UIView moves down when Assigning Value to UITextField - ios

I'm making an app that moves the view (when iPone 4s/5/5c/5s) up when the keyboard is shown. however, when i type something using the number pa, it triggers the view to go back down. The code for textField:shouldChangeCharactersInRange:replacementString changes the text and then assigns it back to the textbook.
- (BOOL) textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string {
NSString* totalString = [NSString stringWithFormat:#"%#%#",textField.text,string];
if(textField.tag==102) {
if (([textField.text isEqualToString:#"0"]) && (textField.text.length == 1)) {
textField.text = #"";
NSLog(#"Zero Encountered");
return NO;
}
if (range.length == 1) {
// Delete button was hit.. so tell the method to delete the last char.
textField.text = [_iOSApiService_model formatPhoneNumber:totalString deleteLastChar:YES];
} else {
textField.text = [_iOSApiService_model formatPhoneNumber:totalString deleteLastChar:NO];
}
return YES;
}
return YES;
}
-(void) keyboardWasShown:(NSNotification *)notification {
//The keyboard was shown, move movableView objects UP
NSLog(#"value of _keyboardshownUp is %i",_keyboardshownUp);
if (_keyboardshownUp == 1) {
//Keyboard was already shown
} else {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
//This will move the frame back to place
_movableView.frame = CGRectMake(_movableView.frame.origin.x,
_movableView.frame.origin.y+_variableMove,
_movableView.frame.size.width,
_movableView.frame.size.height);
[UIView commitAnimations];
NSLog(#"Move View up");
_keyboardshownUp = 1;
}
}
-(void) keyboardWillHide:(NSNotification *)notification {
//The keyboard was shown, move movableView objects down
NSLog(#"value of _keyboardshownUp is %i",_keyboardshownUp);
if (_keyboardshownUp == 0) {
//Keyboard was already hiden
} else {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
//This will move the frame back to place
_movableView.frame = CGRectMake(_movableView.frame.origin.x,
_movableView.frame.origin.y-_variableMove,
_movableView.frame.size.width,
_movableView.frame.size.height);
[UIView commitAnimations];
NSLog(#"Move View Down");
_keyboardshownUp = 0;
}
}
I'm doing this in conjunction with UIKeyboardWillHideNotification and UIKeyboardDidShowNotification. If i disable the textField:shouldChangeCharactersInRange:replacementString then there is no problem. but, the moment I assign a value to the "issue" UITextField, as if the keyboard was hidden (even though it is not) and the Main UIView reverts back to its orig position thus the Keyboard obscures the view. PLEASE HELP!!!

Recently i have facing these sort of problem too much, thats why i'm creating a library to face this situation. Take a look at KeyboardAnimator. Hope it met your requirement.

To moves your UI controller, when assigning value to UITextField use the "IQKeybordManager" a library to solved this situation.
IQKeybordManager ran into an issues where the iPhone keyboard slide up and cover the UITextField/UITextView. IQKeyboardManager allows you to prevent issues of the keyboard sliding up and cover UITextField/UITextView without needing you to enter any code and no additional setup required. To use IQKeyboardManager you simply need to add source files to your project.

Related

Prolong UIPickerView [selectRow: inComponent: animated:]'s animation

I'm using a UIPickerView to display random numbers. The user can press a button, and thus trigger a random selection of a number inside the UIPickerView.
It does not matter how many objects or numbers are being displayed inside the UIPickerView, when I call the method:
[self.picker selectRow:randomRow inComponent:0 animated:YES];
It always gets animated with the same time interval.
Is there any option or method to prolong the animation time interval of above method?
I have tried placing it in an animation block:
[UIView beginAnimations:#"identifier" context:nil];
// code
[UIView commitAnimations];
but this seems to be a dead end.
I have also tried executing it in a completion blocks:
// 0.34f is the approximate defualt apple animation
[UIView animateWithDuration:0.34f animations:^{
[self.picker selectRow:randomRow inComponent:0 animated:YES];
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.34f animations:^{
[self.picker selectRow:randomRow inComponent:0 animated:YES];
} completion:nil];
}];
Any help would be appreciated.
I made a project and play for a while till I find out this tricky solution. It base on the method performSelector:afterDelay
Here is the touch up inside code of your button:
- (void)click:(id)sender
{
int randomRow = <>;//Your random method
int currentRow = [_picker selectedRowInComponent:0];
int i = 0;
while(1)
{
i++;
NSString *rowToSelectString = [NSString stringWithFormat:#"%d", currentRow];
NSDictionary *rowToSelectDictionary = #{#"row":rowToSelectString};
if(randomRow < currentRow)
{
// Go backward
currentRow--;
}
else
{
// Go forward
currentRow++;
}
[self performSelector:#selector(selectRowInPicker:) withObject:rowToSelectDictionary afterDelay:i*0.1];//Change the delay as you want
if(currentRow == randomRow)
{
break;
}
}
}
And the trick:
-(void)selectRowInPicker:(NSDictionary *)rowToSelectDictionary
{
NSInteger row = [[rowToSelectDictionary objectForKey:#"row"] integerValue];
[_picker selectRow:row inComponent:0 animated:YES];
}
This work well for me. Tell me if you're having problem with it.
Finally, I have implemented a "thinner" version of the chosen answer:
- (IBAction)spinTheWheelButtonPressed:(UIButton *)sender
{
for (int i = 0; i < 30; i++) {
NSUInteger randomRow = arc4random_uniform((int)[self.dataSource count]);
[self performSelector:#selector(selectRowInPicker:) withObject:#(randomRow) afterDelay:i*0.1];
}
}
- (void)selectRowInPicker:(NSNumber *)randomRow
{
[self.picker selectRow:[randomRow integerValue] inComponent:0 animated:YES];
}
I had a similar problem , but unfortunately there is no easy way to delay the animation thats as far as I know.
So I went around and placed a UIView on top of the pickerView. I subclassed that view to pass all of its touches to the pickerView and when something was selected I just drew a layer with less opacity in the view where the row would usually come to rest and animated it in a animation block since the selection is always right at the middle of the pickerView.

UITextField becomeFirstResponder

I'm trying to move my first responder on using tags in a tableview cell. I've set _txtFieldActive to pick up the active UITextFields tag. I can see this when I press the next button on the keyboard via NSLog. Now however I can't seem to figure out how to resignfirstresponder on that tag, and then move my first responder onto tag 102?? I get an error on the line of code trying to assign tag 102 to *tmp.
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
switch (textField.tag)
{
case 101:
//Do Nothing do not want to close keyboard but move on to next UITextField
if (_txtFieldActive.tag == 101)
{NSLog(#"Tag = 101");
UITextField *tmp = [textField.tag == 102];
[tmp becomeFirstResponder];
}
break;
case 102:
[textField resignFirstResponder];
}
return YES;
}
Many thanks all for your help in advance for any pointers.
Jon.
To get a reference to a view in the current view's hierarchy with a given tag, we need to call viewWithTag:.
if (_txtFieldActive.tag == 101) {
NSLog(#"Tag = 101");
UITextField *tmp = [self.view viewWithTag:102];
[tmp becomeFirstResponder];
}
Try that on for size.
If this is a UITableViewController subclass rather than a UIViewController subclass, you might need [self.tableView viewWithTag:102];, but self.view should work in either case.

UITextField Keyboard not disappearing

I am currently programming an application for iOS 7, but I have recently come across an interesting error. In one of my UIViews, I have 3 normal UITextFields and two other UITextFields that resignFirstResponder when editing begins. They show a UIDatePicker and UIPickerView as well as a UIToolbar. The error I am having is when I am typing in one of the first 3 text fields, and proceed to click the textfield that ends editing without clicking the UIControl (which is called backgroundTapped:), the keyboard does not disappear. I added a log to see whether or not the text field is resigning the firstResponder status with "canResignFirstResponder", and it is returning "1", yet the keyboard does not disappear, even when changing views until I click one of the top 3 text fields and click the background.
Here is my textFieldDidBeginEditing: and the start of my showRunTypePicker: methods:
textFieldDidBeginEditing:
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
[textField becomeFirstResponder];
if (textField.tag == 3005) {
//[textField resignFirstResponder];
//[self.view endEditing:YES];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.25];
[self showRunTypePicker:self];
[UIView commitAnimations];
}
}
showRunTypePicker:
- (IBAction)showRunTypePicker:(id)sender
{
BOOL canResign = [runTypeField canResignFirstResponder];
NSLog(#"canResign: %hhd", canResign);
[runTypeField endEditing:YES];
[runTypeField resignFirstResponder];
[[self view] endEditing:YES];
[pickerView endEditing:YES];
[pickerView setHidden:YES];
[toolbar setHidden:YES];
[distanceField endEditing:YES];
...
}
I cannot seem to figure out what the problem is. Can anyone help me on this?
EDIT: It's working now. I set the [self showRunTypePicker:self] to [self showRunTypePicker:textField] and moved it to textFieldShouldBeginEditing. Now the keyboard properly disappears.
You have a bug in code.
Read this line
[self showRunTypePicker:self];
Don't you think it should actually be:
[self showRunTypePicker:textField];
Here your intention is to resign keyboard when you tab specific text field .
So you should be actually passing the
textField
instance whose tag is 3005.
Try to use sender as a UITextField and perform your bool check.
Hope that helps.

ipad keyboard dismissal callback [duplicate]

I realize that this is the inverse of most posts, but I would like for the keyboard to remain up even if the 'keyboard down' button is pressed.
Specifically, I have a view with two UITextFields. With the following delegate method
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
return NO;
}
I am able to keep the keyboard up even if the user presses the Done button on the keyboard or taps anywhere else on the screen EXCEPT for that pesky keyboard down button on the bottom right of the keyboard.
I am using this view like a modal view (though the view is associated with a ViewController that gets pushed in a UINavigationController), so it really works best from a user perspective to keep the keyboard up all of the time. If anyone knows how to achieve this, please let me know! Thanks!
UPDATE Still no solution! When Done is pressed, it triggers textFieldShouldReturn, but when the Dismiss button is pressed, it triggers textFieldDidEndEditing. I cannot block the textField from ending editing or it never goes away. Somehow, I really want to have a method that detects the Dismiss button and ignores it. If you know a way, please enlighten me!
There IS a way to do this. Because UIKeyboard subclasses UIWindow, the only thing big enough to get in UIKeyboard's way is another UIWindow.
- (void)viewDidLoad {
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(coverKey) name:UIKeyboardDidShowNotification object:nil];
[super viewDidLoad];
}
- (void)coverKey {
CGRect r = [[UIScreen mainScreen] bounds];
UIWindow *myWindow = [[UIWindow alloc] initWithFrame:CGRectMake(r.size.width - 50 , r.size.height - 50, 50, 50)];
[myWindow setBackgroundColor:[UIColor clearColor]];
[super.view addSubview:myWindow];
[myWindow makeKeyAndVisible];
}
This works on iPhone apps. Haven't tried it with iPad. You may need to adjust the size of myWindow. Also, I didn't do any mem management on myWindow. So, consider doing that, too.
I think I've found a good solution.
Add a BOOL as instance variable, let's call it shouldBeginCalledBeforeHand
Then implement the following methods:
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField
{
shouldBeginCalledBeforeHand = YES;
return YES;
}
- (BOOL)textFieldShouldEndEditing:(UITextField *)textField
{
return shouldBeginCalledBeforeHand;
}
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
shouldBeginCalledBeforeHand = NO;
}
As well as
- (BOOL)textFieldShouldReturn:(UITextField *)textField
{
return NO;
}
to prevent the keyboard from disappearing with the return button. The trick is, a focus switch from one textfield to another will trigger a textFieldShouldBeginEditing beforehand. If the dismiss keyboard button is pressed this doesn't happen. The flag is reset after a textfield has gotten focus.
Old not perfect solution
I can only think of a not perfect solution. Listen for the notification UIKeyboardDidHideNotification and make of the textfields first responder again. This will move the keyboard out of sight and back again. You could keep record of which textfield was the last firstResponder by listening for UIKeyboardWillHideNotification and put focus on it in the didHide.
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardDidHide:)
name:UIKeyboardDidHideNotification
object:nil];
...
- (void)keyboardDidHide:(id)sender
{
[myTextField becomeFirstResponder];
}
For iOS 9/10 and Swift 3, use this to create a rect which overlaps the "Hide keyboard" - Button
override func viewDidLoad() {
NotificationCenter.default.addObserver(self, selector: #selector(coverKey), name: .UIKeyboardDidShow, object: nil)
}
func coverKey() {
if let keyboardWindow = UIApplication.shared.windows.last {
let r = UIScreen.main.bounds
let myWindow = UIWindow.init(frame: CGRect(x: r.size.width - 50 , y: r.size.height - 50, width: 50, height: 50))
myWindow.backgroundColor = UIColor.clear
myWindow.isHidden = false
keyboardWindow.addSubview(myWindow)
keyboardWindow.bringSubview(toFront: myWindow)
}
}
Notice that this adds a sub view to the keyboard window instead of the main window
Try adding a custom on top of the keyboard dismiss button so that the user won't be able to tab the dismiss button. I have used this method in one of my application.
- (void)addButtonToKeyboard {
// create custom button
UIButton *blockButton = [UIButton buttonWithType:UIButtonTypeCustom];
blockButton.frame = //set the frame here, I don't remember the exact frame
[blockButton setImage:[UIImage imageNamed:#"block_button.png"] forState:UIControlStateNormal];
// locate keyboard view
UIWindow *appWindows = [[[UIApplication sharedApplication] windows] objectAtIndex:1];
UIView *keyboard;
for (int i=0; i<[appWindows.subviews count]; i++) {
keyboard = [appWindows.subviews objectAtIndex:i];
// keyboard found, add the button
if ([[keyboard description] hasPrefix:#"<UIPeripheralHost"] == YES && [self.textField isFirstResponder]) {
[keyboard addSubview:doneButton];
}
}
}
Try this...
- (BOOL)textFieldShouldEndEditing:(UITextField *)textField{
return NO;
}
You can use notification as mentioned by Nick Weaver.

iPhone Keyboard Covers UITextField

I have an app where, in Interface Builder, I set up a UIView that has a text field near the bottom of the view. When I run the app and try to enter text into that field, the keyboard slides up overtop of the field so I can't see what I'm typing until I hide the keyboard again.
Has anyone else run into this problem and found a good way to solve it without either making the parent view scrollable or moving the text field farther up the screen?
The usual solution is to slide the field (and everything above it) up with an animation, and then back down when you are done. You may need to put the text field and some of the other items into another view and slide the view as a unit. (I call these things "plates" as in "tectonic plates", but that's just me). But here is the general idea if you don't need to get fancy.
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
[self animateTextField: textField up: YES];
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
[self animateTextField: textField up: NO];
}
- (void) animateTextField: (UITextField*) textField up: (BOOL) up
{
const int movementDistance = 80; // tweak as needed
const float movementDuration = 0.3f; // tweak as needed
int movement = (up ? -movementDistance : movementDistance);
[UIView beginAnimations: #"anim" context: nil];
[UIView setAnimationBeginsFromCurrentState: YES];
[UIView setAnimationDuration: movementDuration];
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
[UIView commitAnimations];
}
This worked wonders for me sliding uitextfields
In particular it has the benefit of calculating the slide animation distance depending on the position of the text field.
IQKeyboardManager do this for you with NO LINE OF CODE, only need to drag and drop related source file to project. IQKeyboardManager also support Device Orientation, Automatic UIToolbar Management, keyboardDistanceFromTextField and much more than you think.
Here is the Control Flow Chart:
Step1:- Added global notifications of UITextField, UITextView, and UIKeyboard in a singleton class. I called it IQKeyboardManager.
Step2:- If found UIKeyboardWillShowNotification, UITextFieldTextDidBeginEditingNotification or UITextViewTextDidBeginEditingNotification notifications, then try to get topMostViewController instance from the UIWindow.rootViewController hierarchy. In order to properly uncover UITextField/UITextView on it, topMostViewController.view's frame needs to be adjusted.
Step3:- Calculated expected move distance of topMostViewController.view with respect to first responded UITextField/UITextView.
Step4:- Moved topMostViewController.view.frame up/down according to the expected move distance.
Step5:- If found UIKeyboardWillHideNotification, UITextFieldTextDidEndEditingNotification or UITextViewTextDidEndEditingNotification notification, then again try to get topMostViewController instance from the UIWindow.rootViewController hierarchy.
Step6:- Calculated disturbed distance of topMostViewController.view which needs to be restored to it's original position.
Step7:- Restored topMostViewController.view.frame down according to the disturbed distance.
Step8:- Instantiated singleton IQKeyboardManager class instance on app load, so every UITextField/UITextView in the app will adjust automatically according to the expected move distance.
That's all
To expand on Amagrammer answer, here is a sample class:
LoginViewController.h
#interface LoginViewController : UIViewController <UITextFieldDelegate> {
}
#property (nonatomic, retain) IBOutlet UITextField *emailTextField;
#property (nonatomic, retain) IBOutlet UITextField *passwordTextField;
Notice we are implementing the "UITextFieldDelegate"
LoginViewController.m
#implementation LoginViewController
#synthesize emailTextField=_emailTextField;
#synthesize passwordTextField=_passwordTextField;
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
//Register to receive an update when the app goes into the backround
//It will call our "appEnteredBackground method
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(appEnteredBackground)
name:UIApplicationDidEnterBackgroundNotification
object:nil];
}
return self;
}
- (void) animateTextField: (UITextField*) textField up: (BOOL) up
{
const int movementDistance = 80; // tweak as needed
const float movementDuration = 0.3f; // tweak as needed
int movement = (up ? -movementDistance : movementDistance);
[UIView beginAnimations: #"anim" context: nil];
[UIView setAnimationBeginsFromCurrentState: YES];
[UIView setAnimationDuration: movementDuration];
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
[UIView commitAnimations];
}
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
[self animateTextField: textField up: YES];
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
[self animateTextField: textField up: NO];
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField
{
[textField resignFirstResponder];
return YES;
}
//This is called when the app goes into the background.
//We must reset the responder because animations will not be saved
- (void)appEnteredBackground{
[self.emailTextField resignFirstResponder];
[self.passwordTextField resignFirstResponder];
}
How about the official solution: Moving Content That Is Located Under the Keyboard
Adjusting your content typically involves temporarily resizing one or
more views and positioning them so that the text object remains
visible. The simplest way to manage text objects with the keyboard is
to embed them inside a UIScrollView object (or one of its subclasses
like UITableView). When the keyboard is displayed, all you have to do
is reset the content area of the scroll view and scroll the desired
text object into position. Thus, in response to a
UIKeyboardDidShowNotification, your handler method would do the
following:
Get the size of the keyboard.
Adjust the bottom content inset of your scroll view by the keyboard
height.
Scroll the target text field into view.
// Call this method somewhere in your view controller setup code.
- (void)registerForKeyboardNotifications
{
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillBeHidden:)
name:UIKeyboardWillHideNotification object:nil];
}
// Called when the UIKeyboardDidShowNotification is sent.
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, kbSize.height, 0.0);
scrollView.contentInset = contentInsets;
scrollView.scrollIndicatorInsets = contentInsets;
// If active text field is hidden by keyboard, scroll it so it's visible
// Your app might not need or want this behavior.
CGRect aRect = self.view.frame;
aRect.size.height -= kbSize.height;
if (!CGRectContainsPoint(aRect, activeField.frame.origin) ) {
[self.scrollView scrollRectToVisible:activeField.frame animated:YES];
}
}
// Called when the UIKeyboardWillHideNotification is sent
- (void)keyboardWillBeHidden:(NSNotification*)aNotification
{
UIEdgeInsets contentInsets = UIEdgeInsetsZero;
scrollView.contentInset = contentInsets;
scrollView.scrollIndicatorInsets = contentInsets;
}
I have face the same issue in UITableView textField cells. I solve this issue by implementing following method to listen the keyboard notification.
Observer for the notifications here:
[[NSNotificationCenter defaultCenter]addObserver:self selector:#selector(keyboardWasShown:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter]addObserver:self selector:#selector(keyboardWillBeHidden:) name:UIKeyboardWillHideNotification object:nil];
Handle those notification by using below function:
(void)keyboardWasShown:(NSNotification*)aNotification
(void)keyboardWillBeHidden:(NSNotification*)aNotification
Check this out.
No hassle for you.
This solution is very neat. All you have to do is to add your textfields in a UIScrollView and change its class to TPKeyboardAvoidingScollView, if you are using storyboards. The scroll view is extended in such a way that it would detect when keyboard is visible and will move itself above keyboard at a reasonable distance. It is perfect solution because its independent of your UIViewController. Every necessary thing is done within the the above mentioned class. Thanks Michael Tyson et all.
TPKeyboardAvoiding
Below is a swift version of Amagrammer's answer. Also, a variation using the UIKeyboardWillShowNotification event since I needed to know the keyboards size before moving the view out of the way.
var keyboardHeight:CGFloat = 0
override func viewDidLoad() {
super.viewDidLoad()
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillChange:", name: UIKeyboardWillShowNotification, object: nil)
}
func textFieldDidBeginEditing(textField: UITextField) {
//keyboardWillChange (below) is used instead of textFieldDidBeginEditing because textFieldDidBeginEditing
//is called before the UIKeyboardWillShowNotification necessary to determine the keyboard height.
}
func textFieldDidEndEditing(textField: UITextField) {
animateTextField(false)
}
func animateTextField(textFieldUp:Bool) {
let movementDistance:CGFloat = keyboardHeight
let movementDuration = 0.3
let movement:CGFloat = (textFieldUp ? -movementDistance : movementDistance)
UIView.beginAnimations("anim", context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(movementDuration)
self.view.frame = CGRectOffset(self.view.frame, 0, movement)
UIView.commitAnimations()
}
func keyboardWillChange(notification:NSNotification) {
let keyboardRect:CGRect = ((notification.userInfo![UIKeyboardFrameEndUserInfoKey])?.CGRectValue)!
keyboardHeight = keyboardRect.height
animateTextField(true)
}
There was a great walkthrough at editing textfields without obscuring (link dead now, here's a Wayback link: https://web.archive.org/web/20091123074029/http://acts-as-geek.blogspot.com/2009/11/editing-textfields-without-obscuring.html). It shows how to move an existing UIView onto a UIScrollView, and to scroll it automatically when the keyboard appears.
I've updated it a bit to calculate the correct height for the UIScrollView when there are controls (such as a UITabBar) below the UIScrollBar. See post updating uiview.
Here's a solution using Xcode5, iOS7:
Use the UITextfieldDelegate and animation blocks.
This is nearly all the code for the ViewController but I wanted to include the delegate code for those still somewhat unfamiliar with the delegate pattern (like me). I also included code to hide the keyboard when you tap away from the textview.
You can move the views(buttons, textfields, etc) as high as you'd like just make sure to put them back in place (+100 then later -100).
#interface ViewController () <UITextFieldDelegate>
#property (strong, nonatomic) IBOutlet UITextField *MyTextField;
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.MyTextField.delegate = self;
}
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
NSLog(#"text began editing");
CGPoint MyPoint = self.MyTextField.center;
[UIView animateWithDuration:0.3
animations:^{
self.MyTextField.center = CGPointMake(MyPoint.x, MyPoint.y - 100);
}];
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
NSLog(#"text ENDED editing");
CGPoint MyPoint = self.MyTextField.center;
[UIView animateWithDuration:0.3
animations:^{
self.MyTextField.center = CGPointMake(MyPoint.x, MyPoint.y + 100);
}];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self.view endEditing:YES];
}
I guess one way would be to move your whole views position from (x,y) to (x,y-keybaardHeight) when the textfield is clicked and put it back when the keyboard is dismissed , might look a little odd as the view just comes up (maybe it wouldnt be bad if you animate it).
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
CGRect frame=self.view.frame;
frame.origin=CGPointMake(x...//set point here
self.view.frame=frame;
}
In addition to Amagrammer's solution, if you are using cocos2d in portrait mode change this line:
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
to this:
[CCDirector sharedDirector].openGLView.frame = CGRectOffset([CCDirector sharedDirector].openGLView.frame, movement, 0);
If you are using cocos2d in landscape mode, make the above change and switch the up values in textFieldDidBeginEditing: and textFieldDidEndEditing:
- (void)textFieldDidBeginEditing:(UITextField *)textField {
[self animateTextField:textField up:NO];
}
- (void)textFieldDidEndEditing:(UITextField *)textField {
[self animateTextField:textField up:YES];
}
I had the same problem and found GTKeyboardHelper to be an easy way out.
After drag and drop the framework in your project, include the header file.
Download and open the example project, then drag the "Keyboard Helper" object from the objects section in the xib to the objects section in your project's interface builder.
Drag and drop all your views to be children of the "Keyboard Helper".
Drag and drop framework that I use in my projects. Supports automatic dismissal when you tap outside of a first responder or when you scroll.
GTKeyboardHelper
Just slide the view up and down as needed :
- (void)textFieldDidEndEditing:(UITextField *)textField {
self.currentTextField = nil;
[self animateTextField: textField up: NO];
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
[self.currentTextField resignFirstResponder];
return YES;
}
- (void) animateTextField:(UITextField*) textField up:(BOOL)up {
const int movementDistance = 80; // tweak as needed
const float movementDuration = 0.3f; // tweak as needed
int movement = (up ? -movementDistance : movementDistance);
[UIView animateWithDuration:movementDuration animations:^{
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
}];
}
Don't forget to set self as a UITextFieldDelegate and as the actual textField delegate.
(Thanks to Ammagrammer, this is just a shorter answer using blocks for animations)
I have something else if you want. The point here is that you want to set the center your UIView on the text field you are editing.
Before that, you have to save your INITIAL_CENTER, as a CGPoint, from self.view.center and your INITIAL_VIEW as a CGRect from self.view.frame in a const property.
You can create a method like this :
- (void) centerOn: (CGRect) fieldFrame {
// Set up the center by taking the original view center
CGPoint center = CGPointMake(INITIAL_CENTER.x,
INITIAL_CENTER.y - ((fieldFrame.origin.y + fieldFrame.size.height/2) - INITIAL_CENTER.y));
[UIView beginAnimations:#"centerViewOnField" context:nil];
[UIView setAnimationDuration:0.50];
if (CGRectEqualToRect(fieldFrame,INITIAL_VIEW)) {
self.view.frame = INITIAL_VIEW;
[self.view setCenter:INITIAL_CENTER];
} else {
[self.view setCenter:center];
}
[UIView commitAnimations];
}
Then, on your UITextFieldDelegate, you have to call centerOn:(CGRect) in following methods :
textFieldDidBeginEditing:(UITextField*) with, as a parameter, the frame of the text field you want to center on.
And you have to call it in your event handler, where you close your keyboard,
textFieldDidEndEditing:(UITextField*) can be one of the ways to do it, putting the INITIAL_VIEW as a parameter of centerOn:(CGRect).
I believe on newer versions of iOS (6.1+, possibly even earlier), the underlying view, at least for UITableView, auto-shrinks when the keyboard pops up. So you only need to make the text field visible in that view. In init:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification
object:nil];
then:
- (void)keyboardWasShown:(NSNotification*)notification
{
// Scroll the text field into view so it's not under the keyboard.
CGRect rect = [self.tableView convertRect:inputView.bounds fromView:inputView];
[self.tableView scrollRectToVisible:rect animated:YES];
}
https://github.com/ZulwiyozaPutra/Shift-Keyboard-Example I hope this solution helped. They are all Swift 3 written.
//
// ViewController.swift
// Shift Keyboard Example
//
// Created by Zulwiyoza Putra on 11/23/16.
// Copyright © 2016 Zulwiyoza Putra. All rights reserved.
//
import UIKit
class ViewController: UIViewController, UITextFieldDelegate {
//connecting textfield from storyboard
#IBOutlet weak var textField: UITextField!
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
subscribeToKeyboardNotifications()
}
override func viewDidAppear(_ animated: Bool) {
self.textField.delegate = self
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
unsubscribeFromKeyboardNotifications()
}
//Hide keyboard after finished editing
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
textField.resignFirstResponder()
return true
}
//Setup view before keyboard appeared
func keyboardWillAppear(_ notification:Notification) {
view.frame.origin.y = 0 - getKeyboardHeight(notification)
}
//Setup view before keyboard disappeared
func keyboardWillDisappear(_ notification: Notification) {
view.frame.origin.y = 0
}
//Getting keyboard height
func getKeyboardHeight(_ notification:Notification) -> CGFloat {
let userInfo = notification.userInfo
let keyboardSize = userInfo![UIKeyboardFrameEndUserInfoKey] as! NSValue // of CGRect
return keyboardSize.cgRectValue.height
}
//Subscribing to notifications to execute functions
func subscribeToKeyboardNotifications() {
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillAppear(_:)), name: .UIKeyboardWillShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillDisappear(_:)), name: .UIKeyboardWillHide, object: nil)
}
//Unsubscribing from notifications
func unsubscribeFromKeyboardNotifications() {
NotificationCenter.default.removeObserver(self, name: .UIKeyboardWillShow, object: nil)
NotificationCenter.default.removeObserver(self, name: .UIKeyboardWillHide, object: nil)
}
}

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