I'm trying to create a UISwitch programmatically but for some reason I can't get any constraints to work. If I don't use any constraints the UISwitch is created but in the top left corner.
I tried creating the UISwitch by adding in the constraints when declaring my switch and this does move the switch to a different place. However this is a problem as I want to it to be constrained against other items in my view.
class cameraController: UIViewController {
var switchOnOff: UISwitch {
let switchOnOff = UISwitch()
switchOnOff.isOn = false
switchOnOff.translatesAutoresizingMaskIntoConstraints = false
switchOnOff.addTarget(self, action: #selector(switchButton(_:)), for: .valueChanged)
return switchOnOff
}
}
extension cameraController{
#objc func switchButton(_ sender:UISwitch){
if (sender.isOn == true){
print("UISwitch state is now ON")
}
else{
print("UISwitch state is now Off")
}
}
}
extension cameraController {
private func setupLayouts() {
view.addSubview(switchOnOff)
switchOnOff.rightAnchor.constraint(equalTo: view.rightAnchor, constant: -20).isActive = true
switchOnOff.topAnchor.constraint(equalTo: photosButtonIcon.bottomAnchor, constant: 20).isActive = true
}
}
I want to be able to add my constraints for the switch into my setupLayouts extension and not when the switch is being declared.
The error I am getting when running the above code is:
Thread 1: EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
I am getting this error on the first line of the constraints in my setupLayouts extension.
Any help would be great.
You need a lazy var to have self inside this block which is a closure , your current code is a computed property which returns a switch for every reference and that causes a crash in constraints as the switch added to view is not the same object as the one you set constraints for
lazy var switchOnOff: UISwitch = {
let switchOnOff = UISwitch()
switchOnOff.isOn = false
switchOnOff.translatesAutoresizingMaskIntoConstraints = false
switchOnOff.addTarget(self, action: #selector(switchButton(_:)), for: .valueChanged)
return switchOnOff
}()
Then call setupLayouts inside viewDidLoad , btw extension is totally irrelevant to this problem
Related
Goal:
Hide a UIButton(w/ image) once a view is hidden.
I have a layout whereby the map view can be hidden when user taps(UITapGestureRecognizer) on the screen. When this happen, I would like to hide the "follow user button" triangle. Currently I am not able to do it.
What I've tried: (from multiple google/SO posts)
1)
followUserButton.removeFromSuperview()
followUserButton.widthAnchor.constraint(equalToConstant: 150).isActive = true
followUserButton.heightAnchor.constraint(equalToConstant: 150).isActive = true
followUserButton.setImage(image:nil for: .normal)
the last one I tried is basically just making the image black in color (to blend into the background). This does look like a success, but (see gif image), for some reason, the first click, will still show the button (very light black/grey - in the bottom middle of image). Click again, the map view comes on, then click again and it finally disappears
followUserButton.tintColor = .black
followUserButton.isHidden = true
this is how I'm adding my button programatically
var followUserImage: UIImage!
var followUserButton: UIButton!
override func viewDidLoad() {
setupFollowUserButton()
}
func setupFollowUserButton() {
addFollowUserButton()
self.view.addSubview(followUserButton)
constraintFollowUserButton()
}
func hideFollowUserButton() {
if vcTrainMapView.isHidden {
if followUserButton != nil {
// followUserButton.removeFromSuperview()
// followUserButton.tintColor = .black
followUserButton.isHidden = true
}
} else if followUserButton != nil {
followUserButton.tintColor = .lightGray
}
}
func addFollowUserButton() {
followUserButton = UIButton(type: UIButton.ButtonType.custom)
followUserImage = UIImage(named: "follow_user_high")
followUserButton.setImage(followUserImage, for:.selected)
followUserImage = (UIImage(named: "follow_user"))
followUserButton.setImage(followUserImage, for: .normal)
followUserButton.tintColor = .lightGray
followUserButton.addTarget(self, action: #selector(buttonAction(_:)), for: .touchUpInside)
}
#objc private func buttonAction(_ sender: UIButton) {
self.followUserStatus = !self.followUserStatus
sender.isSelected.toggle()
}
func constraintFollowUserButton() {
followUserButton.translatesAutoresizingMaskIntoConstraints = false
followUserButton.bottomAnchor.constraint(equalTo: vcTrainMapView.bottomAnchor, constant: -10).isActive = true
followUserButton.leadingAnchor.constraint(equalTo: vcTrainMapView.leadingAnchor, constant: 10).isActive = true
followUserButton.widthAnchor.constraint(equalToConstant: 50).isActive = true
followUserButton.heightAnchor.constraint(equalToConstant: 50).isActive = true
}
this is what I've achieved w/ #3 above. (the button is very light in the gif)
If you're going to be hiding and showing a button at the same time as a detail view (your map view), and you're displaying the button so that it looks like it's on that view, you could just add the button directly to that view rather than the view controller main view.
You can, of course, still control the action of the button from the view controller, but if it's added to the map view then the button will be hidden when the map view is hidden.
I have a pop up UIView as a control window. Contains sliders and buttons from the AudioKitUI framework.
I have a touch tap gesture set up to close the Pop up view but of course it also closes the UIview when I tap a button. Is it possible to ignore the tap gesture when the AKButton is pressed?
Everything is enclosed in its own class structure.
This is the gesture code at the top of my Overide Init.
override init(frame: CGRect) {
super.init(frame: frame)
self.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(animateout)))
and the code for my AKButton.
// Dynamics on/off button
let dynamicsButton = AKButton(title: "") { button in
if boxDynamicStatus[boxBloqDoubleTapped] == false {
button.title = "FLOATING"
boxDynamicStatus[boxBloqDoubleTapped] = true
boxBloqArray[boxBloqDoubleTapped].physicsBody?.isDynamic = true
} else {
boxDynamicStatus[boxBloqDoubleTapped] = false
button.title = "FIXED"
boxBloqArray[boxBloqDoubleTapped].physicsBody?.isDynamic = false
}
}
// Set button text from box array
if boxDynamicStatus[boxBloqDoubleTapped] == false {
dynamicsButton.title = "FIXED"
} else {
dynamicsButton.title = "FLOATING"
}
I don't get this issue with the sliders I suppose because of the moving gesture rather than it being a tap.
All the buttons/sliders are held within a container
fileprivate let container: UIView = {
let v = UIView()
v.translatesAutoresizingMaskIntoConstraints = false
v.backgroundColor = UIColor.black.withAlphaComponent(0.3)
v.layer.cornerRadius = 5
return v
}()
can the gesture be programmed to not register within the container margins?
I think this may be the effectively the same question as here: Prevent click through view in swift
So, it could be solved with the z-index ordering of your views. If you provided a working version of your code, or some playground version, I could test, but this is the best I can suggest with the information given.
I want to create a container View programmatically that has inside a bunch of view controllers. I have a segmented controller that when the user tapped a button it should display a certain viewController without doing a segue.
I have everything inside a ViewController,
I wanted to know how to properly make the segmented controller display a certain view controller when tapped.
func setUpSegmentedControl() {
let seg = UISegmentedControl(items: ["1", "2", "3"])
seg.selectedSegmentIndex = 0
seg.translatesAutoresizingMaskIntoConstraints = false
seg.layer.cornerRadius = 8
seg.backgroundColor = UIColor.white
seg.addTarget(self, action: #selector(changeColor(sender:)), for: .valueChanged)
view.addSubview(seg)
NSLayoutConstraint.activate([
seg.centerXAnchor.constraint(equalTo: view.centerXAnchor), seg.centerYAnchor.constraint(equalTo: view.centerYAnchor), seg.leadingAnchor.constraint(equalTo: view.leadingAnchor), seg.trailingAnchor.constraint(equalTo: view.trailingAnchor), seg.heightAnchor.constraint(equalToConstant: 50)
])
}
#objc func changeColor(sender: UISegmentedControl) {
switch sender.selectedSegmentIndex {
case 0:
addChild(FirstViewController())
print("1")
case 1:
addChild(SecondViewController())
print("2")
default:
addChild(ThirdViewController())
print("3")
}
}
To add a view controller to a container view programmatically, you need to call addSubview and didMove in addition to addChild.
let firstViewController = FirstViewController()
addChild(firstViewController)
firstViewController.view.translatesAutoresizingMaskIntoConstraints = false
containerView.addSubview(firstViewController.view) // replace `containerView` with the name of the view that's supposed to contain the VC's view
// add constraints or set frame manually
let trailingConstraint = firstViewController.view.trailingAnchor.constraint(equalTo: view.trailingAnchor)
let leadingConstraint = firstViewController.view.leadingAnchor.constraint(equalTo: view.leadingAnchor)
let topConstraint = firstViewController.view.topAnchor.constraint(equalTo: view.topAnchor)
let bottomConstraint = firstViewController.view.bottomAnchor.constraint(equalTo: view.bottomAnchor)
NSLayoutConstraint.activate([trailingConstraint, leadingConstraint, topConstraint, bottomConstraint])
firstViewController.didMove(to parent: self)
If you want to remove a child view controller programatically:
let child = children.first // or other way to identify your VC
child?.willMove(toParentViewController: nil)
child?.view.removeFromSuperview()
child?.view.removeFromParentViewController()
Example project
I'm trying to get/keep a handle on elements in my UIStackView after I have moved it with a pan gesture.
For example, the elements I am trying to grab a handle on are things like the button tag or the text label text.
The code explained…
I am creating a UIStackView, via the function func createButtonStack(label: String, btnTag: Int) -> UIStackView
It contains a button and a text label.
When the button stack is created, I attach a pan gesture to it so I can move the button around the screen. The following 3 points work.
I get the button stack created
I can press the button and call the fun to print my message.
I can move the button stack.
The issue I have is…
Once I move the button stack the first time and the if statement gesture.type == .ended line is triggered, I lose control of the button stack.
That is, the button presses no longer work nor can I move it around any longer.
Can anyone please help? Thanks
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .lightGray
let ButtonStack = createButtonStack(label: “Button One”, btnTag: 1)
view.addSubview(ButtonStack)
ButtonStack.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
ButtonStack.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
let panGuesture = UIPanGestureRecognizer(target: self, action: #selector(pan(guesture:)))
ButtonStack.isUserInteractionEnabled = true
ButtonStack.addGestureRecognizer(panGuesture)
}
func createButtonStack(label: String, btnTag: Int) -> UIStackView {
let button = UIButton()
button.setImage( imageLiteral(resourceName: "star-in-circle"), for: .normal)
button.heightAnchor.constraint(equalToConstant: 100.0).isActive = true
button.widthAnchor.constraint(equalToConstant: 100.0).isActive = true
button.contentMode = .scaleAspectFit
button.tag = btnTag
switch btnTag {
case 1:
button.addTarget(self, action: #selector(printMessage), for: .touchUpInside)
case 2:
break
default:
break
}
//Text Label
let textLabel = UILabel()
textLabel.backgroundColor = UIColor.green
textLabel.widthAnchor.constraint(equalToConstant: 100.0).isActive = true
textLabel.heightAnchor.constraint(equalToConstant: 25.0).isActive = true
textLabel.font = textLabel.font.withSize(15)
textLabel.text = label
textLabel.textAlignment = .center
//Stack View
let buttonStack = UIStackView()
buttonStack.axis = UILayoutConstraintAxis.vertical
buttonStack.distribution = UIStackViewDistribution.equalSpacing
buttonStack.alignment = UIStackViewAlignment.center
buttonStack.spacing = 1.0
buttonStack.addArrangedSubview(button)
buttonStack.addArrangedSubview(textLabel)
buttonStack.translatesAutoresizingMaskIntoConstraints = false
return buttonStack
}
#objc func printMessage() {
print(“Button One was pressed”)
}
#objc func pan(guesture: UIPanGestureRecognizer) {
let translation = guesture.translation(in: self.view)
if let guestureView = guesture.view {
guestureView.center = CGPoint(x: guestureView.center.x + translation.x, y: guestureView.center.y + translation.y)
if guesture.state == .ended {
print("Guesture Center - Ended = \(guestureView.center)")
}
}
guesture.setTranslation(CGPoint.zero, in: self.view)
}
If you're using autolayout on the buttonStack you can't manipulate the guestureView.center centerX directly. You have to work with the constraints to achieve the drag effect.
So instead of ButtonStack.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true you should do something along the lines of:
let centerXConstraint = ButtonStack.centerXAnchor.constraint(equalTo: self.view.centerXAnchor)
centerXConstraint.isActive = true
ButtonStack.centerXConstraint = centerXConstraint
To do it like this you should declare a weak property of type NSLayoutConstraint on the ButtonStack class. You can do the same thing for the centerY constraint.
After that in the func pan(guesture: UIPanGestureRecognizer) method you can manipulate the centerXConstraint and centerYConstraint properties directly on the ButtonStack view.
Also, I see you are not setting the translatesAutoresizingMaskIntoConstraints property to false on the ButtonStack. You should do that whenever you are using autolayout programatically.
Thanks to PGDev and marosoaie for their input. Both provided insight for me to figure this one out.
My code worked with just the one button, but my project had three buttons inside a UIStackView.
Once I moved one button, it effectively broke the UIStackView and I lost control over the moved button.
The fix here was to take the three buttons out of the UIStackView and I can now move and control all three buttons without issues.
As for keeping a handle on the button / text field UIStackView, this was achieved by adding a .tag to the UIStackView.
Once I moved the element, the .ended action of the pan could access the .tag and therefore allow me to identify which button stack was moved.
Thanks again for all of the input.
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.