Detect and forward taps anywhere on screen in SwiftUI - ios

In a SwiftUI app, I need to detect any tap on the screen. Only detect, and then forward it to underlying views. As a use case, think of sending "online" user status updates to the server in response to any user activity.
I certainly don't want to add gesture recognizers to every view for this purpose. I tried adding a global one in SceneDelegate. This works as far as detecting any tap goes:
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// ... snip other code
initGlobalTapRecognizer()
}
// MARK: UIGestureRecognizerDelegate
extension SceneDelegate: UIGestureRecognizerDelegate {
func initGlobalTapRecognizer() {
let tapGesture = UITapGestureRecognizer(target: self, action: nil)
tapGesture.delegate = self
window?.addGestureRecognizer(tapGesture)
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
print("tapped")
return true
}
}
But this breaks some SwiftUI controls. For example, buttons work, but TabView no longer responds to taps.
I tried another way, using simultaneousGesture as suggest here:
struct ContentView: View {
#State var selectedTab: Int = 1
var body: some View {
TabView(selection: $selectedTab) {
VStack {
Text("tab 1")
Button(action: { print("button 1 click") }, label: { Text("button 1") })
}
.tabItem( { Text("tab 1") } )
.tag(1)
VStack {
Text("tab 2")
}
.tabItem( { Text("tab 2") } )
.tag(2)
}
.contentShape(Rectangle())
.simultaneousGesture(TapGesture().onEnded({ print("simultaneous gesture tap") }))
}
}
Same result, buttons work, but TabView is broken.
Any ideas how to get this working?

As a use case, think of sending "online" user status updates to the server in response to any user activity.
Create an extension for a global gesture recogniser:
extension UIApplication {
func addGestureRecognizer() {
guard let window = windows.first else { return }
let gesture = UITapGestureRecognizer(target: window, action: nil)
gesture.requiresExclusiveTouchType = false
gesture.cancelsTouchesInView = false
gesture.delegate = self
window.addGestureRecognizer(gesture)
}
}
extension UIApplication: UIGestureRecognizerDelegate {
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
print("touch detected")
return true
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
}
Add it to the root window:
SwiftUI 1 version:
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// ...
addGestureRecognizer()
}
SwiftUI 2 version:
#main
struct TestApp: App {
var body: some Scene {
WindowGroup {
ContentView()
.onAppear(perform: UIApplication.shared.addGestureRecognizer)
}
}
}
Now the gesture recogniser is attached to the root window and will be recognised simultaneously with other controls:
struct ContentView: View {
var body: some View {
TabView {
Button("Tap me") {
print("Button tapped")
}
.tabItem {
Text("One")
}
List {
Text("Hello")
Text("World")
}
.tabItem {
Text("Two")
}
}
}
}
Alternatively, you can create a custom AnyGestureRecongizer as proposed here to detect any gestures.

did you try to set
cancelsTouchesInView = false
in your TapGesture?

Related

SwiftUI: Notification when .contextMenu is dismissed (iOS)

I'm using .contextMenu together with .onDrag on a view and this seems to be very tricky:
The background color changes to gray by setting dragging to true. This is triggered by .onDrag which already happens when opening the context menu (a bit early but ok). When I use the button to close the menu I can set dragging to false. When I use the drag, the dragging state is changed back to false when the ItemProvider is deinitialized. So far so good.
The problem
When I tap outside the context menu to dismiss it, I seem to have no way to set the dragging state back to false. Adding .onDisappear to the Button in the menu does not work.
What am I doing wrong here? Any way I can get either get notified when the context menu closes or have the state change of dragging happen when the drag actually begins (so that the background is not immediately gray when the context menu is opened)?
Code below video.
struct ContentView: View {
#State var dragging = false
var body: some View {
ZStack {
Rectangle()
.foregroundColor(.blue)
.frame(width: 100, height: 100)
.onDrag {
dragging = true
let provider = ItemProvider(contentsOf: URL(string: "Test")!)!
provider.didEnd = {
DispatchQueue.main.async {
dragging = false
}
}
print("init ItemProvider")
return provider
}
.contextMenu {
Button("Close Menu") {
dragging = false
}
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(dragging ? Color.gray : Color.white)
}
}
class ItemProvider: NSItemProvider {
var didEnd: (() -> Void)?
deinit {
print("deinit ItemProvider")
didEnd?()
}
}
EDIT (Dec. 2022): It seems like the code works in iOS 16.2. I still haven't found a good solution to this for earlier iOS versions.
Since you mention UIKit, .contextMenu is a UIContextMenuInteraction
You can add a UIContextMenuInteraction to a SwiftUI View and have access to UIContextMenuInteractionDelegate to identify when the menu is dismissed.
SwiftUI View > ViewModifier > UIViewRepresentable > Coordinator/UIContextMenuInteractionDelegate
struct CustomContextMenuView: View {
#State var dragging = false
var body: some View {
ZStack {
Rectangle()
.foregroundColor(.blue)
.frame(width: 100, height: 100)
.onDrag {
dragging = true
let provider = ItemProvider(contentsOf: URL(string: "Test")!)!
provider.didEnd = {
DispatchQueue.main.async {
dragging = false
}
}
print("init ItemProvider")
return provider
}
//Use custom context menu and add actions as [UIAction]
.contextMenu(actions: [
UIAction(title: "Close Menu", handler: { a in
print("Close Menu action")
dragging = false
})
], willEnd: {
//Called when the menu is dismissed
print("willEnd/onDismiss")
dragging = false
}, willDisplay: {
//Called when the menu appears
print("willDisplay/onAppear")
})
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(dragging ? Color.gray : Color.white)
}
}
The Menu can be implemented by pasting the code below in a .swift file and using it like the sample above.
extension View {
func contextMenu(actions: [UIAction], willEnd: (() -> Void)? = nil, willDisplay: (() -> Void)? = nil) -> some View {
modifier(ContextMenuViewModifier(actions: actions, willEnd: willEnd, willDisplay: willDisplay))
}
}
struct ContextMenuViewModifier: ViewModifier {
let actions: [UIAction]
let willEnd: (() -> Void)?
let willDisplay: (() -> Void)?
func body(content: Content) -> some View {
Interaction_UI(view: {content}, actions: actions, willEnd: willEnd, willDisplay: willDisplay)
.fixedSize()
}
}
struct Interaction_UI<Content2: View>: UIViewRepresentable{
typealias UIViewControllerType = UIView
#ViewBuilder var view: Content2
let actions: [UIAction]
let willEnd: (() -> Void)?
let willDisplay: (() -> Void)?
func makeCoordinator() -> Coordinator {
return Coordinator(parent: self)
}
func makeUIView(context: Context) -> some UIView {
let v = UIHostingController(rootView: view).view!
context.coordinator.contextMenu = UIContextMenuInteraction(delegate: context.coordinator)
v.addInteraction(context.coordinator.contextMenu!)
return v
}
func updateUIView(_ uiView: UIViewType, context: Context) {
}
class Coordinator: NSObject, UIContextMenuInteractionDelegate{
var contextMenu: UIContextMenuInteraction!
let parent: Interaction_UI
init(parent: Interaction_UI) {
self.parent = parent
}
func contextMenuInteraction(_ interaction: UIContextMenuInteraction, configurationForMenuAtLocation location: CGPoint) -> UIContextMenuConfiguration? {
UIContextMenuConfiguration(identifier: nil, previewProvider: nil, actionProvider: { [self]
suggestedActions in
return UIMenu(title: "", children: parent.actions)
})
}
func contextMenuInteraction(_ interaction: UIContextMenuInteraction, willDisplayMenuFor configuration: UIContextMenuConfiguration, animator: UIContextMenuInteractionAnimating?) {
print(#function)
parent.willDisplay?()
}
func contextMenuInteraction(_ interaction: UIContextMenuInteraction, willEndFor configuration: UIContextMenuConfiguration, animator: UIContextMenuInteractionAnimating?) {
print(#function)
parent.willEnd?()
}
}
}
struct ContentView: View {
#State var dragging = false
var body: some View {
ZStack {
Rectangle()
.foregroundColor(.blue)
.frame(width: 100, height: 100)
.onDrag {
dragging = true
let provider = ItemProvider(contentsOf: URL(string: "Test")!)!
provider.didEnd = {
DispatchQueue.main.async {
dragging = false
}
}
print("init ItemProvider")
return provider
}
.contextMenu {
Button("Close Menu") {
dragging = false
}
}
.onTapGesture {
dragging = false
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(dragging ? Color.gray : Color.white)
}
}
class ItemProvider: NSItemProvider {
var didEnd: (() -> Void)?
deinit {
print("deinit ItemProvider")
didEnd?()
}
}

Swipe to go back in specific SwiftUI views

In my SwiftUI app I have set in all my views .navigationBarBackButtonHidden(true) to have always a custom Back Button, so the iOS classic swipe to go back has been disabled everywhere, but I actually need it only in specific views.
I re enabled it using this code:
extension UINavigationController: UIGestureRecognizerDelegate {
override open func viewDidLoad() {
super.viewDidLoad()
interactivePopGestureRecognizer?.delegate = self
}
public func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
return viewControllers.count > 1
}
}
It works but unfortunately it re enables swipe to go back in the entire project, what should I do?
It can be managed via some global app state, like
class AppState {
static let shared = AppState()
var swipeEnabled = false // << by default
}
extension UINavigationController: UIGestureRecognizerDelegate {
// ...
public func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
return AppState.shared.swipeEnabled ?
viewControllers.count > 1 : false // << here !!
}
}
// ... and somewhere in view, for example
.onAppear {
AppState.shared.swipeEnabled = true
}
.onDisappear {
AppState.shared.swipeEnabled = false
}

SwiftUI onDrag modifier delays UILongPressGestureRecognizer from beginning

I have a UIKit view that's hosted in a SwiftUI view using UIViewRepresentable. This UIKit view contains a UILongPressGestureRecognizer. The long press gesture is being used as a "hold down" gesture and has a minimumPressDuration of 0. As soon as you press down on the view, it will fire the gesture recognizer with the .began state. When you lift your finger, the .ended action is fired. We'll call the this GestureView.
I also have a view that uses the .onDrag modifier. We'll call that DraggableView
When I put GestureView and DraggableView in a view together, it causes a delay when firing the long press gesture recognizer action. This does not happen if I use a SwiftUI LongPressGesture on a normal SwiftUI view instead of the GestureView.
The shouldRecognizeSimultaneously delegate method is called twice. Once with a SwiftUI.UIKitGestureRecognizer that's in a failed state and shortly after with a _UIDragLiftGestureRecognizer, which is the one added by the .onDrag modifier. My long press gesture's action doesn't get called until after I get the call back with _UIDragLiftGestureRecognizer.
Why would a gesture recognizer on one view be affected by the recognizer that's added when using the .onDrag modifier on a different view?
I think I've tried all of the relevant UIGestureRecognizerDelegate methods and UIGestureRecognizer properties that could prevent this from happening but so far it's not working. Is there anything I've missed? Some example code that reproduces the issue can be seen below.
Full Example:
import SwiftUI
struct ContentView: View {
#GestureState var holdingDown = false
#State var isHoldingDown = false
var body: some View {
HStack {
VStack {
Rectangle()
.foregroundColor(.blue)
.frame(width: 200, height: 200)
.gesture(LongPressGesture(minimumDuration: 10000, maximumDistance: 10000).updating($holdingDown) { currentState, gestureState, _ in
gestureState = currentState
})
Text("Fast")
}
VStack {
GestureView(holdingDown: $isHoldingDown)
.frame(width: 200, height: 200)
Text("Slow")
}
}
Rectangle()
.foregroundColor(holdingDown || isHoldingDown ? .red : .black)
.frame(width: 100, height: 100)
.onDrag {
NSItemProvider(object: "Hello" as NSString)
}
}
}
struct GestureView: UIViewRepresentable {
#Binding var holdingDown: Bool
func updateUIView(_ uiView: UIViewType, context: Context) {
}
func makeUIView(context: Context) -> some UIView {
let view = UIKitGestureView(coordinator: context.coordinator)
return view
}
func makeCoordinator() -> MyCoordinator {
MyCoordinator(holdingDown: $holdingDown)
}
}
class UIKitGestureView: UIView, UIGestureRecognizerDelegate {
let coordinator: MyCoordinator
init(coordinator: MyCoordinator) {
self.coordinator = coordinator
super.init(frame: .zero)
backgroundColor = .orange
let holdGesture = UILongPressGestureRecognizer(target: self, action: #selector(holding(sender:)))
holdGesture.minimumPressDuration = 0
holdGesture.delegate = self
holdGesture.delaysTouchesBegan = false
holdGesture.delaysTouchesEnded = false
addGestureRecognizer(holdGesture)
}
#objc func holding(sender: UILongPressGestureRecognizer) {
switch sender.state {
case .began:
coordinator.holdingDown = true
case .ended:
coordinator.holdingDown = false
default:
break
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
print(gestureRecognizer)
print(otherGestureRecognizer)
return true
}
}
class MyCoordinator {
#Binding var holdingDown: Bool
init(holdingDown: Binding<Bool>) {
_holdingDown = holdingDown
}
}
The only solution I've found so far is to just check in shouldRecognizeSimultanously if my gesture is there and toggling the value myself.
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer == holdingGesture && gestureRecognizer.state == .began {
coordinator.holdingDown = true
}
return true
}

onTapGesture disables my Picker and Segment tap

I am creating a Form using SwiftUI. Within my Form, I have a DatePicker, TextField, and a SegmentedPickerStyle.
My TextField is using a .decimalPad and I'm trying to find the best way to dismiss the keyboard when finished typing.
I have tried adding a .onTapGesture but it prevents me from using any of my Pickers. When I tap on them nothing happens.
Here is what I am trying to do:
struct ContentView: View {
#State var date = Date()
#State var price = ""
#State private var tipPercentage = 2
let tipPercentages = [10, 15, 20, 25, 0]
var body: some View {
NavigationView {
Form {
Section {
DatePicker(selection: $date, displayedComponents: .date) {
Text("Date").bold().foregroundColor(Color.init(red: 100.0/255.0, green: 208.0/255.0, blue: 100.0/255.0))
}
HStack {
Text("Price"))
Spacer()
TextField("required", text: $price).multilineTextAlignment(.trailing).keyboardType(.decimalPad)
}
}
Section(header: Text("How much tip do you want to leave?")) {
Picker("Tip percentage", selection: $tipPercentage) {
ForEach(0 ..< tipPercentages.count) {
Text("\(self.tipPercentages[$0])%")
}
}
.pickerStyle(SegmentedPickerStyle())
}
}
.onTapGesture {
let keyWindow = UIApplication.shared.connectedScenes
.filter({$0.activationState == .foregroundActive})
.map({$0 as? UIWindowScene})
.compactMap({$0})
.first?.windows
.filter({$0.isKeyWindow}).first
keyWindow!.endEditing(true)
}
}
}
}
remove your .onTapGesture and add this to the Form:
.gesture(DragGesture().onChanged{_ in UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)})
You will want to do this with some UIKit stuff.
First, make a custom gesture recognizer:
class CloseKeyboardGestureRecognizer: UIGestureRecognizer {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
// Don't run if the tap is in a TextField, since the keyboard shouldnt hide when tapping a textfield.
guard let touch = touches.first?.view, touch is UITextField else {
state = .began
return
}
state = .failed
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
state = .ended
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
state = .cancelled
}
}
extension CloseKeyboardGestureRecognizer: UIGestureRecognizerDelegate {
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
}
Then in SceneDelegate, in scene(_:willConnectTo:options:), add:
let gesture = CloseKeyboardGestureRecognizer(target: window, action:#selector(UIView.endEditing))
gesture.delegate = gesture
gesture.cancelsTouchesInView = false
gesture.requiresExclusiveTouchType = false
window.addGestureRecognizer(gesture)
}
This gets the behaviour where tapping outside a textfield closes the keyboard, without impacting taps on other elements.
Just change style for picker
.pickerStyle(.menu)

How to hide keyboard when using SwiftUI?

How to hide keyboard using SwiftUI for below cases?
Case 1
I have TextField and I need to hide the keyboard when the user clicks the return button.
Case 2
I have TextField and I need to hide the keyboard when the user taps outside.
How I can do this using SwiftUI?
Note:
I have not asked a question regarding UITextField. I want to do it by using SwifUI.TextField.
You can force the first responder to resign by sending an action to the shared application:
extension UIApplication {
func endEditing() {
sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
Now you can use this method to close the keyboard whenever you desire:
struct ContentView : View {
#State private var name: String = ""
var body: some View {
VStack {
Text("Hello \(name)")
TextField("Name...", text: self.$name) {
// Called when the user tap the return button
// see `onCommit` on TextField initializer.
UIApplication.shared.endEditing()
}
}
}
}
If you want to close the keyboard with a tap out, you can create a full screen white view with a tap action, that will trigger the endEditing(_:):
struct Background<Content: View>: View {
private var content: Content
init(#ViewBuilder content: #escaping () -> Content) {
self.content = content()
}
var body: some View {
Color.white
.frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height)
.overlay(content)
}
}
struct ContentView : View {
#State private var name: String = ""
var body: some View {
Background {
VStack {
Text("Hello \(self.name)")
TextField("Name...", text: self.$name) {
self.endEditing()
}
}
}.onTapGesture {
self.endEditing()
}
}
private func endEditing() {
UIApplication.shared.endEditing()
}
}
iOS 15+
(Done button above the keyboard)
Starting with iOS 15 we can now use #FocusState to control which field should be focused (see this answer to see more examples).
We can also add ToolbarItems directly above the keyboard.
When combined together, we can add a Done button right above the keyboard. Here is a simple demo:
struct ContentView: View {
private enum Field: Int, CaseIterable {
case username, password
}
#State private var username: String = ""
#State private var password: String = ""
#FocusState private var focusedField: Field?
var body: some View {
NavigationView {
Form {
TextField("Username", text: $username)
.focused($focusedField, equals: .username)
SecureField("Password", text: $password)
.focused($focusedField, equals: .password)
}
.toolbar {
ToolbarItem(placement: .keyboard) {
Button("Done") {
focusedField = nil
}
}
}
}
}
}
iOS 14+
(Tap anywhere to hide the keyboard)
Here is an updated solution for SwiftUI 2 / iOS 14 (originally proposed here by Mikhail).
It doesn't use the AppDelegate nor the SceneDelegate which are missing if you use the SwiftUI lifecycle:
#main
struct TestApp: App {
var body: some Scene {
WindowGroup {
ContentView()
.onAppear(perform: UIApplication.shared.addTapGestureRecognizer)
}
}
}
extension UIApplication {
func addTapGestureRecognizer() {
guard let window = windows.first else { return }
let tapGesture = UITapGestureRecognizer(target: window, action: #selector(UIView.endEditing))
tapGesture.requiresExclusiveTouchType = false
tapGesture.cancelsTouchesInView = false
tapGesture.delegate = self
window.addGestureRecognizer(tapGesture)
}
}
extension UIApplication: UIGestureRecognizerDelegate {
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true // set to `false` if you don't want to detect tap during other gestures
}
}
If you want to detect other gestures (not only tap gestures) you can use AnyGestureRecognizer as in Mikhail's answer:
let tapGesture = AnyGestureRecognizer(target: window, action: #selector(UIView.endEditing))
Here is an example how to detect simultaneous gestures except Long Press gestures:
extension UIApplication: UIGestureRecognizerDelegate {
public func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return !otherGestureRecognizer.isKind(of: UILongPressGestureRecognizer.self)
}
}
After a lot of attempts I found a solution that (currently) doesn't block any controls - adding gesture recognizer to UIWindow.
If you want to close keyboard only on Tap outside (without handling drags) - then it's enough to use just UITapGestureRecognizer and just copy step 3:
Create custom gesture recognizer class that works with any touches:
class AnyGestureRecognizer: UIGestureRecognizer {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
if let touchedView = touches.first?.view, touchedView is UIControl {
state = .cancelled
} else if let touchedView = touches.first?.view as? UITextView, touchedView.isEditable {
state = .cancelled
} else {
state = .began
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
state = .ended
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
state = .cancelled
}
}
In SceneDelegate.swift in the func scene, add next code:
let tapGesture = AnyGestureRecognizer(target: window, action:#selector(UIView.endEditing))
tapGesture.requiresExclusiveTouchType = false
tapGesture.cancelsTouchesInView = false
tapGesture.delegate = self //I don't use window as delegate to minimize possible side effects
window?.addGestureRecognizer(tapGesture)
Implement UIGestureRecognizerDelegate to allow simultaneous touches.
extension SceneDelegate: UIGestureRecognizerDelegate {
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
}
Now any keyboard on any view will be closed on touch or drag outside.
P.S. If you want to close only specific TextFields - then add and remove gesture recognizer to the window whenever called callback of TextField onEditingChanged
I experienced this while using a TextField inside a NavigationView.
This is my solution for that. It will dismiss the keyboard when you start scrolling.
NavigationView {
Form {
Section {
TextField("Receipt amount", text: $receiptAmount)
.keyboardType(.decimalPad)
}
}
}
.gesture(DragGesture().onChanged{_ in UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)})
#RyanTCB's answer is good; here are a couple of refinements that make it simpler to use and avoid a potential crash:
struct DismissingKeyboard: ViewModifier {
func body(content: Content) -> some View {
content
.onTapGesture {
let keyWindow = UIApplication.shared.connectedScenes
.filter({$0.activationState == .foregroundActive})
.map({$0 as? UIWindowScene})
.compactMap({$0})
.first?.windows
.filter({$0.isKeyWindow}).first
keyWindow?.endEditing(true)
}
}
}
The 'bug fix' is simply that keyWindow!.endEditing(true) properly should be keyWindow?.endEditing(true) (yes, you might argue it can't happen.)
More interesting is how you can use it. For example, suppose you have a form with multiple editable fields in it. Just wrap it like this:
Form {
.
.
.
}
.modifier(DismissingKeyboard())
Now, tapping on any control that itself doesn't present a keyboard will do the appropriate dismiss.
(Tested with beta 7)
I found another way to dismiss the keyboard that doesn't require accessing the keyWindow property; as a matter of fact the compiler gives back a warning using
UIApplication.shared.keyWindow?.endEditing(true)
'keyWindow' was deprecated in iOS 13.0: Should not be used for applications that support multiple scenes as it returns a key window across all connected scenes
Instead I used this code:
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to:nil, from:nil, for:nil)
Pure SwiftUI (iOS 15)
SwiftUI in iOS 15 (Xcode 13) gained native support for programmatic focus of TextField using new #FocusState property wrapper.
To dismiss the keyboard, simply set view's focusedField to nil. The return key will dismiss keyboard automatically (since iOS 14).
Docs: https://developer.apple.com/documentation/swiftui/focusstate/
struct MyView: View {
enum Field: Hashable {
case myField
}
#State private var text: String = ""
#FocusState private var focusedField: Field?
var body: some View {
TextField("Type here", text: $text)
.focused($focusedField, equals: .myField)
Button("Dismiss") {
focusedField = nil
}
}
}
Pure SwiftUI (iOS 14 and below)
You can completely avoid interaction with UIKit and implement it in pure SwiftUI. Just add an .id(<your id>) modifier to your TextField and change its value whenever you want to dismiss keyboard (on swipe, view tap, button action, ..).
Sample implementation:
struct MyView: View {
#State private var text: String = ""
#State private var textFieldId: String = UUID().uuidString
var body: some View {
VStack {
TextField("Type here", text: $text)
.id(textFieldId)
Spacer()
Button("Dismiss", action: { textFieldId = UUID().uuidString })
}
}
}
Note that I only tested it in latest Xcode 12 beta, but it should work with older versions (even Xcode 11) without any issue.
SwiftUI
in 'SceneDelegate.swift' file just add: .onTapGesture { window.endEditing(true)}
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
// Create the SwiftUI view that provides the window contents.
let contentView = ContentView()
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
window.rootViewController = UIHostingController(
rootView: contentView.onTapGesture { window.endEditing(true)}
)
self.window = window
window.makeKeyAndVisible()
}
}
this is enough for each View using keyboard in your app...
My solution how to hide software keyboard when users tap outside.
You need to use contentShape with onLongPressGesture to detect the entire View container. onTapGesture required to avoid blocking focus on TextField. You can use onTapGesture instead of onLongPressGesture but NavigationBar items won't work.
extension View {
func endEditing() {
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
struct KeyboardAvoiderDemo: View {
#State var text = ""
var body: some View {
VStack {
TextField("Demo", text: self.$text)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.contentShape(Rectangle())
.onTapGesture {}
.onLongPressGesture(
pressing: { isPressed in if isPressed { self.endEditing() } },
perform: {})
}
}
Since iOS 15, you can use #FocusState
struct ContentView: View {
#Binding var text: String
private enum Field: Int {
case yourTextEdit
}
#FocusState private var focusedField: Field?
var body: some View {
VStack {
TextEditor(text: $speech.text.bound)
.padding(Edge.Set.horizontal, 18)
.focused($focusedField, equals: .yourTextEdit)
}.onTapGesture {
if (focusedField != nil) {
focusedField = nil
}
}
}
}
In iOS15 this is working flawlessly.
VStack {
// Some content
}
.onTapGesture {
// Hide Keyboard
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: .local).onEnded({ gesture in
// Hide keyboard on swipe down
if gesture.translation.height > 0 {
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}))
Nothing else is required on your TextField and both swipe down along with tap will work to hide it. The way I use this is that on my master NavigationView I add this code and then everything below it will work. The only exception would be that any Sheet would need to have this appended to it as that is acting on a different state.
I prefer using the .onLongPressGesture(minimumDuration: 0), which does not cause the keyboard to blink when another TextView is activated (side effect of .onTapGesture). The hide keyboard code can be a reusable function.
.onTapGesture(count: 2){} // UI is unresponsive without this line. Why?
.onLongPressGesture(minimumDuration: 0, maximumDistance: 0, pressing: nil, perform: hide_keyboard)
func hide_keyboard()
{
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
add this modifier to the view you want to detect user taps
.onTapGesture {
let keyWindow = UIApplication.shared.connectedScenes
.filter({$0.activationState == .foregroundActive})
.map({$0 as? UIWindowScene})
.compactMap({$0})
.first?.windows
.filter({$0.isKeyWindow}).first
keyWindow!.endEditing(true)
}
Because keyWindow is deprecated.
extension View {
func endEditing(_ force: Bool) {
UIApplication.shared.windows.forEach { $0.endEditing(force)}
}
}
Expanding the answer by josefdolezal above, you can hide keyboard when user taps anywhere outside the textfield like below:
struct SwiftUIView: View {
#State private var textFieldId: String = UUID().uuidString // To hidekeyboard when tapped outside textFields
#State var fieldValue = ""
var body: some View {
VStack {
TextField("placeholder", text: $fieldValue)
.id(textFieldId)
.onTapGesture {} // So that outer tap gesture has no effect on field
// any more views
}
.onTapGesture { // whenever tapped within VStack
textFieldId = UUID().uuidString
//^ this will remake the textfields hence loosing keyboard focus!
}
}
}
Keyboard's Return Key
In addition to all answers about tapping outside of the textField, you may want to dismiss the keyboard when the user taps the return key on the keyboard:
define this global function:
func resignFirstResponder() {
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
And add use in onCommit argument it:
TextField("title", text: $text, onCommit: {
resignFirstResponder()
})
Benefits
You can call it from anywhere
It's not dependent on UIKit or SwiftUI (can be used in mac apps)
It works even in iOS 13
Demo
Updated the answer, working with Swift 5.7:
extension UIApplication {
func dismissKeyboard() {
sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
and then using it where needed like for example as button action:
Button(action: {
// do stuff
UIApplication.shared.dismissKeyboard()
}, label: { Text("MyButton") })
Expanding on the answer by #Feldur (which was based on #RyanTCB's), here is an even more expressive and powerful solution allowing you to dismiss keyboard on other gestures than onTapGesture, you can specify which you want in the function call.
Usage
// MARK: - View
extension RestoreAccountInputMnemonicScreen: View {
var body: some View {
List(viewModel.inputWords) { inputMnemonicWord in
InputMnemonicCell(mnemonicInput: inputMnemonicWord)
}
.dismissKeyboard(on: [.tap, .drag])
}
}
Or using All.gestures (just sugar for Gestures.allCases 🍬)
.dismissKeyboard(on: All.gestures)
Code
enum All {
static let gestures = all(of: Gestures.self)
private static func all<CI>(of _: CI.Type) -> CI.AllCases where CI: CaseIterable {
return CI.allCases
}
}
enum Gestures: Hashable, CaseIterable {
case tap, longPress, drag, magnification, rotation
}
protocol ValueGesture: Gesture where Value: Equatable {
func onChanged(_ action: #escaping (Value) -> Void) -> _ChangedGesture<Self>
}
extension LongPressGesture: ValueGesture {}
extension DragGesture: ValueGesture {}
extension MagnificationGesture: ValueGesture {}
extension RotationGesture: ValueGesture {}
extension Gestures {
#discardableResult
func apply<V>(to view: V, perform voidAction: #escaping () -> Void) -> AnyView where V: View {
func highPrio<G>(
gesture: G
) -> AnyView where G: ValueGesture {
view.highPriorityGesture(
gesture.onChanged { value in
_ = value
voidAction()
}
).eraseToAny()
}
switch self {
case .tap:
// not `highPriorityGesture` since tapping is a common gesture, e.g. wanna allow users
// to easily tap on a TextField in another cell in the case of a list of TextFields / Form
return view.gesture(TapGesture().onEnded(voidAction)).eraseToAny()
case .longPress: return highPrio(gesture: LongPressGesture())
case .drag: return highPrio(gesture: DragGesture())
case .magnification: return highPrio(gesture: MagnificationGesture())
case .rotation: return highPrio(gesture: RotationGesture())
}
}
}
struct DismissingKeyboard: ViewModifier {
var gestures: [Gestures] = Gestures.allCases
dynamic func body(content: Content) -> some View {
let action = {
let forcing = true
let keyWindow = UIApplication.shared.connectedScenes
.filter({$0.activationState == .foregroundActive})
.map({$0 as? UIWindowScene})
.compactMap({$0})
.first?.windows
.filter({$0.isKeyWindow}).first
keyWindow?.endEditing(forcing)
}
return gestures.reduce(content.eraseToAny()) { $1.apply(to: $0, perform: action) }
}
}
extension View {
dynamic func dismissKeyboard(on gestures: [Gestures] = Gestures.allCases) -> some View {
return ModifiedContent(content: self, modifier: DismissingKeyboard(gestures: gestures))
}
}
Word of caution
Please do note that if you use all gestures they might conflict and I did not come up with any neat solution solving that.
Please check https://github.com/michaelhenry/KeyboardAvoider
Just include KeyboardAvoider {} on top of your main view and that's all.
KeyboardAvoider {
VStack {
TextField()
TextField()
TextField()
TextField()
}
}
Well, the easiest solution for me is to simply use the library here.
SwiftUI support is somewhat limited, I use it by placing this code in the #main struct:
import IQKeyboardManagerSwift
#main
struct MyApp: App {
init(){
IQKeyboardManager.shared.enable = true
IQKeyboardManager.shared.shouldResignOnTouchOutside = true
}
...
}
This method allows you to hide the keyboard on spacers!
First add this function (Credit Given To: Casper Zandbergen, from SwiftUI can't tap in Spacer of HStack)
extension Spacer {
public func onTapGesture(count: Int = 1, perform action: #escaping () -> Void) -> some View {
ZStack {
Color.black.opacity(0.001).onTapGesture(count: count, perform: action)
self
}
}
}
Next add the following 2 functions (Credit Given To: rraphael, from this question)
extension UIApplication {
func endEditing() {
sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
The function below would be added to your View class, just refer to the top answer here from rraphael for more details.
private func endEditing() {
UIApplication.shared.endEditing()
}
Finally, you can now simply call...
Spacer().onTapGesture {
self.endEditing()
}
This will make any spacer area close the keyboard now. No need for a big white background view anymore!
You could hypothetically apply this technique of extension to any controls you need to support TapGestures that do not currently do so and call the onTapGesture function in combination with self.endEditing() to close the keyboard in any situation you desire.
Based on #Sajjon's answer, here is a solution allowing you to dismiss keyboard on tap, long press, drag, magnification and rotation gestures according to your choice.
This solution is working in XCode 11.4
Usage to get the behavior asked by #IMHiteshSurani
struct MyView: View {
#State var myText = ""
var body: some View {
VStack {
DismissingKeyboardSpacer()
HStack {
TextField("My Text", text: $myText)
Button("Return", action: {})
.dismissKeyboard(on: [.longPress])
}
DismissingKeyboardSpacer()
}
}
}
struct DismissingKeyboardSpacer: View {
var body: some View {
ZStack {
Color.black.opacity(0.0001)
Spacer()
}
.dismissKeyboard(on: Gestures.allCases)
}
}
Code
enum All {
static let gestures = all(of: Gestures.self)
private static func all<CI>(of _: CI.Type) -> CI.AllCases where CI: CaseIterable {
return CI.allCases
}
}
enum Gestures: Hashable, CaseIterable {
case tap, longPress, drag, magnification, rotation
}
protocol ValueGesture: Gesture where Value: Equatable {
func onChanged(_ action: #escaping (Value) -> Void) -> _ChangedGesture<Self>
}
extension LongPressGesture: ValueGesture {}
extension DragGesture: ValueGesture {}
extension MagnificationGesture: ValueGesture {}
extension RotationGesture: ValueGesture {}
extension Gestures {
#discardableResult
func apply<V>(to view: V, perform voidAction: #escaping () -> Void) -> AnyView where V: View {
func highPrio<G>(gesture: G) -> AnyView where G: ValueGesture {
AnyView(view.highPriorityGesture(
gesture.onChanged { _ in
voidAction()
}
))
}
switch self {
case .tap:
return AnyView(view.gesture(TapGesture().onEnded(voidAction)))
case .longPress:
return highPrio(gesture: LongPressGesture())
case .drag:
return highPrio(gesture: DragGesture())
case .magnification:
return highPrio(gesture: MagnificationGesture())
case .rotation:
return highPrio(gesture: RotationGesture())
}
}
}
struct DismissingKeyboard: ViewModifier {
var gestures: [Gestures] = Gestures.allCases
dynamic func body(content: Content) -> some View {
let action = {
let forcing = true
let keyWindow = UIApplication.shared.connectedScenes
.filter({$0.activationState == .foregroundActive})
.map({$0 as? UIWindowScene})
.compactMap({$0})
.first?.windows
.filter({$0.isKeyWindow}).first
keyWindow?.endEditing(forcing)
}
return gestures.reduce(AnyView(content)) { $1.apply(to: $0, perform: action) }
}
}
extension View {
dynamic func dismissKeyboard(on gestures: [Gestures] = Gestures.allCases) -> some View {
return ModifiedContent(content: self, modifier: DismissingKeyboard(gestures: gestures))
}
}
Something I found that works very nice is
extension UIApplication {
func endEditing() {
sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
Then add to the view struct:
private func endEditing() {
UIApplication.shared.endEditing()
}
Then
struct YourView: View {
var body: some View {
ParentView {
//...
}.contentShape(Rectangle()) //<---- This is key!
.onTapGesture {endEditing()}
}
}
So far above options did not work for me, because I have Form and inside buttons, links, picker ...
I create below code that is working, with help from above examples.
import Combine
import SwiftUI
private class KeyboardListener: ObservableObject {
#Published var keyabordIsShowing: Bool = false
var cancellable = Set<AnyCancellable>()
init() {
NotificationCenter.default
.publisher(for: UIResponder.keyboardWillShowNotification)
.sink { [weak self ] _ in
self?.keyabordIsShowing = true
}
.store(in: &cancellable)
NotificationCenter.default
.publisher(for: UIResponder.keyboardWillHideNotification)
.sink { [weak self ] _ in
self?.keyabordIsShowing = false
}
.store(in: &cancellable)
}
}
private struct DismissingKeyboard: ViewModifier {
#ObservedObject var keyboardListener = KeyboardListener()
fileprivate func body(content: Content) -> some View {
ZStack {
content
Rectangle()
.background(Color.clear)
.opacity(keyboardListener.keyabordIsShowing ? 0.01 : 0)
.frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height)
.onTapGesture {
let keyWindow = UIApplication.shared.connectedScenes
.filter({ $0.activationState == .foregroundActive })
.map({ $0 as? UIWindowScene })
.compactMap({ $0 })
.first?.windows
.filter({ $0.isKeyWindow }).first
keyWindow?.endEditing(true)
}
}
}
}
extension View {
func dismissingKeyboard() -> some View {
ModifiedContent(content: self, modifier: DismissingKeyboard())
}
}
Usage:
var body: some View {
NavigationView {
Form {
picker
button
textfield
text
}
.dismissingKeyboard()
Simple solution for clicking "outside" that worked for me:
First provide a ZStack before all views. In it, put a background (with the color of your choosing) and supply a tap Gesture. In the gesture call, invoke the 'sendAction' we've seen above:
import SwiftUI
struct MyView: View {
private var myBackgroundColor = Color.red
#State var text = "text..."
var body: some View {
ZStack {
self.myBackgroundColor.edgesIgnoringSafeArea(.all)
.onTapGesture(count: 1) {
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
TextField("", text: $text)
.textFieldStyle(RoundedBorderTextFieldStyle())
.padding()
}
}
}
extension UIApplication {
func endEditing() {
sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}
A cleaner SwiftUI-native way to dismiss the keyboard via tap without blocking any complicated forms or whatnot... credit to #user3441734 for flagging GestureMask as a clean approach.
Monitor UIWindow.keyboardWillShowNotification / willHide
Pass the current keyboard state via an EnvironmentKey set at the/a root view
Tested for iOS 14.5.
Attach dismiss gesture to the form
Form { }
.dismissKeyboardOnTap()
Setup monitor in root view
// Root view
.environment(\.keyboardIsShown, keyboardIsShown)
.onDisappear { dismantleKeyboarMonitors() }
.onAppear { setupKeyboardMonitors() }
// Monitors
#State private var keyboardIsShown = false
#State private var keyboardHideMonitor: AnyCancellable? = nil
#State private var keyboardShownMonitor: AnyCancellable? = nil
func setupKeyboardMonitors() {
keyboardShownMonitor = NotificationCenter.default
.publisher(for: UIWindow.keyboardWillShowNotification)
.sink { _ in if !keyboardIsShown { keyboardIsShown = true } }
keyboardHideMonitor = NotificationCenter.default
.publisher(for: UIWindow.keyboardWillHideNotification)
.sink { _ in if keyboardIsShown { keyboardIsShown = false } }
}
func dismantleKeyboarMonitors() {
keyboardHideMonitor?.cancel()
keyboardShownMonitor?.cancel()
}
SwiftUI Gesture + Sugar
struct HideKeyboardGestureModifier: ViewModifier {
#Environment(\.keyboardIsShown) var keyboardIsShown
func body(content: Content) -> some View {
content
.gesture(TapGesture().onEnded {
UIApplication.shared.resignCurrentResponder()
}, including: keyboardIsShown ? .all : .none)
}
}
extension UIApplication {
func resignCurrentResponder() {
sendAction(#selector(UIResponder.resignFirstResponder),
to: nil, from: nil, for: nil)
}
}
extension View {
/// Assigns a tap gesture that dismisses the first responder only when the keyboard is visible to the KeyboardIsShown EnvironmentKey
func dismissKeyboardOnTap() -> some View {
modifier(HideKeyboardGestureModifier())
}
/// Shortcut to close in a function call
func resignCurrentResponder() {
UIApplication.shared.resignCurrentResponder()
}
}
EnvironmentKey
extension EnvironmentValues {
var keyboardIsShown: Bool {
get { return self[KeyboardIsShownEVK] }
set { self[KeyboardIsShownEVK] = newValue }
}
}
private struct KeyboardIsShownEVK: EnvironmentKey {
static let defaultValue: Bool = false
}
True SwiftUI Solution
#State var dismissKeyboardToggle = false
var body: some View {
if dismissKeyboardToggle {
textfield
} else {
textfield
}
Button("Hide Keyboard") {
dismissKeyboardToggle.toggle()
}
}
this will work flawlessly
I am trying to hide keyboard while single tap & Picker should also work with single tap in SwiftUIForms.
I searched a lot to find a proper solution but didn't get any which works for me. So I make my own extension which works very well.
Use in your SwiftUI Form View:
var body: some View {
.onAppear { KeyboardManager.shared.setCurrentView(UIApplication.topViewController()?.view)
}
}
KeyboardManager Utility:
enum KeyboardNotificationType {
case show
case hide
}
typealias KeyBoardSizeBlock = ((CGSize?, UIView?, KeyboardNotificationType) -> Void)
class KeyboardManager: NSObject {
static let shared = KeyboardManager()
private weak var view: UIView?
var didReceiveKeyboardEvent: KeyBoardSizeBlock?
#objc public var shouldResignOnTouchOutside = true {
didSet {
resignFirstResponderGesture.isEnabled = shouldResignOnTouchOutside
}
}
#objc lazy public var resignFirstResponderGesture: UITapGestureRecognizer = {
let tap: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(dismissCurrentKeyboard))
tap.cancelsTouchesInView = false
tap.delegate = self
return tap
}()
private override init() {
super.init()
self.setup()
}
func setCurrentView(_ view: UIView?) {
self.view = view
resignFirstResponderGesture.isEnabled = true
if let view = self.view {
view.addGestureRecognizer(resignFirstResponderGesture)
}
}
private func setup() {
registerForKeyboardWillShowNotification()
registerForKeyboardWillHideNotification()
}
private func topViewHasCurrenView() -> Bool {
if view == nil { return false }
let currentView = UIApplication.topViewController()?.view
if currentView == view { return true }
for subview in UIApplication.topViewController()?.view.subviews ?? [] where subview == view {
return true
}
return false
}
#objc func dismissCurrentKeyboard() {
view?.endEditing(true)
}
func removeKeyboardObserver(_ observer: Any) {
NotificationCenter.default.removeObserver(observer)
}
private func findFirstResponderInViewHierarchy(_ view: UIView) -> UIView? {
for subView in view.subviews {
if subView.isFirstResponder {
return subView
} else {
let result = findFirstResponderInViewHierarchy(subView)
if result != nil {
return result
}
}
}
return nil
}
deinit {
removeKeyboardObserver(self)
}
}
// MARK: - Keyboard Notifications
extension KeyboardManager {
private func registerForKeyboardWillShowNotification() {
_ = NotificationCenter.default.addObserver(forName: UIResponder.keyboardDidShowNotification, object: nil, queue: nil, using: { [weak self] notification -> Void in
guard let `self` = self else { return }
guard let userInfo = notification.userInfo else { return }
guard var kbRect = (userInfo[UIResponder.keyboardFrameEndUserInfoKey]! as AnyObject).cgRectValue else { return }
kbRect.size.height -= self.view?.safeAreaInsets.bottom ?? 0.0
var mainResponder: UIView?
guard self.topViewHasCurrenView() else { return }
if let scrollView = self.view as? UIScrollView {
let contentInsets = UIEdgeInsets(top: 0.0, left: 0.0, bottom: kbRect.size.height, right: 0.0)
scrollView.contentInset = contentInsets
scrollView.scrollIndicatorInsets = contentInsets
guard let firstResponder = self.findFirstResponderInViewHierarchy(scrollView) else {
return
}
mainResponder = firstResponder
var aRect = scrollView.frame
aRect.size.height -= kbRect.size.height
if (!aRect.contains(firstResponder.frame.origin) ) {
scrollView.scrollRectToVisible(firstResponder.frame, animated: true)
}
} else if let tableView = self.view as? UITableView {
guard let firstResponder = self.findFirstResponderInViewHierarchy(tableView),
let pointInTable = firstResponder.superview?.convert(firstResponder.frame.origin, to: tableView) else {
return
}
mainResponder = firstResponder
var contentOffset = tableView.contentOffset
contentOffset.y = (pointInTable.y - (firstResponder.inputAccessoryView?.frame.size.height ?? 0)) - 10
tableView.setContentOffset(contentOffset, animated: true)
} else if let view = self.view {
guard let firstResponder = self.findFirstResponderInViewHierarchy(view) else {
return
}
mainResponder = firstResponder
var aRect = view.frame
aRect.size.height -= kbRect.size.height
if (!aRect.contains(firstResponder.frame.origin) ) {
UIView.animate(withDuration: 0.1) {
view.transform = CGAffineTransform(translationX: 0, y: -kbRect.size.height)
}
}
}
if let block = self.didReceiveKeyboardEvent {
block(kbRect.size, mainResponder, .show)
}
})
}
private func registerForKeyboardWillHideNotification() {
_ = NotificationCenter.default.addObserver(forName: UIResponder.keyboardWillHideNotification, object: nil, queue: nil, using: { [weak self] notification -> Void in
guard let `self` = self else { return }
guard let userInfo = notification.userInfo else { return }
guard let kbRect = (userInfo[UIResponder.keyboardFrameEndUserInfoKey]! as AnyObject).cgRectValue else { return }
let contentInsets = UIEdgeInsets.zero
guard self.topViewHasCurrenView() else { return }
if let scrollView = self.view as? UIScrollView {
scrollView.contentInset = contentInsets
scrollView.scrollIndicatorInsets = contentInsets
} else if let tableView = self.view as? UITableView {
tableView.contentInset = contentInsets
tableView.scrollIndicatorInsets = contentInsets
tableView.contentOffset = CGPoint(x: 0, y: 0)
} else if let view = self.view {
view.transform = CGAffineTransform(translationX: 0, y: 0)
}
if let block = self.didReceiveKeyboardEvent {
block(kbRect.size, nil, .hide)
}
})
}
}
//MARK: - UIGestureRecognizerDelegate
extension KeyboardManager: UIGestureRecognizerDelegate {
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return false
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
if touch.view is UIControl ||
touch.view is UINavigationBar { return false }
return true
}
}
Answer from #Mikhail worked very well; it just has the issue that it cannot support dragging to select text within TextView - keyboard will close on tapping on the selected text. I extended his solution for AnyGesture below to provide better text editing user experience. (Answer from How to check for a UITextRangeView?)
Any recommendations to optimise the while loop?
class AnyGestureRecognizer: UIGestureRecognizer {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
if let touchedView = touches.first?.view, touchedView is UIControl {
state = .cancelled
} else if let touchedView = touches.first?.view as? UITextView, touchedView.isEditable {
state = .cancelled
} else {
// Check if it is a subview of editable UITextView
if var touchedView = touches.first?.view {
while let superview = touchedView.superview {
if let view = superview as? UITextView, view.isEditable {
state = .cancelled
return
} else {
touchedView = superview
}
}
}
state = .began
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
state = .ended
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
state = .cancelled
}
}
extension UIView{
override open func touchesBegan(_ touches: Set, with event: UIEvent?) {
UIApplication.shared.sendAction(#selector(UIResponder.resignFirstResponder), to: nil, from: nil, for: nil)
}
}

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