Move Button & View when Keyboard Appears in Swift - ios

I am trying to move a button that is initially at the bottom of the view, but when a text field is selected and the keyboard rendered, move the button up with it.
If you have used the app Robinhood, its the same functionality when signing in or signing up.
Several other posts have not been able to solve this for me.
Move view with keyboard using Swift
Is there an external repo or solution that has already solved this feature?

First of write the below code into the ui view extension.
extension UIView {
func bindToKeyboard() {
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillChange(_:)), name: UIResponder.keyboardWillChangeFrameNotification, object: nil)
}
#objc func keyboardWillChange(_ notification: NSNotification) {
let duration = notification.userInfo![UIResponder.keyboardAnimationDurationUserInfoKey] as! Double
let curve = notification.userInfo![UIResponder.keyboardAnimationCurveUserInfoKey] as! UInt
let begginingFrame = (notification.userInfo![UIResponder.keyboardFrameBeginUserInfoKey] as! NSValue).cgRectValue
let endFrame = (notification.userInfo![UIResponder.keyboardFrameEndUserInfoKey] as! NSValue).cgRectValue
let deltaY = endFrame.origin.y - begginingFrame.origin.y
UIView.animateKeyframes(withDuration: duration, delay: 0.0, options: UIView.KeyframeAnimationOptions(rawValue: curve), animations: {
self.frame.origin.y += deltaY
}, completion: nil)
}
}
Then use that function like i have used below.
override func viewDidLoad() {
super.viewDidLoad()
yourButtonName.bindToKeyboard()
}
Hope it will be the right solution for you.

Related

keyboardFrameEndUserInfoKey not showing correct values?

I have a text input field at the bottom of my view, which I'm trying to animate up and down to stay on top of the keyboard.
func setupKeyboardObservers() {
NotificationCenter.default.addObserver(self, selector: #selector(handleKeyboardWillChangeFrame), name: UIResponder.keyboardWillChangeFrameNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(handleKeyboardDidShow), name: UIResponder.keyboardDidShowNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(handleKeyboardWillChangeFrame), name: UIResponder.keyboardWillHideNotification, object: nil)
}
#objc func handleKeyboardWillChangeFrame(notification: NSNotification) {
let keyboardFrame = (notification.userInfo?[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue
let keyboardDuration = (notification.userInfo?[UIResponder.keyboardAnimationDurationUserInfoKey] as? Double)
print(keyboardFrame)
orderDetailView?.textInputViewBottomAnchor?.constant = -keyboardFrame!.height
UIView.animate(withDuration: keyboardDuration!) {
self.view.layoutIfNeeded()
}
}
OrderDetailView is the view for the viewcontroller.
The textinputview is the part that animates, and it works correctly when the keyboard first shows up, but does not animate back when I send a message and the keyboard resigns first responder, nor if I resignfirstresponder by clicking outside the keyboard.
When I print the cgrect value from keyboardFrameEndUserInfoKey, it returns the same frame value as when the keyboard is present (instead of 0).
This only seems to work properly when I drag down the keyboard from the view.
Thanks for your help.
In your case the height is still non-zero when keyboard hides which I assume is your issue. You need to convert keyboard frame to your view coordinate system and setup constraints according to that. Check the following:
#objc private func onKeyboardChange(notification: NSNotification) {
guard let info = notification.userInfo else { return }
guard let value: NSValue = info[UIKeyboardFrameEndUserInfoKey] as? NSValue else { return }
let newFrame = value.cgRectValue
if let durationNumber = info[UIKeyboardAnimationDurationUserInfoKey] as? NSNumber, let keyboardCurveNumber = info[UIKeyboardAnimationCurveUserInfoKey] as? NSNumber {
let duration = durationNumber.doubleValue
let keyboardCurve = keyboardCurveNumber.uintValue
UIView.animate(withDuration: duration, delay: 0, options: UIViewAnimationOptions(rawValue: keyboardCurve), animations: {
self.updateFromKeyboardChangeToFrame(newFrame)
}, completion: { _ in
// After animation
})
} else {
self.updateFromKeyboardChangeToFrame(newFrame)
}
}
private func updateFromKeyboardChangeToFrame(_ keyboardFrame: CGRect) {
let view: UIView! // Whatever view that uses bottom constraint
let bottomConstraint: NSLayoutConstraint! // Your bottom constraint
let constant = view.bounds.height-max(0, view.convert(keyboardFrame, from: nil).origin.y)
bottomConstraint.constant = max(0, constant)
view.layoutIfNeeded()
}
In your case you seem to use
let view = self.view
let bottomConstraint = orderDetailView?.textInputViewBottomAnchor
and it depends on how you define your constraint but it seems you will need to use negative values as bottomConstraint.constant = -max(0, constant).

UIView animation does not work after a keyboard notification

When iOS device rotates and keyboard is up, NotificationCenter sends a UIKeyboardWillChangeFrame-notification. I'm trying to start a custom animation at that point. It does not work.
I'm trying to start a layout constrain animation, but I can't use any custom animation duration, because it's somehow overridden by the system. I will always get a constant duration that matches the keyboard moving up/down-animation. How can I use my own animation duration in this situation.
Below is the code example of my desired behaviour:
#objc func keyboardWillChange(_ notification: NSNotification) {
let keyboardFrame = (notification.userInfo![UIKeyboardFrameEndUserInfoKey] as! NSValue).cgRectValue
self.textFieldBottomContstrain.constant = -keyboardFrame.height
UIView.animate(withDuration: myOwnDuration) {
self.view.layoutIfNeeded()
}
}
Update
After some testing I found a really easy solution, although it feels a bit hacky to me.
But anyway adding just two lines of code before the UIView.animate-block seems to reset the automatic animation parameters and my own parameters work again. Here's my working addition:
UIView.setAnimationsEnabled(false)
UIView.setAnimationsEnabled(true)
Update 2
Best solution offered by matt. There is a proper way to override the original animation duration set by runtime: https://developer.apple.com/documentation/uikit/uiviewanimationoptions/1622434-overrideinheritedduration
The problem here is that when keyboardWillChange is called, you are already inside an animation block which you cannot see, supplied by the runtime to animate the movement of the keyboard. Therefore:
You do not need to say UIView.animate, because anything you do here that is animatable will already be animated.
If you do say UIView.animate, your duration will be ignored because it is inherited from the surrounding implicit animation block — unless you add the option to turn off that inheritance: https://developer.apple.com/documentation/uikit/uiviewanimationoptions/1622434-overrideinheritedduration
You should not touch the position of self.view; it isn't your view. If you need to slide the interface while the keyboard is present, give self.view a full subview and slide that.
Try this code.
UIView.animate(withDuration: 0.3, animations: {
self.view.layoutIfNeeded();
self.view.layoutSubviews()
}, completion: {(value: Bool) in
});
I can offer you this approach.
1) Add struct:
struct HeightStruct {
var height: CGFloat
}
2) Add variable:
var heightStruct: HeightStruct = .init(height: 0)
3) Observer method:
#objc func keyboardWillShow(_ notification: Notification) {
if let keyboardFrame: NSValue = notification.userInfo?[UIKeyboardFrameEndUserInfoKey] as? NSValue {
let keyboardRectangle = keyboardFrame.cgRectValue
let keyboardHeight = keyboardRectangle.height
DispatchQueue.main.async {
self.heightStruct.height = keyboardHeight
self.changeTextFieldPosition()
}
}
}
4) Add changeTextFieldPosition method:
func changeTextFieldPosition() {
UIView.animate(withDuration: 5.0) {
self. textFieldBottomContstrain.constant = - self.heightStruct.height
self.view.layoutIfNeeded()
}
}
It looks ugly, but it works.
1. Register keyboard Hide and Show Notification in you viewDidLoad()
NotificationCenter.default.addObserver(self, selector:
#selector(keyBoardWillShow(notification:)), name:
.UIKeyboardWillShow , object: nil)
NotificationCenter.default.addObserver(self, selector:
#selector(keyBoardWillHide(notification:)), name: .UIKeyboardWillHide
, object: nil)
2. Called when keyboard hide and show
#objc func keyBoardWillShow(notification: NSNotification){
adjustInsetForKeyBoards(show: true, notification: notification)
}
#objc func keyBoardWillHide(notification: NSNotification){
adjustInsetForKeyBoards(show: false, notification: notification)
}
3. Your logic to show and hide the keyboard with animation
func adjustInsetForKeyBoards(show: Bool, notification: NSNotification){
let userInfo = notification.userInfo ?? [:]
let keyboardFrame = (userInfo[UIKeyboardFrameBeginUserInfoKey] as! NSValue).cgRectValue
UIView.animate(
withDuration: 1.0,
animations: {
let adjustment = (keyboardFrame.height * (show ? 1 : -1)) + 20
self.scrollView.contentInset.bottom += adjustment
self.scrollView.scrollIndicatorInsets.bottom += adjustment
},
completion: nil)
}
Hope this will work fine for you.

Keyboard covers text fields at the bottom of my view

I have searched
here: Move a view up only when the keyboard covers an input field
here: Move textfield when keyboard appears swift
here: How to make a UITextField move up when keyboard is present?
and here: https://developer.apple.com/library/content/documentation/StringsTextFonts/Conceptual/TextAndWebiPhoneOS/KeyboardManagement/KeyboardManagement.html
Unfortunately, all of the links and seemingly everywhere else I can find do not give a good clean solution that I am looking for. They are either outdated with Obj-c code, or plain do not work in the current iteration of Xcode 9 with Swift 4.
How do I manage a keyboard that is covering text fields at the bottom of my view? I want the screen's view to move only when they keyboard is covering the text field view, without using a scroll view, with the ability to animate this to make it look pretty rather than have it just snap, and most importantly I do not want to use an outside library.
CoreAnimation libraries from Apple are great and all, but all of the sample code is outdated and in objective c which is deprecated at this point (I cannot believe that Apple isn't updating their documentation).
If someone could point me in the right direction to updated and current code or a library from Apple I am missing that will specifically address this issue, it would be much appreciated.
You can use IQKeyboardManagerSwift to solve your issue easily and fast.
Use below pod in your pod file Which give support to Swift 4.
pod 'IQKeyboardManagerSwift', '5.0.0'
Here is link to implement IQKeyboardManagerSwift.
https://github.com/hackiftekhar/IQKeyboardManager
Thanks!!!
This code will work, making your textField animating to above keyboard if its frame intersects with that of keyboard and animating back to original position on keyboard hide.
#IBOutlet weak var textField: UITextField!
var offsetY:CGFloat = 0
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
NotificationCenter.default.addObserver(self, selector: #selector(ViewController.keyboardFrameChangeNotification(notification:)), name: NSNotification.Name.UIKeyboardWillChangeFrame, object: nil)
}
func keyboardFrameChangeNotification(notification: Notification) {
if let userInfo = notification.userInfo {
let endFrame = userInfo[UIKeyboardFrameEndUserInfoKey] as? CGRect
let animationDuration = userInfo[UIKeyboardAnimationDurationUserInfoKey] as? Double ?? 0
let animationCurveRawValue = (userInfo[UIKeyboardAnimationCurveUserInfoKey] as? Int) ?? Int(UIViewAnimationOptions.curveEaseInOut.rawValue)
let animationCurve = UIViewAnimationOptions(rawValue: UInt(animationCurveRawValue))
if let _ = endFrame, endFrame!.intersects(self.textField.frame) {
self.offsetY = self.textField.frame.maxY - endFrame!.minY
UIView.animate(withDuration: animationDuration, delay: TimeInterval(0), options: animationCurve, animations: {
self.textField.frame.origin.y = self.textField.frame.origin.y - self.offsetY
}, completion: nil)
} else {
if self.offsetY != 0 {
UIView.animate(withDuration: animationDuration, delay: TimeInterval(0), options: animationCurve, animations: {
self.textField.frame.origin.y = self.textField.frame.origin.y + self.offsetY
self.offsetY = 0
}, completion: nil)
}
}
}
}
This piece of code worked for me.
In case of multiple textfields
I have implemented only for the textfields which are at the bottom (without using notification observer).
If you are using scrollView, this code might be helpful
(scrollViewDidScroll is optional)
func scrollViewDidScroll(_ scrollView: UIScrollView) {
scrollView.contentSize = CGSize(width: self.scrollView.frame.size.width, height: (scrollView.frame.size.height + 300))// To be more specific, I have used multiple textfields so wanted to scroll to the end.So have given the constant 300.
}
func textFieldDidBeginEditing(_ textField:UITextField) {
self.scrollView.setContentOffset(textField.frame.origin, animated: true)
}
and if you want to set the textfields position according to the view,
try this:
func textFieldDidBeginEditing(_ textField:UITextField){
textField.frame.origin.y = textField.frame.origin.y - 150 //(If have not used contentsizing the scroll view then exclude this line)default origin takes the texfield to the top of the view.So to set lower textfields to proper position have used the constant 150.
self.scrollView.setContentOffset(textField.frame.origin, animated: true)
}
To do specifically for textfields at the bottom. Check their tag value textfield.tag in textFieldDidBeginEditing
func textFieldDidBeginEditing(_ textField:UITextField){
if textField.tag = 4 { //tag value of the textfield which are at the bottom
self.scrollView.setContentOffset(textField.frame.origin, animated: true)
}
}
If you implemented textfields in tableView go with notification observer which is explained below.
If there are multiple textfields in a tableView preferably go with Notification Observer
override func viewDidAppear(_ animated: Bool) {
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow(notification:)), name: NSNotification.Name.UIKeyboardDidShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHide(notification:)), name: NSNotification.Name.UIKeyboardDidHide, object: nil)
}
#objc func keyboardWillShow(notification: NSNotification) {
if let keyboardHeight = (notification.userInfo?[UIKeyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue.height {
self.tableView.contentInset = UIEdgeInsetsMake(0, 0, keyboardHeight, 0)
}
}
#objc func keyboardWillHide(notification: NSNotification) {
UIView.animate(withDuration: 0.2, animations: {
// For some reason adding inset in keyboardWillShow is animated by itself but removing is not, that's why we have to use animateWithDuration here
self.tableView.contentInset = UIEdgeInsetsMake(0, 0, 0, 0)
})
}
deinit {
print("denit")
NotificationCenter.default.removeObserver(self)
}
worked perfectly for me:
http://www.seemuapps.com/move-uitextfield-when-keyboard-is-presented
If delegates are set right,
func textFieldDidBeginEditing(_ textField: UITextField) {
moveTextField(textField, moveDistance: -250, up: true)
}
// Finish Editing The Text Field
func textFieldDidEndEditing(_ textField: UITextField) {
moveTextField(textField, moveDistance: -250, up: false)
}
// Hide the keyboard when the return key pressed
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
textField.resignFirstResponder()
return true
}
// Move the text field in a pretty animation!
func moveTextField(_ textField: UITextField, moveDistance: Int, up: Bool) {
let moveDuration = 0.3
let movement: CGFloat = CGFloat(up ? moveDistance : -moveDistance)
UIView.beginAnimations("animateTextField", context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(moveDuration)
self.view.frame = self.view.frame.offsetBy(dx: 0, dy: movement)
UIView.commitAnimations()
}
Add an extensio to Uiview:
import UIKit
//Binding view to keyboard changes
extension UIView {
func bindToKeyboard(){
NotificationCenter.default.addObserver(self, selector: #selector(UIView.keyboardWillChange(_:)), name: NSNotification.Name.UIKeyboardWillChangeFrame, object: nil)
}
#objc func keyboardWillChange(_ notification: NSNotification) {
let duration = notification.userInfo![UIKeyboardAnimationDurationUserInfoKey] as! Double
let curve = notification.userInfo![UIKeyboardAnimationCurveUserInfoKey] as! UInt
let curFrame = (notification.userInfo![UIKeyboardFrameBeginUserInfoKey] as! NSValue).cgRectValue
let targetFrame = (notification.userInfo![UIKeyboardFrameEndUserInfoKey] as! NSValue).cgRectValue
let deltaY = targetFrame.origin.y - curFrame.origin.y
UIView.animateKeyframes(withDuration: duration, delay: 0.0, options: UIViewKeyframeAnimationOptions(rawValue: curve), animations: {
self.frame.origin.y += deltaY
},completion: {(true) in
self.layoutIfNeeded()
})
}
}

How to move bottom view to top of UIKeyboard

Hi I am trying to make a view's bottom align with the top of UIKeyboard.
Update 1: I have created a github project if you would like to give it a try: https://github.com/JCzz/KeyboardProject
Note: I need the aView to be dynamic.
Update 2: Just pushed - to include using frames
I might have been looking at this for too long, I can not wrap my brain around it :-)
Do you know how?
How do I know if the UIKeyboard is on the way down or up?
If UIKeyboard is up, then how to align it with the view(attachKeyboardToFrame - see code).
I have found the following UIView extension:
import UIKit
extension UIView {
func bindToKeyboard(){
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillChange), name: NSNotification.Name.UIKeyboardWillChangeFrame, object: nil)
}
func unbindFromKeyboard(){
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.UIKeyboardWillChangeFrame, object: nil)
}
#objc
func keyboardWillChange(notification: NSNotification) {
guard let userInfo = notification.userInfo else { return }
let duration = userInfo[UIKeyboardAnimationDurationUserInfoKey] as! Double
let curve = userInfo[UIKeyboardAnimationCurveUserInfoKey] as! UInt
let curFrame = (userInfo[UIKeyboardFrameBeginUserInfoKey] as! NSValue).cgRectValue
let targetFrame = (userInfo[UIKeyboardFrameEndUserInfoKey] as! NSValue).cgRectValue
// To get the total height of view
let topView = UIApplication.shared.windows.last
//
let attachKeyboardToFrame = Singleton.sharedInstance.attachKeyboardToFrame
let global_attachKeyboardToFrame = self.superview?.convert(attachKeyboardToFrame!, to: topView)
if (targetFrame.height + attachKeyboardToFrame!.height) > (topView?.frame.height)! {
self.frame.origin.y = -targetFrame.origin.y
}else{
}
}
}
You can achieve it using following Autolayout solution.
First you need UILayoutGuide that will be used simulate Keyboard aware bottom anchor, and a NSLayoutConstraint that will control this layout guide:
fileprivate let keyboardAwareBottomLayoutGuide: UILayoutGuide = UILayoutGuide()
fileprivate var keyboardTopAnchorConstraint: NSLayoutConstraint!
In the viewDidLoad add the keyboardAwareBottomLayoutGuide to the view and setup the appropriate contraints:
self.view.addLayoutGuide(self.keyboardAwareBottomLayoutGuide)
// this will control keyboardAwareBottomLayoutGuide.topAnchor to be so far from bottom of the bottom as is the height of the presented keyboard
self.keyboardTopAnchorConstraint = self.view.layoutMarginsGuide.bottomAnchor.constraint(equalTo: keyboardAwareBottomLayoutGuide.topAnchor, constant: 0)
self.keyboardTopAnchorConstraint.isActive = true
self.keyboardAwareBottomLayoutGuide.bottomAnchor.constraint(equalTo: view.layoutMarginsGuide.bottomAnchor).isActive = true
Then use following lines to start listening to keyboard showing and hiding:
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShowNotification(notification:)), name: NSNotification.Name.UIKeyboardWillShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHideNotification(notification:)), name: NSNotification.Name.UIKeyboardWillHide, object: nil)
And finally, use following methods to control the keyboardAwareBottomLayoutGuide to mimic the keyboard:
#objc fileprivate func keyboardWillShowNotification(notification: NSNotification) {
updateKeyboardAwareBottomLayoutGuide(with: notification, hiding: false)
}
#objc fileprivate func keyboardWillHideNotification(notification: NSNotification) {
updateKeyboardAwareBottomLayoutGuide(with: notification, hiding: true)
}
fileprivate func updateKeyboardAwareBottomLayoutGuide(with notification: NSNotification, hiding: Bool) {
let userInfo = notification.userInfo
let animationDuration = (userInfo?[UIKeyboardAnimationDurationUserInfoKey] as? NSNumber)?.doubleValue
let keyboardEndFrame = (userInfo?[UIKeyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue
let rawAnimationCurve = (userInfo?[UIKeyboardAnimationCurveUserInfoKey] as? NSNumber)?.uint32Value
guard let animDuration = animationDuration,
let keybrdEndFrame = keyboardEndFrame,
let rawAnimCurve = rawAnimationCurve else {
return
}
let convertedKeyboardEndFrame = view.convert(keybrdEndFrame, from: view.window)
let rawAnimCurveAdjusted = UInt(rawAnimCurve << 16)
let animationCurve = UIViewAnimationOptions(rawValue: rawAnimCurveAdjusted)
// this will move the topAnchor of the keyboardAwareBottomLayoutGuide to height of the keyboard
self.keyboardTopAnchorConstraint.constant = hiding ? 0 : convertedKeyboardEndFrame.size.height
self.view.setNeedsLayout()
UIView.animate(withDuration: animDuration, delay: 0.0, options: [.beginFromCurrentState, animationCurve], animations: {
self.view.layoutIfNeeded()
}, completion: { success in
//
})
}
Now with all this set up, you can use Autolayout to constraint your views to keyboardAwareBottomLayoutGuide.topAnchor instead of self.view.layoutMarginsGuide.bottomAnchor (or self.view.bottomAnchor, whichever you use). keyboardAwareBottomLayoutGuide will automatically adjust to the keyboard showed or hidden.
Example:
uiTextField.bottomAnchor.constraint(equalTo: keyboardAwareBottomLayoutGuide.topAnchor).isActive = true
EDIT: Directly setting frames
While I strongly recommend using Autolayout, in cases when you cannot go with this, directly setting frames can be also a solution. You can use the same principle. In this approach you don't need layout guide, so you don't need any additional instance properties. Just use viewDidLoad to register for listening notifications:
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShowNotification(notification:)), name: NSNotification.Name.UIKeyboardWillShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHideNotification(notification:)), name: NSNotification.Name.UIKeyboardWillHide, object: nil)
Then implement methods that will react to these notifications:
#objc fileprivate func keyboardWillShowNotification(notification: NSNotification) {
adjustToKeyboard(with: notification, hiding: false)
}
#objc fileprivate func keyboardWillHideNotification(notification: NSNotification) {
adjustToKeyboard(with: notification, hiding: true)
}
fileprivate func adjustToKeyboard(with notification: NSNotification, hiding: Bool) {
let userInfo = notification.userInfo
let animationDuration = (userInfo?[UIKeyboardAnimationDurationUserInfoKey] as? NSNumber)?.doubleValue
let keyboardEndFrame = (userInfo?[UIKeyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue
let rawAnimationCurve = (userInfo?[UIKeyboardAnimationCurveUserInfoKey] as? NSNumber)?.uint32Value
guard let animDuration = animationDuration,
let keybrdEndFrame = keyboardEndFrame,
let rawAnimCurve = rawAnimationCurve else {
return
}
let convertedKeyboardEndFrame = view.convert(keybrdEndFrame, from: view.window)
let rawAnimCurveAdjusted = UInt(rawAnimCurve << 16)
let animationCurve = UIViewAnimationOptions(rawValue: rawAnimCurveAdjusted)
// we will go either up or down depending on whether the keyboard is being hidden or shown
let diffInHeight = hiding ? convertedKeyboardEndFrame.size.height : -convertedKeyboardEndFrame.size.height
UIView.animate(withDuration: animDuration, delay: 0.0, options: [.beginFromCurrentState, animationCurve], animations: {
// this will move the frame of the aView according to the diffInHeight calculated above
// of course here you need to set all the frames that would be affected by the keyboard (this is why I prefer using autolayout)
self.aView?.frame = (self.aView?.frame.offsetBy(dx: 0, dy: diff))!
// of course, you can do anything more complex than just moving the aView up..
})
}
In both cases, don't forget to unregister observing the notifications once the viewController is deinitialized to prevent retain cycles:
deinit {
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.UIKeyboardWillShow, object: nil)
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.UIKeyboardWillHide, object: nil)
}

Swift move scroll view up when keyboard present

I'm working on an iOS app and currently all my elements are in a scroll view and when the keyboard is present I move the view up 250 pts. This solved my problem but the keyboard is always a different size per device.
How could I detect how far from the bottom of the screen my text field is and how tall the keyboard is?
You should observe the notification for showing and hiding the keyboard. And after that you can get the exact keyboard size and either shift or change the content insets of your scroll view. Here's a sample code:
extension UIViewController {
func registerForKeyboardDidShowNotification(scrollView: UIScrollView, usingBlock block: (NSNotification -> Void)? = nil) {
NSNotificationCenter.defaultCenter().addObserverForName(UIKeyboardDidShowNotification, object: nil, queue: nil, usingBlock: { (notification) -> Void in
let userInfo = notification.userInfo!
let keyboardSize = userInfo[UIKeyboardFrameBeginUserInfoKey]?.CGRectValue.size
let contentInsets = UIEdgeInsetsMake(scrollView.contentInset.top, scrollView.contentInset.left, keyboardSize!.height, scrollView.contentInset.right)
scrollView.scrollEnabled = true
scrollView.setContentInsetAndScrollIndicatorInsets(contentInsets)
block?(notification)
})
}
func registerForKeyboardWillHideNotification(scrollView: UIScrollView, usingBlock block: (NSNotification -> Void)? = nil) {
NSNotificationCenter.defaultCenter().addObserverForName(UIKeyboardWillHideNotification, object: nil, queue: nil, usingBlock: { (notification) -> Void in
let contentInsets = UIEdgeInsetsMake(scrollView.contentInset.top, scrollView.contentInset.left, 0, scrollView.contentInset.right)
scrollView.setContentInsetAndScrollIndicatorInsets(contentInsets)
scrollView.scrollEnabled = false
block?(notification)
})
}
}
extension UIScrollView {
func setContentInsetAndScrollIndicatorInsets(edgeInsets: UIEdgeInsets) {
self.contentInset = edgeInsets
self.scrollIndicatorInsets = edgeInsets
}
}
And in your UIViewController in which you want to shift the scrollview, just add next lines under the viewDidLoad() function
override func viewDidLoad() {
super.viewDidLoad()
registerForKeyboardDidShowNotification(scrollView)
registerForKeyboardWillHideNotification(scrollView)
}
I'm currently work on this and found a solution. First you need to add a notification to the view controller to identify whether the keyboard is on or not. For that you need to register this notification in viewDidLoad().
override func viewDidLoad() {
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardDidShow:", name: UIKeyboardWillChangeFrameNotification, object: nil)
}
And also don't forget to remove this notification, when the view controller removed from the view. So remove this notification on viewDidDisappear().
override func viewDidDisappear(animated: Bool) {
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillChangeFrameNotification, object: nil)
}
And the final thing is to manage the scroll view when the keyboard is on or off. So first you need to identify the keyboard height.Then for pretty smooth animation, you can use keyboard animation mood and duration time to animate your scroll view.
func keyboardDidShow(notification: NSNotification) {
if let userInfo = notification.userInfo {
let endFrame = (userInfo[UIKeyboardFrameEndUserInfoKey] as? NSValue)?.CGRectValue()
let duration:NSTimeInterval = (userInfo[UIKeyboardAnimationDurationUserInfoKey] as? NSNumber)?.doubleValue ?? 0
let animationCurveRawNSN = userInfo[UIKeyboardAnimationCurveUserInfoKey] as? NSNumber
let animationCurveRaw = animationCurveRawNSN?.unsignedLongValue ?? UIViewAnimationOptions.CurveEaseInOut.rawValue
let animationCurve:UIViewAnimationOptions = UIViewAnimationOptions(rawValue: animationCurveRaw)
if endFrame?.origin.y >= UIScreen.mainScreen().bounds.size.height {
//isKeyboardActive = false
UIView.animateWithDuration(duration,
delay: NSTimeInterval(0),
options: animationCurve,
animations: {
// move scroll view height to 0.0
},
completion: { _ in
})
} else {
//isKeyboardActive = true
UIView.animateWithDuration(duration,
delay: NSTimeInterval(0),
options: animationCurve,
animations: {
// move scroll view height to endFrame?.size.height ?? 0.0
},
completion: { _ in
})
}
}
}
#noir_eagle answer seems right.
But there may be is a simpler solution. Maybe you could try using IQKeyboardManager. It allows you to handle these keyboard things in a simple and seamless way.
I think you really should, at least, spend few minutes looking at it.

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