I have a UIPageViewController as walkthrough presentation for my app. The walkthrough has basically 5 pages in total. Page 4 has a UITextField programmatically set. Don't mind the other objects like labels or Images.
The problem I have is that when the user reaches page 4, The user is presented with a Textfield which i'd like the keyboard to show up automatically via a becomeFirstResponder.
When I load this 4th view with the textfield, It shows up very quickly on the simulator and on my device and then goes back down. It basically shows up via the becomeFirstResponder code but somehow then resigns within 1 second.
I have tried this programmatically and also via the storyboard UITextfield to see if that made a difference but both seem to not work.
The code that executes a label is where I also executed the UITextField programmatically but for this example, I removed it and used an IBOutlet instead as you can see.
Also, in this case 3 I would put the becomeFirstResponder to activate the keyboard but it still did not work as expected.
Right now I left it in the viewWillAppear method as you can see.
Here is my code for this specific scenario:
import UIKit
class WalkthroughViewController: UIViewController {
#IBOutlet var headingLabel:UILabel!
#IBOutlet var contentLabel:UILabel!
#IBOutlet var contentImageView:UIImageView!
#IBOutlet var pageControl:UIPageControl!
#IBOutlet var forwardButton:UIButton!
// This was added via storyboard via drag and drop
#IBOutlet var nameField: UITextField!
// This is a UITextfield programmatically
let textField = UITextField(frame: CGRectMake(20, 200.0, 330.0, 40.0)) // x=x-cord, y=y-cord, Width, Height
// May 2 Updates
func textFieldFunc() {
textField.textAlignment = NSTextAlignment.Center
textField.textColor = UIColor.wetAsphaltColor()
textField.backgroundColor = UIColor.whiteColor()
textField.font = UIFont(name: "avenir", size: 21)
textField.borderStyle = UITextBorderStyle.None
textField.autocapitalizationType = UITextAutocapitalizationType.Words // If you need any capitalization
textField.becomeFirstResponder()
self.view.addSubview(textField)
}
func nameLabel() {
let label = UILabel(frame: CGRectMake(15, 180, 265, 33))
label.center = CGPointMake(185, 160)
label.textColor = UIColor.cloudsColor()
label.font = UIFont(name: "avenir", size: 30)
label.textAlignment = NSTextAlignment.Center
label.text = "Whats your name?"
self.view.addSubview(label)
}
#IBAction func submit(sender: AnyObject) {
// Thisis going to handle the name later and it will then reguster the user for later use within the app
}
var index = 0
var heading = ""
var imageFile = ""
var content = ""
override func viewDidLoad() {
super.viewDidLoad()
headingLabel.text = heading
contentLabel.text = content
contentImageView.image = UIImage(named: imageFile)
pageControl.currentPage = index
// 0...2
switch index {
case 0...2: forwardButton.setTitle("NEXT", forState: UIControlState.Normal)
nameField.hidden = true
// 3
case 3:
nameLabel()
nameField.hidden = false
case 4:
forwardButton.setTitle("DONE", forState: UIControlState.Normal)
default: break
}
print("Index: \(index)")
}
#IBAction func nextButtonTapped(sender: UIButton) {
switch index {
case 0...3: // 2
let pageViewController = parentViewController as! WalkthroughPageViewController
pageViewController.forward(index)
case 4: // 3
let defaults = NSUserDefaults.standardUserDefaults()
defaults.setBool(true, forKey: "finishedWalkedThrough")
dismissViewControllerAnimated(true, completion: nil)
default: break
}
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
if nameField.hidden == false {
nameField.becomeFirstResponder()
}
}
}
My question is, how can I remedy this so that when the 4th page is presented in a slide through manner, the UITextfield can present the keyboard like a normal view?
As I saw in a very similar post, This actually worked. I managed to solve it by using this:
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
if index == 3 {
dispatch_async(dispatch_get_main_queue(), {() -> Void in
let strongSelf: WalkthroughViewController = self
strongSelf.textField.becomeFirstResponder()
})
}
}
Now when I scroll to the 4th page (3rd from 0), It loads the keyboard with the .becomeFirstResponder as a normal UITextField would.
dispatch_after(DISPATCH_TIME_NOW, dispatch_get_main_queue(), ^{
[self.yourTextField becomeFirstResponder];
});
For Swift 3:
DispatchQueue.main.async(execute: {() -> Void in
let strongSelf: WalkthroughViewController = self
strongSelf. textField.becomeFirstResponder()
})
I didn't have to specify the index position of the ViewController
Related
I have an app where I created a custom tabbar item in a UITabbarController, that someone can press to take a picture, and it looks like it does below.
That is exactly what I want, the problem is that when I test it on an iPhone X, the tabbar item for the camera looks lower then I would like, for example:
I have tried a couple of things to fix this, such as fixing the height of the tabbar in the viewDidLayoutSubviews(), but it messed with the tabbar on the iPhone 8. I also made sure that the "Use Safe Area Layout Guides" is selected, but it still doesn't work.
I also tried to change the frame of the tabbar item, but that doesn't work either.
This is the code that I used for the custom tabbar Controller:
import UIKit
class OtherTabController: UITabBarController, UITabBarControllerDelegate {
override func viewDidLoad() {
super.viewDidLoad()
setupBtn()
// Do any additional setup after loading the view.
}
func setupBtn() {
let centerBtn = UIButton(frame: CGRect(x: 0, y: 10, width: 45, height: 45))
var centerBtnFrame = centerBtn.frame
centerBtnFrame.origin.y = (view.bounds.height - centerBtnFrame.height) - 2
centerBtnFrame.origin.x = view.bounds.width/2 - centerBtnFrame.size.width/2
centerBtn.frame = centerBtnFrame
centerBtn.layer.cornerRadius = 35
view.addSubview(centerBtn)
let centerImg = UIImage(named: "Other")
centerBtn.setBackgroundImage(centerImg, for: .normal)
centerBtn.addTarget(self, action: #selector(centerBtnAction(sender:)), for: .touchUpInside)
view.layoutIfNeeded()
}
#objc private func centerBtnAction(sender: UIButton) {
print("Camera")
cameraAction()
}
func cameraAction() {
let alertController = UIAlertController.init(title: nil, message: nil, preferredStyle: .actionSheet)
let takePhotoAction = UIAlertAction(title: "Take a Photo", style: .default, handler: nil)
alertController.addAction(takePhotoAction)
let selectFromAlbumAction = UIAlertAction(title: "Select from Album", style: .default, handler: nil)
alertController.addAction(selectFromAlbumAction)
let cancelAction = UIAlertAction(title: "Cancel", style: .cancel, handler: nil)
alertController.addAction(cancelAction)
self.present(alertController, animated: true, completion: nil)
//OtherTabController?.present(alertController, animated: true, completion: nil)
}
}
If there is anything else I could help with, please ask. Thank you
EDIT:
I tried to make the y view the same as the super view but all it did was move the button to the top of the screen.
var centerBtnFrame = centerBtn.frame
centerBtnFrame.origin.y = view.bounds.minY //Make centerBtn' top equal to that of view's
centerBtnFrame.origin.x = view.bounds.width/2 - centerBtnFrame.size.width/2
centerBtn.frame = centerBtnFrame
If you need any more info, please ask. Thank you
Edit:
With the help of #Revanth Kausikan, I decided to create a custom tabbar with a view and a few buttons. It works very well in my opinion. It looks a little rough around the edges, but this is just a test for now.
Here is the code for the view:
import UIKit
class ItemScene: UIViewController {
#IBOutlet var customTab: UIView!
#IBOutlet weak var cameraBtn: UIButton!
#IBOutlet weak var twoBtn: UIButton!
#IBOutlet weak var oneBtn: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func cameraBtnPressed(_ sender: Any) {
print("Camera")
}
#IBAction func twoBtnPressed(_ sender: Any) {
self.performSegue(withIdentifier: "segue", sender: nil)
print("Two")
}
#IBAction func oneBtnPressed(_ sender: Any) {
print("One")
}
}
this is the code for the second ViewController:
import UIKit
class TestingViewController: UIViewController {
#IBOutlet weak var cameraBtn: UIButton!
#IBOutlet weak var oneBtn: UIButton!
#IBOutlet weak var twoBtn: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
#IBAction func cameraBtnPressed(_ sender: Any) {
print("Camera")
}
#IBAction func twoBtnPressed(_ sender: Any) {
print("Two")
}
#IBAction func oneBtnPressed(_ sender: Any) {
performSegueToReturnBack()
print("One")
}
}
extension UIViewController {
func performSegueToReturnBack() {
if let nav = self.navigationController {
nav.popViewController(animated: true)
} else {
self.dismiss(animated: true, completion: nil)
}
}
}
If anyone has anything else to add it would be greatly appreciated. Thank you
The Y point of button frame must be the same as that of it's super view (i.e. tab bar here).
If you've not created an outlet for the tab bar, first do so.
Ctrl (or right) click and drag from your tab bar in the storyboard to its associated view controller, to create an outlet. (assume that I'm naming it as tabBar)
now try this:
var centerBtnFrame = centerBtn.frame
let tabBarFrame = self.convert(tabBar.frame, to: view)
centerBtnFrame.origin.y = tabBarFrame.minY //Make centerBtn' top equal to that of tabBar's
centerBtnFrame.origin.x = view.bounds.width/2 - centerBtnFrame.size.width/2
centerBtn.frame = centerBtnFrame
Alternatively, you can try this:
var centerBtnFrame = centerBtn.frame
centerBtnFrame.origin.y = view.height - tabBar.height //This is the same logic as you've used for fixing x value of centerBtnFrame.
centerBtnFrame.origin.x = view.bounds.width/2 - centerBtnFrame.size.width/2
centerBtn.frame = centerBtnFrame
Yet another approach is to go back to the constraints, and make sure the elements and the base view are within the safe area.
If my guess is right (since you've not provided details about the constraints in the question), you've set the base view (the view that is in the bottom/base, holding all other elements on it) to fit itself with the entire view are of the view controller. Consider changing it to fit itself within the safe area.
Let me know the results.
EDIT
My opinion on your new attempt: It's really good, and I see that you are now able to customize it a lot more.
To improve it, you can try these:
Here, there are three views that are clickable in nature. we can use this to increase the interactive area as per our wish, to provide a natural experience for the user.
Here are it's constraints:
Other than these suggestions, I don't think I need to provide any. Your method is self sufficient for your implementation idea.
:)
Try this code working 100% ...
Declare the button
var menuButton = UIButton()
override func viewDidLoad() {
super.viewDidLoad()
setupMiddleButton()
}
//create the method
func setupMiddleButton(flag:String) {
menuButton = UIButton(frame: CGRect(x: 0, y: 0, width: 60, height: 60))
var menuButtonFrame = menuButton.frame
menuButtonFrame.origin.y = tabBar.bounds.height - menuButtonFrame.height
menuButtonFrame.origin.x = tabBar.bounds.width/2 - menuButtonFrame.size.width/2
menuButton.frame = menuButtonFrame
menuButton.backgroundColor = UIColor.red
menuButton.layer.borderColor = UIColor.black.cgColor
menuButton.layer.borderWidth = 1
tabBar.addSubview(menuButton)
menuButton.layer.cornerRadius = menuButtonFrame.height/2
menuButton.setImage(UIImage(named: "Homenormal"), for: .normal)
menuButton.addTarget(self, action: #selector(menuButtonAction(sender:)), for: .touchUpInside)
}
//button methods inside add background colour
#objc private func menuButtonAction(sender: UIButton) {
menuButton.backgroundColor = UIColor.red
selectedIndex = 2
print("menuButtonActio=\(sender.tag)")
}
//next Tabbar didselect
override func tabBar(_ tabBar: UITabBar, didSelect item: UITabBarItem) {
let Selected_index = tabBar.items?.lastIndex(of: item)
print("selectedIndex123=\(Selected_index)")
if Selected_index == 0 {
menuButton.backgroundColor = UIColor.darkGray
menuButton.layer.borderColor = UIColor.black.cgColor
}
else if Selected_index == 1 {
menuButton.backgroundColor = UIColor.darkGray
menuButton.layer.borderColor = UIColor.black.cgColor
}
else if Selected_index == 2 {
menuButton.backgroundColor = UIColor.red
menuButton.layer.borderColor = UIColor.black.cgColor
}
else if Selected_index == 3 {
menuButton.backgroundColor = UIColor.darkGray
menuButton.layer.borderColor = UIColor.black.cgColor
}
else if Selected_index == 4 {
menuButton.backgroundColor = UIColor.darkGray
menuButton.layer.borderColor = UIColor.black.cgColor
}
}
My question is pretty much stated in the title. I'm trying to add dynamic type (as defined here) to a UISearchBar with no luck. I know this is possible as the system apps seem to be able to handle it just fine as shown here:
However, my app doesn't seem to be handling that so well as shown here:
Knowing that UITextField is contained within UISearchBar I naturally tried this solution without success:
UITextField.appearance(whenContainedInInstancesOf: [UISearchBar.self]).adjustsFontForContentSizeCategory = true
I've also tried searching online/checking documentation but I can't seem to find a solution anywhere. Is there something I'm missing to get dynamic type working in a UISearchBar.
Update:
#matt suggested I do a manual check and update the font that way. However, that is yielding another issue as the search bar itself is too small to fit the text as shown here:
#matt suggested to update the height as well using the scaledValue(for:) method, however this doesn't seem to work. Here's the code I'm using:
override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
super.traitCollectionDidChange(previousTraitCollection)
UITextField.appearance(whenContainedInInstancesOf: [UISearchBar.self]).font = UIFont.preferredFont(forTextStyle: .body)
let textFieldFrame = UITextField.appearance(whenContainedInInstancesOf: [UISearchBar.self]).frame
UITextField.appearance(whenContainedInInstancesOf: [UISearchBar.self]).frame = CGRect(x: textFieldFrame.minX, y: textFieldFrame.minY, width: textFieldFrame.width, height: UIFontMetrics.default.scaledValue(for: textFieldFrame.height))
}
The font seems to now be scaling with this updated code, yet the search bar's height isn't growing:
override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
super.traitCollectionDidChange(previousTraitCollection)
searchBar.textField?.font = UIFont.preferredFont(forTextStyle: .body)
if let textFieldFrame = searchBar.textField?.frame {
searchBar.textField?.frame = CGRect(x: textFieldFrame.minX, y: textFieldFrame.minY, width: textFieldFrame.width, height: UIFontMetrics.default.scaledValue(for: textFieldFrame.height))
}
}
Also, here's how I found the textField (just in case other users who get stuck would like to know):
extension UISearchBar {
var textField: UITextField? {
var _textField: UITextField? = nil
subviews.forEach {
$0.subviews.forEach {
if let textField = $0 as? UITextField {
_textField = textField
}
}
}
return _textField
}
}
I have followed these milestones to reach your goal:
Automatically Adjusts Font with the Dynamic Type feature (STEP 1).
Adapt the searchbar constraints (STEP 2) AND its textfield constraints (STEP 3) when a new preferred content size category occurs.
class SearchBarDynamicTypeVC: UIViewController {
#IBOutlet weak var mySearchBar: UISearchBar!
let fontHead = UIFont(name: "Chalkduster", size: 20.0)
let fontHeadMetrics = UIFontMetrics(forTextStyle: .title1)
var initialFrameHeight: CGFloat = 0.0
override func viewDidLoad() {
super.viewDidLoad()
UITextField.appearance(whenContainedInInstancesOf: [UISearchBar.self]).font = fontHeadMetrics.scaledFont(for: fontHead!)
mySearchBar.textField?.adjustsFontForContentSizeCategory = true //STEP 1
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
initialFrameHeight = mySearchBar.intrinsicContentSize.height
if let textField = mySearchBar.textField {
adaptConstraints(textField) //Initialization according to the first preferred content size category
}
}
override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
super.traitCollectionDidChange(previousTraitCollection)
if let textField = mySearchBar.textField,
let _ = previousTraitCollection {
adaptConstraints(textField) // STEP 2 & 3
}
}
private func adaptConstraints(_ textField: UITextField) {
// Adapt the SEARCHBAR constraints
mySearchBar.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.deactivate(mySearchBar.constraints)
let heightSB = mySearchBar.heightAnchor.constraint(equalToConstant: fontHeadMetrics.scaledValue(for: initialFrameHeight))
let widthSB = mySearchBar.widthAnchor.constraint(equalToConstant: UIScreen.main.bounds.width - 20)
let centerVSB = mySearchBar.centerYAnchor.constraint(equalTo: self.view.centerYAnchor)
let centerHSB = mySearchBar.centerXAnchor.constraint(equalTo: self.view.centerXAnchor)
NSLayoutConstraint.activate([centerVSB,
centerHSB,
widthSB,
heightSB])
// Adapt the SEARCHBAR TEXTFIELD constraints
textField.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.deactivate(textField.constraints)
let centerXTF = textField.centerXAnchor.constraint(equalTo: textField.superview!.centerXAnchor)
let centerYTF = textField.centerYAnchor.constraint(equalTo: textField.superview!.centerYAnchor)
let widthTF = textField.widthAnchor.constraint(equalTo: textField.superview!.widthAnchor, constant: -20.0)
let heightTF = textField.heightAnchor.constraint(equalTo: textField.superview!.heightAnchor, constant: -20.0)
NSLayoutConstraint.activate([centerXTF,
centerYTF,
widthTF,
heightTF])
}
}
I used the code snippet provided in your post to get the searchbar textfield:
extension UISearchBar {
var textField: UITextField? {
var _textField: UITextField? = nil
subviews.forEach {
$0.subviews.forEach {
if let textField = $0 as? UITextField {
_textField = textField
}
}
}
return _textField
}
}
However, you can also get it using the key searchField as follows:
let textField = searchBar.value(forKey: "searchField") as? UITextField
The snapshots hereunder show the final result:
You can now add dynamic type to a UISearchBar by adapting the code snippet above and customizing the visual personal choices (text style, font, margins...).
How to set this type of animation in UITextField? Nowadays, Many apps are using this.
I've found the solution. You can manage this type of animation using multiple labels, and show-hide those labels into textFieldDidBeginEditing method.
If you want nice animation same as you describe into your question, then try once following third party repository for UITextField.
JVFloatLabeledTextField
UIFloatLabelTextField
FloatLabelFields
If you are looking for the UITextView equivalent of this animation, please visit UIFloatLabelTextView repository.
This problem can be solved logically with the use of multiple labels and text-fields and later we can add animation if needed. I will like to explain this problem using three images, namely Img1, Img2 and Img3.
Img1 points to storyboard, where we have designed our interface. Here we have used three Labels each followed by TextField and UIView(line below Textfield).
Img2: It points to the initial screen when the app launches or when we press the "Sign up" Button at the bottom, which resets the screen. In this Image, the labels are hidden as textfields are blank with and view color is gray.
Img3: This image reflects the editing of Textfield. As we start editing text field(here the first one, namely name), the label shows up, size of textfield decreases, placeholder changes and color of view changes to black.
We need to keep one more thing in mind, when we stop editing any textfield and if it is still blank then set it properties to original.
I am adding code for this Question which I was asked as assignment in an interview.
import UIKit
class FloatingLabelViewController: UIViewController, UITextFieldDelegate, UINavigationControllerDelegate {
//UITextFieldDelegate - protocol defines methods that you use to manage the editing and validation of text in a UITextField object. All of the methods of this protocol are optional.
//UINavigationControllerDelegate - Use a navigation controller delegate (a custom object that implements this protocol) to modify behavior when a view controller is pushed or popped from the navigation stack of a UINavigationController object.
#IBOutlet weak var NameLbl: UILabel!
#IBOutlet weak var EmailLbl: UILabel!
#IBOutlet weak var PasswordLbl: UILabel!
#IBOutlet weak var NameTxf: UITextField!
#IBOutlet weak var EmailTxf: UITextField!
#IBOutlet weak var PasswordTxf: UITextField!
#IBOutlet weak var SignUpBtn: UIButton!
#IBOutlet weak var NameView: UIView!
#IBOutlet weak var EmailView: UIView!
#IBOutlet weak var PasswordView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
NameTxf.delegate = self
EmailTxf.delegate = self
PasswordTxf.delegate = self
self.property()
//black is varaiable here
//setTitleColor - Sets the color of the title to use for the specified state
//var layer - The view’s Core Animation layer used for rendering. this propert is never nil
//cg color - Quartz color refernce
SignUpBtn.backgroundColor = UIColor.black
SignUpBtn.setTitleColor(UIColor.white, for: .normal)
SignUpBtn.layer.borderWidth = 1
SignUpBtn.layer.borderColor = UIColor.black.cgColor
//Tap guesture recognizer to hide keyboard
let tap: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(FloatingLabelViewController.dismissKeyboard))
view.addGestureRecognizer(tap)
// UITapGestureRecognizer - UITapGestureRecognizer is a concrete subclass of UIGestureRecognizer that looks for single or multiple taps. For the gesture to be recognized, the specified number of fingers must tap the view a specified number of times.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
//textFieldShouldReturn - Asks the delegate if the text field should process the pressing of the return button. The text field calls this method whenever the user taps the return button. YES if the text field should implement its default behavior for the return button; otherwise, NO.
// endEditing - Causes the view (or one of its embedded text fields) to resign the first responder status.
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
self.view.endEditing(true)
return false
}
func dismissKeyboard() {
//Causes the view (or one of its embedded text fields) to resign the first responder status.
view.endEditing(true)
}
//When user Starts Editing the textfield
// textFieldDidBeginEditing - Tells the delegate that editing began in the specified text field
func textFieldDidBeginEditing(_ textField: UITextField) {
if textField == self.NameTxf
{
self.NameTxf.font = UIFont.italicSystemFont(ofSize: 15)
self.NameLbl.isHidden = false
self.NameLbl.text = self.NameTxf.placeholder
self.NameTxf.placeholder = "First Last"
NameView.backgroundColor = UIColor.black.withAlphaComponent(0.5)
}
else if textField == self.EmailTxf
{
self.EmailTxf.font = UIFont.italicSystemFont(ofSize: 15)
self.EmailLbl.isHidden = false
self.EmailLbl.text = self.EmailTxf.placeholder
self.EmailTxf.placeholder = "abc#gmail.com"
EmailView.backgroundColor = UIColor.black.withAlphaComponent(0.5)
}
else if textField == self.PasswordTxf
{
self.PasswordTxf.font = UIFont.italicSystemFont(ofSize: 15)
self.PasswordLbl.isHidden = false
self.PasswordLbl.text = self.PasswordTxf.placeholder
self.PasswordTxf.placeholder = "........."
PasswordView.backgroundColor = UIColor.black.withAlphaComponent(0.5)
}
}
//When User End editing the textfield.
// textFieldDidEndEditing - Tells the delegate that editing stopped for the specified text field.
func textFieldDidEndEditing(_ textField: UITextField) {
//Checkes if textfield is empty or not after after user ends editing.
if textField == self.NameTxf
{
if self.NameTxf.text == ""
{
self.NameTxf.font = UIFont.italicSystemFont(ofSize: 25)
self.NameLbl.isHidden = true
self.NameTxf.placeholder = "Name"
NameView.backgroundColor = UIColor.lightGray.withAlphaComponent(0.5)
}
}
else if textField == self.EmailTxf
{
if self.EmailTxf.text == ""
{
self.EmailTxf.font = UIFont.italicSystemFont(ofSize: 25)
self.EmailLbl.isHidden = true
self.EmailTxf.placeholder = "Email"
EmailView.backgroundColor = UIColor.lightGray.withAlphaComponent(0.5)
}
}
else if textField == self.PasswordTxf
{
if self.PasswordTxf.text == ""
{
self.PasswordTxf.font = UIFont.italicSystemFont(ofSize: 25)
self.PasswordLbl.isHidden = true
self.PasswordTxf.placeholder = "Password"
PasswordView.backgroundColor = UIColor.lightGray.withAlphaComponent(0.5)
}
}
}
//Action on SingUp button Clicked.
#IBAction func signupClicked(_ sender: Any) {
self.property()
self.dismissKeyboard() //TO dismiss the Keyboard on the click of SIGNUP button.
}
//Function to set the property of Textfields, Views corresponding to TextFields and Labels.
func property(){
NameLbl.isHidden = true
EmailLbl.isHidden = true
PasswordLbl.isHidden = true
NameTxf.text = ""
EmailTxf.text = ""
PasswordTxf.text = ""
NameTxf.placeholder = "Name"
EmailTxf.placeholder = "Email"
PasswordTxf.placeholder = "Password"
self.NameTxf.font = UIFont.italicSystemFont(ofSize: 25)
self.EmailTxf.font = UIFont.italicSystemFont(ofSize: 25)
self.PasswordTxf.font = UIFont.italicSystemFont(ofSize: 25)
EmailTxf.keyboardType = UIKeyboardType.emailAddress
PasswordTxf.isSecureTextEntry = true
NameTxf.autocorrectionType = .no
EmailTxf.autocorrectionType = .no
NameView.backgroundColor = UIColor.lightGray.withAlphaComponent(0.5)
EmailView.backgroundColor = UIColor.lightGray.withAlphaComponent(0.5)
PasswordView.backgroundColor = UIColor.lightGray.withAlphaComponent(0.5)
}
}
For Swift 4.0 and 4.2
Check this library for floating textField
https://github.com/hasnine/iOSUtilitiesSource
Code:
enum placeholderDirection: String {
case placeholderUp = "up"
case placeholderDown = "down"
}
public class IuFloatingTextFiledPlaceHolder: UITextField {
var enableMaterialPlaceHolder : Bool = true
var placeholderAttributes = NSDictionary()
var lblPlaceHolder = UILabel()
var defaultFont = UIFont()
var difference: CGFloat = 22.0
var directionMaterial = placeholderDirection.placeholderUp
var isUnderLineAvailabe : Bool = true
override init(frame: CGRect) {
super.init(frame: frame)
Initialize ()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
Initialize ()
}
func Initialize(){
self.clipsToBounds = false
self.addTarget(self, action: #selector(IuFloatingTextFiledPlaceHolder.textFieldDidChange), for: .editingChanged)
self.EnableMaterialPlaceHolder(enableMaterialPlaceHolder: true)
if isUnderLineAvailabe {
let underLine = UIImageView()
underLine.backgroundColor = UIColor.init(red: 197/255.0, green: 197/255.0, blue: 197/255.0, alpha: 0.8)
// underLine.frame = CGRectMake(0, self.frame.size.height-1, self.frame.size.width, 1)
underLine.frame = CGRect(x: 0, y: self.frame.size.height-1, width : self.frame.size.width, height : 1)
underLine.clipsToBounds = true
self.addSubview(underLine)
}
defaultFont = self.font!
}
#IBInspectable var placeHolderColor: UIColor? = UIColor.lightGray {
didSet {
self.attributedPlaceholder = NSAttributedString(string: self.placeholder! as String ,
attributes:[NSAttributedString.Key.foregroundColor: placeHolderColor!])
}
}
override public var placeholder:String? {
didSet {
// NSLog("placeholder = \(placeholder)")
}
willSet {
let atts = [NSAttributedString.Key.foregroundColor.rawValue: UIColor.lightGray, NSAttributedString.Key.font: UIFont.labelFontSize] as! [NSAttributedString.Key : Any]
self.attributedPlaceholder = NSAttributedString(string: newValue!, attributes:atts)
self.EnableMaterialPlaceHolder(enableMaterialPlaceHolder: self.enableMaterialPlaceHolder)
}
}
override public var attributedText:NSAttributedString? {
didSet {
// NSLog("text = \(text)")
}
willSet {
if (self.placeholder != nil) && (self.text != "")
{
let string = NSString(string : self.placeholder!)
self.placeholderText(string)
}
}
}
#objc func textFieldDidChange(){
if self.enableMaterialPlaceHolder {
if (self.text == nil) || (self.text?.count)! > 0 {
self.lblPlaceHolder.alpha = 1
self.attributedPlaceholder = nil
self.lblPlaceHolder.textColor = self.placeHolderColor
self.lblPlaceHolder.frame.origin.x = 0 ////\\
let fontSize = self.font!.pointSize;
self.lblPlaceHolder.font = UIFont.init(name: (self.font?.fontName)!, size: fontSize-3)
}
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 0.6, initialSpringVelocity: 1, options: .curveEaseInOut, animations: {() -> Void in
if (self.text == nil) || (self.text?.count)! <= 0 {
self.lblPlaceHolder.font = self.defaultFont
self.lblPlaceHolder.frame = CGRect(x: self.lblPlaceHolder.frame.origin.x+10, y : 0, width :self.frame.size.width, height : self.frame.size.height)
}
else {
if self.directionMaterial == placeholderDirection.placeholderUp {
self.lblPlaceHolder.frame = CGRect(x : self.lblPlaceHolder.frame.origin.x, y : -self.difference, width : self.frame.size.width, height : self.frame.size.height)
}else{
self.lblPlaceHolder.frame = CGRect(x : self.lblPlaceHolder.frame.origin.x, y : self.difference, width : self.frame.size.width, height : self.frame.size.height)
}
}
}, completion: {(finished: Bool) -> Void in
})
}
}
func EnableMaterialPlaceHolder(enableMaterialPlaceHolder: Bool){
self.enableMaterialPlaceHolder = enableMaterialPlaceHolder
self.lblPlaceHolder = UILabel()
self.lblPlaceHolder.frame = CGRect(x: 0, y : 0, width : 0, height :self.frame.size.height)
self.lblPlaceHolder.font = UIFont.systemFont(ofSize: 10)
self.lblPlaceHolder.alpha = 0
self.lblPlaceHolder.clipsToBounds = true
self.addSubview(self.lblPlaceHolder)
self.lblPlaceHolder.attributedText = self.attributedPlaceholder
//self.lblPlaceHolder.sizeToFit()
}
func placeholderText(_ placeholder: NSString){
let atts = [NSAttributedString.Key.foregroundColor: UIColor.lightGray, NSAttributedString.Key.font: UIFont.labelFontSize] as [NSAttributedString.Key : Any]
self.attributedPlaceholder = NSAttributedString(string: placeholder as String , attributes:atts)
self.EnableMaterialPlaceHolder(enableMaterialPlaceHolder: self.enableMaterialPlaceHolder)
}
override public func becomeFirstResponder()->(Bool){
let returnValue = super.becomeFirstResponder()
return returnValue
}
override public func resignFirstResponder()->(Bool){
let returnValue = super.resignFirstResponder()
return returnValue
}
override public func layoutSubviews() {
super.layoutSubviews()
}
}
You can try using JSInputField which supports data validations as well.
JSInputField *inputField = [[JSInputField alloc] initWithFrame:CGRectMake(10, 100, 300, 50)];
[self.view addSubview:inputField];
[inputField setPlaceholder:#"Enter Text"];
[inputField setRoundedCorners:UIRectCornerAllCorners];
[inputField addValidationRule:JSCreateRuleNotNullValue]; //This will validate field for null value. It will show error if field is empty.
[inputField addValidationRule:JSCreateRuleNumeric(2)]; //This will validate field for numeric values and restrict to enter value upto 2 decimal places.
You can use SkyFloatingLabelTextField. It is SkyScanner's library for this kind of label or textField animations.
https://github.com/Skyscanner/SkyFloatingLabelTextField
I hope this answer will works for you.
Enjoy.
use this code
[your_textfieldname setShowsTouchWhenHighlighted:YES];
I'm trying to have a custom UIButton become hidden once it's pressed a certain number of times...but I'm at a loss.
Having exhausted my limited knowledge and consulting the Apple's documentation as well as the internet for the better part of 3 hours, I've finally made my way here. I've been learning Swift for a short while now and am making an effort to become more familiar with it. This is my first object-oriented language and it's testing me to say the least. Any help with this more likely than not ridiculously simple problem is very much appreciated.
import UIKit
class ViewController: UIViewController{
#IBOutlet weak var buttonMessageDisplay: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
buttonPressed()
}
var tapcount = 0
let buttonMessage : [String] = [/* long array of strings */]
func buttonPressed() {
let button = UIButton(type:.Custom) as UIButton
button.frame = CGRectMake(0, 0, 100, 100)
button.center = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height/2);
button.backgroundColor = UIColor.redColor()
button.layer.borderColor = UIColor.blackColor().CGColor
button.layer.borderWidth = 3
button.layer.cornerRadius = 0.5 * button.bounds.size.width
button.setTitle("", forState: UIControlState.Normal)
button.addTarget(self, action: "buttonPressed", forControlEvents: .TouchUpInside)
view.addSubview(button)
switch tapcount {
case 19...23:
//Hides the button
button.hidden = true
buttonMessageDisplay.text = buttonMessage[tapcount]
case 24...31:
//Unhides the button
button.hidden = false
buttonMessageDisplay.text = buttonMessage[tapcount]
default:
buttonMessageDisplay.text = buttonMessage[tapcount]
}
print("Tap Count: \(tapcount)")
++tapcount
}
Updated with Gesture Recognizer:
import UIKit
class ViewController: UIViewController{
#IBOutlet weak var buttonMessageDisplay: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
buttonMessageDisplay.text = ""
let button = UIButton(type:.Custom) as UIButton
button.frame = CGRectMake(0, 0, 100, 100)
button.center = CGPointMake(self.view.frame.size.width/2, self.view.frame.size.height/2);
button.backgroundColor = UIColor.redColor()
button.layer.borderColor = UIColor.blackColor().CGColor
button.layer.borderWidth = 3
button.layer.cornerRadius = 0.5 * button.bounds.size.width
button.setTitle("", forState: UIControlState.Normal)
button.addTarget(self, action: "buttonPressed", forControlEvents: .TouchUpInside)
self.view.addSubview(button)
}
var tapcount : Int = 0
let buttonMessage : [String] = [/* array of strings */]
#IBAction func userTap(sender: UITapGestureRecognizer) {
print("Tap Received")
if case 19...23 = tapcount {
buttonPressed()
}
}
func buttonPressed() {
switch tapcount {
case 0...18:
buttonMessageDisplay.text = buttonMessage[tapcount]
case 19...23:
//Hides the button
button.hidden = true
buttonMessageDisplay.text = buttonMessage[tapcount]
case 24...32:
//Unhides the button
button.hidden = false
buttonMessageDisplay.text = buttonMessage[tapcount]
case 33...100:
buttonMessageDisplay.text = buttonMessage[tapcount]
default:
print("There are no more messages or an error has been encountered")
}
print("Tap Count: \(tapcount)")
++tapcount
}
}
Your code makes no sense. As #formal says in his answer, you're creating a new button on every tap, which is wrong.
You want to define your button in your Storyboard.
Then you want an IBAction method, which takes the button as a parameter:
#IBAction func buttonPressed(sender: UIButton)
{
++tapcount
if tapcount < 19
{
sender.hidden = true
}
}
Note that if the button you're hiding is the same one the user is tapping, once it is hidden, you're done. The user can't tap a hidden button, so there's no way to un-hide it. (And thus no point in your switch statement)
Your main issue is that you are creating a new button every time you call button pressed. Create an #IBOutlet for your button and just set its hidden property in butPressed (which can be set as an action of the button).
Something like:
class ViewController: UIViewController {
#IBOutlet weak var button: UIButton!
#IBOutlet weak var buttonMessageDisplay: UILabel!
var tapcount = 0
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
#IBAction func butPressed(sender: AnyObject) {
switch tapcount {
case 19...23:
//Hides the button
button.hidden = true
case 24...31:
//Unhides the button
button.hidden = false
default: break
}
print("Tap Count: \(tapcount)")
buttonMessageDisplay.text = "Tap: \(tapcount)"
++tapcount
}
}
The method buttonPressed() creates a new button each time it is called. You should define button as a property similar to buttonMessageDisplay and place the code to initialise it within viewDidLoad().
You should give space between range in case condition:
For example:
(IBAction)buttonTapped:(id)sender {
self.count++;
switch (self.count) {
case 5 ... 23 :
self.button.titleLabel.text = #"disable";
self.button.hidden = true;
break;
default:
break;
}
}
I have a Visual Effect View on storyboard connected to my ViewController as an outlet. The effect is burring an ImageView behind it and works great. I'm trying to change the UIBlurEffectStyle from Light to Dark inside a button click IBAction. Any help here would be much appreciated!
#IBOutlet weak var blurView: UIVisualEffectView!
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func changeBlurView() {
// This is wrong, but is my best attempt so far.
self.blurView(UIBlurEffectStyle.Dark)
}
While creating my own app I faced to a similar problem. I do not use IB at all, so everything is done programatically. I looked into the UIVisualEffectView.h and it does not provide any effect change on the fly (hopefully this will change in the future).
So here is my solution (I'm using the latest Swift version, so there is an as! operator):
class CustomVisualEffectView : UIVisualEffectView
{
deinit
{
println("UIVisualEffectView will be destroyed.")
}
}
class ViewController: UIViewController
{
var _blurEffect = UIBlurEffect() // global so you can use it for vibrancy effect view as well
var _blurredEffectView = CustomVisualEffectView()
let _someSubView = UIView()
let _someOtherSubView = UIView()
let _effectChanger = UIButton.buttonWithType(.System) as! UIButton
override func viewDidLoad()
{
super.viewDidLoad()
self.view.backgroundColor = UIColor.orangeColor()
/* create a button to change the effect */
_effectChanger.setTitle("Change effect!", forState: UIControlState.Normal)
_effectChanger.frame.size = CGSize(width: 100, height: 20)
_effectChanger.center = self.view.center
_effectChanger.addTarget(self, action: Selector("buttonClicked"), forControlEvents: UIControlEvents.TouchUpInside)
self.view.addSubview(_effectChanger)
/* here is our effect view */
_blurEffect = UIBlurEffect(style: self.randomBlurEfffectStyle())
_blurredEffectView = CustomVisualEffectView(effect: _blurEffect)
self.layoutEffectView()
self.view.addSubview(_blurredEffectView)
/* create two subviews and put them on the effect view */
_someSubView.frame = CGRectMake(10, 10, 10, 10)
_someSubView.backgroundColor = UIColor.redColor()
_blurredEffectView.contentView.addSubview(_someSubView)
_someOtherSubView.frame = CGRectMake(30, 30, 10, 10)
_someOtherSubView.backgroundColor = UIColor.greenColor()
_blurredEffectView.contentView.addSubview(_someOtherSubView)
}
func layoutEffectView()
{
_blurredEffectView.frame.size = CGSize(width: 100, height: 80)
_blurredEffectView.center = CGPointMake(_effectChanger.center.x, _effectChanger.center.y - 50)
}
func buttonClicked()
{
var tempArray = [AnyObject]()
/* get all subviews from the effect view */
for view in _blurredEffectView.contentView.subviews
{
tempArray.append(view)
view.removeFromSuperview()
}
/* modify your effect view */
_blurEffect = UIBlurEffect(style: self.randomBlurEfffectStyle())
/* IMPORTANT: so the old effect view can be destroyed by arc */
_blurredEffectView.removeFromSuperview()
_blurredEffectView = CustomVisualEffectView(effect: _blurEffect)
/* I think this will be really tricky if you will use auto layout */
self.layoutEffectView()
self.view.addSubview(_blurredEffectView)
/* put all subviews back to the effect view*/
for view in tempArray
{
_blurredEffectView.contentView.addSubview(view as! UIView)
}
}
func randomBlurEfffectStyle() -> UIBlurEffectStyle
{
let randomBlurEffectStyle : UIBlurEffectStyle
switch Int(arc4random_uniform(3)) // [0,1,2]
{
case 0:
randomBlurEffectStyle = .ExtraLight
case 1:
randomBlurEffectStyle = .Light
default:
randomBlurEffectStyle = .Dark
}
return randomBlurEffectStyle
}
}