhere so hope it helps somebody.

I followed a similar approach to yours, but instead of a UITapGestureRecognizer, I added a target to the button.
var starButton = UIButton(type: .contactAdd)
starButton.addTarget(self, action: #selector(self.starButtonTapped), for: .touchUpInside)
let customAccessory = UICellAccessory.CustomViewConfiguration(customView: starButton, placement: .trailing(displayed: .always))
cell.accessories = [.customView(configuration: customAccessory)]
I first tried the tap gesture recognizer and it didn't work for me.

Related

BulletinBoard assign gesture for ImageView

I'm using BulletinBoard (BLTNBoard) to create dialogs in my iOS app. There's an option to embed image inside it. I would like to extend it's functionality and allow user to manipulate this image using tap gesture. But eventually when I assign a gesture to it's imageView using addGestureRecognizer nothing happens.
Here's how I initiliaze bulletin and add gesture to the image:
class ViewController: UIViewController {
lazy var bulletinManager: BLTNItemManager = {
let rootItem: BLTNPageItem = BLTNPageItem(title: "")
return BLTNItemManager(rootItem: rootItem)
}()
override func viewDidLoad() {
//etc code
let bulletinManager: BLTNItemManager = {
let item = BLTNPageItem(title: "Welcome")
item.descriptionText = "Pleas welcome to my app"
item.actionButtonTitle = "Go"
item.alternativeButtonTitle = "Try to tap here"
item.requiresCloseButton = false
item.isDismissable = false
item.actionHandler = { item in
self.bulletinManager.dismissBulletin()
}
item.alternativeHandler = { item in
//do nothing by now
}
//
item.image = UIImage(named: "welcome")
//adding gesture to its imageView
item.imageView?.isUserInteractionEnabled=true
let tap = UITapGestureRecognizer(target: self, action: Selector("tapTap:"))
item.imageView?.addGestureRecognizer(tap)
return BLTNItemManager(rootItem: item)
}()
}
#objc func tapTap(gestureRecognizer: UITapGestureRecognizer) {
print("TAPTAP!!!!!!")
}
}
and nothing happens at all (no message printed in console).
However if I assign action inside alternative button it works as expected:
item.alternativeHandler = { item in
item.imageView?.isUserInteractionEnabled=true
let tap = UITapGestureRecognizer(target: self, action: Selector("tapTap:"))
item.imageView?.addGestureRecognizer(tap)
}
I guess the only thing which can prevent me to assign the tap event to it properly is that imageView becomes available much later than the bulletin is created (for example only when it is shown on the screen).
Could you please help and correct my code. Thanks
upd.
Ok, based on Philipp's answer I have the following solution:
class myPageItem: BLTNPageItem {
override func makeContentViews(with interfaceBuilder: BLTNInterfaceBuilder) -> [UIView] {
let contentViews = super.makeContentViews(with: interfaceBuilder)
let imageView=super.imageView
imageView?.isUserInteractionEnabled=true
let tap = UITapGestureRecognizer(target: self, action: #selector(tapTap))
imageView?.addGestureRecognizer(tap)
return contentViews
}
#objc func tapTap(gestureRecognizer: UITapGestureRecognizer) {
print("TAPTAP!!!!!!")
}
}
When you're working with an open source library, it's easy to check out the source code to find the answer.
As you can see here, image setter doesn't initiate the image view.
Both makeContentViews makeArrangedSubviews (which are responsible for views initializing) doesn't have any finish notification callbacks.
Usually in such cases I had to fork the repo and add functionality by myself - then I'll make a pull request if I think this functionality may be needed by someone else.
But luckily for you the BLTNPageItem is marked open, so you can just subclass it. Override makeContentViews and add your logic there, something like this:
class YourOwnPageItem: BLTNPageItem {
override func makeContentViews(with interfaceBuilder: BLTNInterfaceBuilder) -> [UIView] {
let contentViews = super.makeContentViews(with: interfaceBuilder)
// configure the imageView here
return contentViews
}
}

UIApp is nil which means we cannot dispatch control actions to their targets

I was changing file from one module to another, doing so I start getting this error in one of my tests. While earlier it was working absolutely fine.
[Assert] UIApp is nil which means we cannot dispatch control actions to their targets. If this assert is hit, we probably got here without UIApplicationMain() being executed, which likely means this code is not running in an app (perhaps a unit test being run without a host app) and will not work as expected.
In code add button in viewDidLoad()
private lazy var button: ABCTypeButton = {
let button = ABCTypeButton(title: viewModel.title, buttonType: .Payment).withAutoLayout()
button.accessibilityLabel = viewModel.title
button.accessibilityIdentifier = "paymentButton"
button.resetTintColor()
button.addTarget(self, action: #selector(ABCViewController.action1), for: .touchUpInside)
button.addTarget(self, action: #selector(ABCViewController.action2), for: .touchDown)
button.addTarget(self, action: #selector(ABCViewController.action3), for: [.touchUpOutside, .touchDragExit])
return button
}()
#objc private func action1() {
// code
}
public class ABCTypeButton: UIControl {
let iconImageView = UIImageView()
let buttonTitleLabel = UILabel()
private let chevronImageView = UIImageView(image: Icon.navigateNext.image)
private let stackView = UIStackView().withAutoLayout()
public init(title buttonTitle: String,
buttonType: FeeButtonType,
height: CGFloat = Spacing.four) {
super.init(frame: CGRect.zero)
setupViews(buttonTitle, buttonType: buttonType)
setupConstraints(height: height)
}
}
Trying to tap button from tests.
func test() {
let viewController = ViewController(viewModel: viewModel)
let button = viewController.view.findViewByIdentifier("paymentButton") as! ABCTypeButton
// I Checked that button is not nil
button.sendActions(for: .touchUpInside)
XCTAssertEqual(viewController.value, button.accessibilityIdentifier)
}
Target method action1() is not getting called
i just ran into this, and made this rough extension for the touchUpInside event. can obviously be refactored to take in whatever events you'd like to call.
extension UIButton {
public func touchUpInside(forTarget target: UIViewController) {
guard let action = actions(forTarget: target, forControlEvent: .touchUpInside)?.first else {
assertionFailure("could not find touchUpInside action for target")
return
}
target.perform(Selector(action))
}
}
I know that you asked this question 3 years ago, but maybe my answer will be helpful for somebody.
So, I did exactly what was said in the message perhaps a unit test being run without a host app.
To change this you need to go Test_Target -> General -> Host Application

How to add an event to UIImageView subclass the way it would be in IB

I'm tired that UIButton's image is too complicated to customize. And it's long to create tappable UIImageView. Than i want to create own mixed element of UIImage and UIButton. It would let to create custom animation, touch areas and lot more.
I decided to take a UIImageView and add a gesture or a button to it to detect touches. But i need to have a TouchUpInside or just touch event to easily connect it in IB. Look at the code, what is already written:
class ClickableImageView: UIImageView {
let embeddedButton = UIButton()
override func awakeFromNib() {
super.awakeFromNib()
setup()
}
fileprivate func setup() {
isUserInteractionEnabled = true
sv(embeddedButton)
embeddedButton.fillContainer()
embeddedButton.addTarget(self, action: #selector(didPress), for: .touchUpInside)
}
#objc fileprivate func didPress() {
embeddedButton.preventRepeatedPresses()
}
}
I did the same with the UIButton subclassing and it works, but it not showing the image in IB, so it confuse the developer.
The last problem to solve is how to add the event?
UIButton image can be easily resized by giving distance from (top,left,bottom and right) of the UIButton like below.
yourButton.imageEdgeInsets = UIEdgeInsetsMake(10, 50, 10, 95)
If you are looking for adding an event to the UIImageView, do the following,
yourImage.isUserInteractionEnabled = true
let tapImage = UITapGestureRecognizer(target: self, action: #selector(myFunction(tapGestureRecognizer:)))
yourImage.addGestureRecognizer(tapImage)
Then handle your method,
#objc func myFunction(tapGestureRecognizer: UITapGestureRecognizer) {
//do something here
}

How to check if button is clicked from XIB file in Swift?

I run into the following. I have created a custom UIView using XIB file. I connected a VC that inherits from UIView and add it to the File Owner property. Connect two buttons with #IBOutlet and connected both buttons to the same #IBAction method, that will switch the background color, to get a boolean effect. By default no button is selected.
In my ViewController.swift file, that is connected with a View Controller in Storyboard, I add it as subview inside my UICollectionView cells.
Based on my two model classes (Messages and PermissionMessage), I determine what the text of the buttons should be.
My wish is to add functions to the buttons, so when button one is clicked, it will fire function A and if button two is selected, function B.
At this point I don't know where I should do this logic, to determine which function should be fired off. Also because I can create different instances of the same BooleanView.xib so I can't add the functions to the file owners class of that XIB file, am I right?
I am trying to get the button click inside the didSelectItemAt method of UICollectionView, but I can't get access to that programmatically added custom UIView called BooleanView().
How and what should be the correct way to add functions to each instance buttons, based on the button that is clicked?
In my example I want to determine for the current instance if the selected button is Manual or GPS. If Manual, it will do something, like print a text in my console, if GPS is selected, I would like to call the initializer for the LocationManager that I stored in a custom separate class/handler.
This function is placed inside the cellForItemAt method of UICollectionView:
if message is PermissionMessage {
let bool = BooleanView()
bool.frame = CGRect(x: 60, y: estimatedFrame.height + 15, width: estimatedFrame.width + 15 + 8, height: bool.frame.height)
let permissionType = (message as! PermissionMessage).getTypeOfPermission()
switch permissionType {
case .camera:
print("Case: camera")
bool.leftButton.setTitle("Yes", for: .normal)
bool.rightButton.setTitle("No", for: .normal)
cell.addSubview(bool)
case .location:
print("Case: location")
bool.leftButton.setTitle("Manual", for: .normal)
bool.rightButton.setTitle("GPS", for: .normal)
cell.addSubview(bool)
}
}
Note: the message variable is the selected array entry of indexPath.row.
The custom UIView class that is added to my BooleanView.xib:
class BooleanView: UIView {
#IBOutlet var contentView: UIView!
#IBOutlet weak var leftButton: UIButton!
#IBOutlet weak var rightButton: UIButton!
//MARK: Initialization
override init(frame: CGRect) {
super.init(frame: frame)
// Load the nib named 'CardView' into memory, finding it in the main bundle.
Bundle.main.loadNibNamed("BooleanView", owner: self, options: nil)
self.frame = contentView.frame
addSubview(contentView)
// Style the custom view
contentView.backgroundColor = UIColor.clear
leftButton.layer.cornerRadius = (leftButton.frame.height / 2)
rightButton.layer.cornerRadius = (rightButton.frame.height / 2)
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
}
#IBAction func pressedButton(_ sender: UIButton) {
if sender.backgroundColor == Constants.BOOL_BUTTON.enabled {
return
}
sender.backgroundColor = Constants.BOOL_BUTTON.enabled
sender.titleLabel?.font = UIFont(name: Constants.FONTS.bold, size: (sender.titleLabel?.font.pointSize)!)
if sender.tag == 0 {
self.rightButton.backgroundColor = Constants.BOOL_BUTTON.disabled
self.rightButton.titleLabel?.font = UIFont(name: Constants.FONTS.regular, size: (self.rightButton.titleLabel?.font.pointSize)!)
} else {
self.leftButton.backgroundColor = Constants.BOOL_BUTTON.disabled
self.leftButton.titleLabel?.font = UIFont(name: Constants.FONTS.regular, size: (self.leftButton.titleLabel?.font.pointSize)!)
}
}
}
First you need a way to communicate which, if either, button has been pressed, an enum will work for that:
enum BooleanViewState {
case none
case left
case right
}
Next your BooleanView needs to be able to communicate its state to interested parties. Given that you only care about the state of a given boolean view at specific moments in time the easiest is to use a computed property. Also, your current method of reaching into the view to set button titles isn't the best of practices so we will add an alternative to that as well:
class BooleanView: UIView {
var boolViewState: BooleanViewState {
get {
if leftButton.backgroundColor == Constants.BOOL_BUTTON.enabled {
return .left
} else if rightButton.backgroundColor == Constants.BOOL_BUTTON.enabled {
return .right
} else {
return .none
}
}
}
var buttonTitles = (leftTitle: "", rightTitle: "") {
didSet {
leftButton.setTitle(buttonTitles.leftTitle, for: .normal)
rightButton.setTitle(buttonTitles.rightTitle, for: .normal)
}
}
// The rest of you existing class
}
It is possible you will need to add a didSet to the outlets for the two buttons that gets the titles. The titles might get set before the buttons exist.
Next you need to switch from using a default UICollectionViewCell to a custom subclass that can hold a BooleanView and pass things back and forth:
class BooleanViewCell: UICollectionViewCell {
#IBOutlet private var boolView: BooleanView!
var boolViewState: BooleanViewState {
get {
return boolView.boolViewState
}
}
var buttonTitles = (leftTitle: "", rightTitle: "") {
didSet {
boolView.buttonTitles = buttonTitles
}
}
}
You'll need to change some code in your cellForItemAt method
if message is PermissionMessage {
let permissionType = (message as! PermissionMessage).getTypeOfPermission()
switch permissionType {
case .camera:
print("Case: camera")
cell.buttonTitles = (leftTitle: "Yes", rightTitle: "No")
case .location:
print("Case: location")
cell.buttonTitles = (leftTitle: "Manual", rightTitle: "GPS")
}
}
The last thing to do is read boolState from the cell in didSelectItemAt
guard let cell = collectionView.cellForItem(at: indexPath) as? BooleanViewCell else { return }
let theState = cell.boolState
// React to the state as needed
This does mean that you will need to add a generic UIView to your prototype collection view cell in the storyboard, set its class to BooleanView and connect it to the outlet in BooleanViewCell.
That should take care of it all for you though I did all of this with no compiler so I make no guarantees I haven't mistyped or missed something all together.

A Swift example of Custom Views for Data Input (custom in-app keyboard)

Goal
I want to make a custom keyboard that is only used within my app, not a system keyboard that needs to be installed.
What I have read and tried
Documentation
App Extension Programming Guide: Custom Keyboard
Custom Views for Data Input
The first article above states:
Make sure a custom, systemwide keyboard is indeed what you want to
develop. To provide a fully custom keyboard for just your app or to
supplement the system keyboard with custom keys in just your app, the
iOS SDK provides other, better options. Read about custom input views
and input accessory views in Custom Views for Data Input in Text
Programming Guide for iOS.
That is what led me to the second article above. However, that article did not have enough detail to get me started.
Tutorials
iOS 8: Creating a Custom Keyboard in Swift
How to make a custom keyboard in iOS 8 using Swift
Xcode 6 Tutorial: iOS 8.0 Simple Custom Keyboard in Swift
Creating a Custom Keyboard Using iOS 8 App Extension
I was able to get a working keyboard from the second tutorial in the list above. However, I couldn't find any tutorials that showed how to make an in app only keyboard as described in the Custom Views for Data Input documentation.
Stack Overflow
I also asked (and answered) these questions on my way to answering the current question.
How to input text using the buttons of an in-app custom keyboard
Delegates in Swift
Question
Does anyone have a minimal example (with even one button) of an in app custom keyboard? I am not looking for a whole tutorial, just a proof of concept that I can expand on myself.
This is a basic in-app keyboard. The same method could be used to make just about any keyboard layout. Here are the main things that need to be done:
Create the keyboard layout in an .xib file, whose owner is a .swift file that contains a UIView subclass.
Tell the UITextField to use the custom keyboard.
Use a delegate to communicate between the keyboard and the main view controller.
Create the .xib keyboard layout file
In Xcode go to File > New > File... > iOS > User Interface > View to create the .xib file.
I called mine Keyboard.xib
Add the buttons that you need.
Use auto layout constraints so that no matter what size the keyboard is, the buttons will resize accordingly.
Set the File's Owner (not the root view) to be the Keyboard.swift file. This is a common source of error. See the note at the end.
Create the .swift UIView subclass keyboard file
In Xcode go to File > New > File... > iOS > Source > Cocoa Touch Class to create the .swift file.
I called mine Keyboard.swift
Add the following code:
import UIKit
// The view controller will adopt this protocol (delegate)
// and thus must contain the keyWasTapped method
protocol KeyboardDelegate: class {
func keyWasTapped(character: String)
}
class Keyboard: UIView {
// This variable will be set as the view controller so that
// the keyboard can send messages to the view controller.
weak var delegate: KeyboardDelegate?
// MARK:- keyboard initialization
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initializeSubviews()
}
override init(frame: CGRect) {
super.init(frame: frame)
initializeSubviews()
}
func initializeSubviews() {
let xibFileName = "Keyboard" // xib extention not included
let view = Bundle.main.loadNibNamed(xibFileName, owner: self, options: nil)![0] as! UIView
self.addSubview(view)
view.frame = self.bounds
}
// MARK:- Button actions from .xib file
#IBAction func keyTapped(sender: UIButton) {
// When a button is tapped, send that information to the
// delegate (ie, the view controller)
self.delegate?.keyWasTapped(character: sender.titleLabel!.text!) // could alternatively send a tag value
}
}
Control drag from the buttons in the .xib file to the #IBAction method in the .swift file to hook them all up.
Note that the protocol and delegate code. See this answer for a simple explanation about how delegates work.
Set up the View Controller
Add a UITextField to your main storyboard and connect it to your view controller with an IBOutlet. Call it textField.
Use the following code for the View Controller:
import UIKit
class ViewController: UIViewController, KeyboardDelegate {
#IBOutlet weak var textField: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
// initialize custom keyboard
let keyboardView = Keyboard(frame: CGRect(x: 0, y: 0, width: 0, height: 300))
keyboardView.delegate = self // the view controller will be notified by the keyboard whenever a key is tapped
// replace system keyboard with custom keyboard
textField.inputView = keyboardView
}
// required method for keyboard delegate protocol
func keyWasTapped(character: String) {
textField.insertText(character)
}
}
Note that the view controller adopts the KeyboardDelegate protocol that we defined above.
Common error
If you are getting an EXC_BAD_ACCESS error, it is probably because you set the view's custom class as Keyboard.swift rather than do this for the nib File's Owner.
Select Keyboard.nib and then choose File's Owner.
Make sure that the custom class for the root view is blank.
The key is to use the existing UIKeyInput protocol, to which UITextField already conforms. Then your keyboard view need only to send insertText() and deleteBackward() to the control.
The following example creates a custom numeric keyboard:
class DigitButton: UIButton {
var digit: Int = 0
}
class NumericKeyboard: UIView {
weak var target: (UIKeyInput & UITextInput)?
var useDecimalSeparator: Bool
var numericButtons: [DigitButton] = (0...9).map {
let button = DigitButton(type: .system)
button.digit = $0
button.setTitle("\($0)", for: .normal)
button.titleLabel?.font = .preferredFont(forTextStyle: .largeTitle)
button.setTitleColor(.black, for: .normal)
button.layer.borderWidth = 0.5
button.layer.borderColor = UIColor.darkGray.cgColor
button.accessibilityTraits = [.keyboardKey]
button.addTarget(self, action: #selector(didTapDigitButton(_:)), for: .touchUpInside)
return button
}
var deleteButton: UIButton = {
let button = UIButton(type: .system)
button.setTitle("⌫", for: .normal)
button.titleLabel?.font = .preferredFont(forTextStyle: .largeTitle)
button.setTitleColor(.black, for: .normal)
button.layer.borderWidth = 0.5
button.layer.borderColor = UIColor.darkGray.cgColor
button.accessibilityTraits = [.keyboardKey]
button.accessibilityLabel = "Delete"
button.addTarget(self, action: #selector(didTapDeleteButton(_:)), for: .touchUpInside)
return button
}()
lazy var decimalButton: UIButton = {
let button = UIButton(type: .system)
let decimalSeparator = Locale.current.decimalSeparator ?? "."
button.setTitle(decimalSeparator, for: .normal)
button.titleLabel?.font = .preferredFont(forTextStyle: .largeTitle)
button.setTitleColor(.black, for: .normal)
button.layer.borderWidth = 0.5
button.layer.borderColor = UIColor.darkGray.cgColor
button.accessibilityTraits = [.keyboardKey]
button.accessibilityLabel = decimalSeparator
button.addTarget(self, action: #selector(didTapDecimalButton(_:)), for: .touchUpInside)
return button
}()
init(target: UIKeyInput & UITextInput, useDecimalSeparator: Bool = false) {
self.target = target
self.useDecimalSeparator = useDecimalSeparator
super.init(frame: .zero)
configure()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
// MARK: - Actions
extension NumericKeyboard {
#objc func didTapDigitButton(_ sender: DigitButton) {
insertText("\(sender.digit)")
}
#objc func didTapDecimalButton(_ sender: DigitButton) {
insertText(Locale.current.decimalSeparator ?? ".")
}
#objc func didTapDeleteButton(_ sender: DigitButton) {
target?.deleteBackward()
}
}
// MARK: - Private initial configuration methods
private extension NumericKeyboard {
func configure() {
autoresizingMask = [.flexibleWidth, .flexibleHeight]
addButtons()
}
func addButtons() {
let stackView = createStackView(axis: .vertical)
stackView.frame = bounds
stackView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
addSubview(stackView)
for row in 0 ..< 3 {
let subStackView = createStackView(axis: .horizontal)
stackView.addArrangedSubview(subStackView)
for column in 0 ..< 3 {
subStackView.addArrangedSubview(numericButtons[row * 3 + column + 1])
}
}
let subStackView = createStackView(axis: .horizontal)
stackView.addArrangedSubview(subStackView)
if useDecimalSeparator {
subStackView.addArrangedSubview(decimalButton)
} else {
let blank = UIView()
blank.layer.borderWidth = 0.5
blank.layer.borderColor = UIColor.darkGray.cgColor
subStackView.addArrangedSubview(blank)
}
subStackView.addArrangedSubview(numericButtons[0])
subStackView.addArrangedSubview(deleteButton)
}
func createStackView(axis: NSLayoutConstraint.Axis) -> UIStackView {
let stackView = UIStackView()
stackView.axis = axis
stackView.alignment = .fill
stackView.distribution = .fillEqually
return stackView
}
func insertText(_ string: String) {
guard let range = target?.selectedRange else { return }
if let textField = target as? UITextField, textField.delegate?.textField?(textField, shouldChangeCharactersIn: range, replacementString: string) == false {
return
}
if let textView = target as? UITextView, textView.delegate?.textView?(textView, shouldChangeTextIn: range, replacementText: string) == false {
return
}
target?.insertText(string)
}
}
// MARK: - UITextInput extension
extension UITextInput {
var selectedRange: NSRange? {
guard let textRange = selectedTextRange else { return nil }
let location = offset(from: beginningOfDocument, to: textRange.start)
let length = offset(from: textRange.start, to: textRange.end)
return NSRange(location: location, length: length)
}
}
Then you can:
textField.inputView = NumericKeyboard(target: textField)
That yields:
Or, if you want a decimal separator, too, you can:
textField.inputView = NumericKeyboard(target: textField, useDecimalSeparator: true)
The above is fairly primitive, but it illustrates the idea: Make you own input view and use the UIKeyInput protocol to communicate keyboard input to the control.
Also please note the use of accessibilityTraits to get the correct “Spoken Content” » “Speak Screen” behavior. And if you use images for your buttons, make sure to set accessibilityLabel, too.
Building on Suragch's answer, I needed a done and backspace button and if you're a noob like me heres some errors you might encounter and the way I solved them.
Getting EXC_BAD_ACCESS errors?
I included:
#objc(classname)
class classname: UIView{
}
fixed my issue however Suragch's updated answer seems to solve this the more appropriate/correct way.
Getting SIGABRT Error?
Another silly thing was dragging the connections the wrong way, causing SIGABRT error. Do not drag from the function to the button but instead the button to the function.
Adding a Done Button
I added this to the protocol in keyboard.swift:
protocol KeyboardDelegate: class {
func keyWasTapped(character: String)
func keyDone()
}
Then connected a new IBAction from my done button to keyboard.swift like so:
#IBAction func Done(sender: UIButton) {
self.delegate?.keyDone()
}
and then jumped back to my viewController.swift where i am using this keyboard and added this following after the function keyWasTapped:
func keyDone() {
view.endEditing(true)
}
Adding Backspace
This tripped me up a lot, because you must set the textField.delegate to self in the viewDidLoad() method (shown later).
First: In keyboard.swift add to the protocol func backspace():
protocol KeyboardDelegate: class {
func keyWasTapped(character: String)
func keyDone()
func backspace()
}
Second: Connect a new IBAction similar to the Done action:
#IBAction func backspace(sender: UIButton) {
self.delegate?.backspace()
}
Third: Over to the viewController.swift where the NumberPad is appearing.
Important: In viewDidLoad() set all textFields that will be using this keyboard. So your viewDidLoad() should look something like this:
override func viewDidLoad() {
super.viewDidLoad()
self.myTextField1.delegate = self
self.myTextField2.delegate = self
// initialize custom keyboard
let keyboardView = keyboard(frame: CGRect(x: 0, y: 0, width: 0, height: 240))
keyboardView.delegate = self // the view controller will be notified by the keyboard whenever a key is tapped
// replace system keyboard with custom keyboard
myTextField1.inputView = keyboardView
myTextField2.inputView = keyboardView
}
I'm not sure how to, if there is a way to just do this to all textFields that are in the view. This would be handy...
Forth: Still in viewController.swift we need to add a variable and two functions. It will look like this:
var activeTextField = UITextField()
func textFieldDidBeginEditing(textField: UITextField) {
print("Setting Active Textfield")
self.activeTextField = textField
print("Active textField Set!")
}
func backspace() {
print("backspaced!")
activeTextField.deleteBackward()
}
Explanation of whats happening here:
You make a variable that will hold a textField.
When the "textFieldDidBeginEditing" is called it sets the variable so it knows which textField we are dealing with. I've added a lot of prints() so we know everything is being executed.
Our backspace function then checks the textField we are dealing with and uses .deleteBackward(). This removes the immediate character before the cursor.
And you should be in business.
Many thanks to Suragchs for helping me get this happening.

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