UILabel slides down to send error message - ios

I want to add a UILabel to the view which slides down when an error occurs to send error message to user. The prototype of it is like the one Facebook or Instagram shows. Here is the codes I have worked out so far:
func sendErrorMessage(errorString: String) {
self.errorLabel.text = errorString
UIView.animateWithDuration(1, animations: {
self.errorLabel.frame.height = 30 //Cannot assign to the result of this expression
self.topView.layoutIfNeeded()
}, completion: {
(finished: Bool) in var timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: Selector(), userInfo: nil, repeats: false)
})
}
errorLabel is now already in storyboard but with the height of 0 and topView is the superview of errorLabel. I am quite new to these methods so I am stuck here. I don't understand why that error occurred and what the selector should do here. There is also a step that I haven't done here that the errorLabel should slide up to disappear after three seconds and that's why I need a timer here.
Plus: Is there any difference if I create a new errorLabel whenever it is needed instead of make it ready before in storyboard? I mean in app performance of memory management.
UPDATE
I need errorLabel in many ViewControllers, so following the idea of #Sajjon, I tried to subclass UILabel. Here is my subclass ErrorLabel:
class ErrorLabel: UILabel {
var errorString: String?
func sendErrorMessage() {
self.text = errorString
showErrorLabel()
let timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: "hideErrorLabel", userInfo: nil, repeats: false)
}
func animateFrameChange() {
UIView.animateWithDuration(1, animations: { self.layoutIfNeeded() }, completion: nil)
}
func showErrorLabel() {
let oldFrame = self.frame
let newFrame = CGRectMake(oldFrame.origin.x, oldFrame.origin.y, oldFrame.height + 30, oldFrame.width)
self.frame = newFrame
self.animateFrameChange()
}
func hideErrorLabel() {
let oldFrame = self.frame
let newFrame = CGRectMake(oldFrame.origin.x, oldFrame.origin.y, oldFrame.height - 30, oldFrame.width)
self.frame = newFrame
self.animateFrameChange()
}
}

Generally speaking, CGRect objects used by views for their frame or bounds properties are immutable. Instead of trying to directly modify the view's frame, create a new CGRect which contains the desired final size and position and assign that to the view's frame in the animation block.
//Don't do this.
myView.frame.size.height = 30;
// Do this instead.
CGRect oldRect = myView.frame;
CGRect newFrame = CGRectMake(oldRect.origin.x, oldRect.origin.y, oldRect.size.width, 30);
[UIView animateWithDuration:0.4 animations:^{
myView.frame = newFrame;
};
Also, I would strongly suggest making the label show and hide my changing its y position on and off the top of the screen, rather than changing the height to 0, which can have some unintended layout consequences

You ought to use autolayout for this, when showing the errorLabel (or some container view that it is inside), I would give the height constraint your wished value (30). And hiding it again by giving the constraint a value of 0.
I would create an UIView extension and put code for animating this height change.
This is untested code, but will give you an idea of how to achieve it.
class MyViewController: UIViewController {
#IBOutlet weak var errorLabelHeightConstraint: NSLayoutConstraint!
private let errorLabelHeightVisible: CGFloat = 30
private let hideDelay: NSTimeInterval = 3
private var timer: NSTimer!
func sendErrorMessage(errorString: String) {
errorLabel.text = errorString
showOrHideErrorView(false)
}
func showOrHideErrorView(hide: Bool = true, animated: Bool = true) {
if hide {
errorLabelHeightConstraint.constant = 0
} else {
errorLabelHeightConstraint.constant = errorLabelHeightVisible
}
let automaticallyHideErrorViewClosure: () -> Void = {
/* Only scheduling hiding of error message, if we just showed it. */
if !hide {
dispatch_async(dispatch_get_main_queue(), {
() -> Void in
automaticallyHideErrorMessage()
})
}
}
if animated {
view.animateConstraintChange(completion: {
(finished: Bool) -> Void in
automaticallyHideErrorViewClosure()
})
} else {
view.layoutIfNeeded()
automaticallyHideErrorViewClosure()
}
}
/* Selector method */
func hideError() {
showOrHideErrorView()
}
func automaticallyHideErrorMessage() {
if timer != nil {
if timer.valid {
timer.invalidate()
}
timer = nil
}
timer = NSTimer.scheduledTimerWithTimeInterval(hideDelay, target: self, selector: "hideError", userInfo: nil, repeats: false)
}
}
extension UIView {
static var standardDuration: NSTimeInterval { get { return 0.3 } }
func animateConstraintChange(duration: NSTimeInterval = standardDuration, completion: ((Bool) -> Void)? = nil) {
UIView.animate(durationUsed: duration, animations: {
() -> Void in
self.layoutIfNeeded()
}, completion: completion)
}
}

you need to set Frame of UILable instead of its height only.
func sendErrorMessage(errorString: String) {
self.errorLabel.text = errorString
UIView.animateWithDuration(1, animations: {
self.errorLabel.setFrame = CGRectmake(self.errorLabel.frame.origin.x,self.errorLabel.frame.origin.y,self.errorLabel.frame.size.width,30)
self.topView.layoutIfNeeded()
}, completion: {
(finished: Bool) in var timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: Selector(), userInfo: nil, repeats: false)
})
}

For Change height Try This:
self.errorLabel.frame.size.height = 30

Related

How do you really hide and show a tab bar when tapping on part of your view? (no buttons but any location of the screen)

override func viewDidLoad() {
let tap = UITapGestureRecognizer(target: self, action: #selector(touchHandled))
view.addGestureRecognizer(tap)
}
#objc func touchHandled() {
tabBarController?.hideTabBarAnimated(hide: true)
}
extension UITabBarController {
func hideTabBarAnimated(hide:Bool) {
UIView.animate(withDuration: 2, animations: {
if hide {
self.tabBar.transform = CGAffineTransform(translationX: 0, y: 100)
} else {
self.tabBar.transform = CGAffineTransform(translationX: 0, y: -100)
}
})
}
}
I can only hide the tab bar but I can't make it show when you tap again. I tried to look for answers on stack overflow but the answers seems to only work if you're using a button or a storyboard.
Have a variable isTabBarHidden in class which stores if the tabBar has been animated to hide. (You could have used tabBar.isHidden, but that would complicate the logic a little bit when animate hiding and showing)
class ViewController {
var isTabBarHidden = false // set the default value as required
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(touchHandled))
view.addGestureRecognizer(tap)
}
#objc func touchHandled() {
guard let tabBarControllerFound = tabBarController else {
return
}
tabBarController?.hideTabBarAnimated(hide: !isTabBarHidden)
isTabBarHidden = !isTabBarHidden
}
}
Generalised solution with protocol which will work in all the screens
Create UIViewController named BaseViewController and make it base class of all of your view controllers
Now Define protocol
protocol ProtocolHideTabbar:class {
func hideTabbar ()
}
protocol ProtocolShowTabbar:class {
func showTabbar ()
}
extension ProtocolHideTabbar where Self : UIViewController {
func hideTabbar () {
self.tabBarController?.tabBar.isHidden = true
}
}
extension ProtocolShowTabbar where Self : UIViewController {
func showTabbar () {
self.tabBarController?.tabBar.isHidden = false
}
}
By default we want show tabbar in every view controller so
extension UIViewController : ProtocolShowTabbar {}
In your BaseView Controller
in view will appear method add following code to show hide based on protocol
if self is ProtocolHideTabbar {
( self as! ProtocolHideTabbar).hideTabbar()
} else if self is ProtocolShowTabbar{
( self as ProtocolShowTabbar).showTabbar()
}
How to use
Simply
class YourViewControllerWithTabBarHidden:BaseViewController,ProtocolHideTabbar {
}
Hope it is helpful
Tested 100% working
Please try below code for that in UITabBarController subclass
var isTabBarHidden:Bool = false
func setTabBarHidden(_ tabBarHidden: Bool, animated: Bool,completion:((Void) -> Void)? = nil) {
if tabBarHidden == isTabBarHidden {
self.view.setNeedsDisplay()
self.view.layoutIfNeeded()
//check tab bar is visible and view and window height is same then it should be 49 + window Heigth
if (tabBarHidden == true && UIScreen.main.bounds.height == self.view.frame.height) {
let offset = self.tabBar.frame.size.height
self.view.frame = CGRect(x:0, y:0, width:self.view.frame.width, height:self.view.frame.height + offset)
}
if let block = completion {
block()
}
return
}
let offset: CGFloat? = tabBarHidden ? self.tabBar.frame.size.height : -self.tabBar.frame.size.height
UIView.animate(withDuration: animated ? 0.250 : 0.0, delay: 0.1, usingSpringWithDamping: 0.7, initialSpringVelocity: 0.5, options: [.curveEaseIn, .layoutSubviews], animations: {() -> Void in
self.tabBar.center = CGPoint(x: CGFloat(self.tabBar.center.x), y: CGFloat(self.tabBar.center.y + offset!))
//Check if View is already at bottom so we don't want to move view more up (it will show black screen on bottom ) Scnario : When present mail app
if (Int(offset!) <= 0 && UIScreen.main.bounds.height == self.view.frame.height) == false {
self.view.frame = CGRect(x:0, y:0, width:self.view.frame.width, height:self.view.frame.height + offset!)
}
self.view.setNeedsDisplay()
self.view.layoutIfNeeded()
}, completion: { _ in
if let block = completion {
block()
}
})
isTabBarHidden = tabBarHidden
}
Hope it is helpful

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.

Sliding UIView When Keyboard Appears in iOS

I know there are a lot of similar questions on here about sliding a UIView when the keyboard appears on iOS. However, I seem to be having an issue with my implementation that I haven't seen mentioned. When my slide animation occurs, it doesn't start from the top of the screen as I would expect, but rather, starts from a lower origin and moves back up to the top of the screen.
Here's the class extension I've created to achieve this slide-up behavior.
public extension UIViewController {
private dynamic func keyboardWillShow(sender: NSNotification) {
if view.frame.origin.y == 0 {
slideViewVerticallyForKeyboardHeight(sender, directionUp: true)
}
}
private dynamic func keyboardWillHide(sender: NSNotification) {
if view.frame.origin.y < 0 {
slideViewVerticallyForKeyboardHeight(sender, directionUp: false)
}
}
private func slideViewVerticallyForKeyboardHeight(notification: NSNotification, directionUp: Bool) {
UIView.beginAnimations(nil, context: nil)
let keyboardHeight: CGFloat = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.CGRectValue().height ?? 0.0
let animationDuration = notification.userInfo?[UIKeyboardAnimationDurationUserInfoKey]?.doubleValue ?? 0.0
let animationCurve: Int = notification.userInfo?[UIKeyboardAnimationCurveUserInfoKey]?.integerValue ?? 0
UIView.setAnimationDuration(animationDuration)
UIView.setAnimationCurve(UIViewAnimationCurve(rawValue: animationCurve)!)
UIView.setAnimationBeginsFromCurrentState(true)
var newFrameRect = view.frame
if directionUp {
newFrameRect.origin.y -= keyboardHeight
newFrameRect.size.height += keyboardHeight
} else {
newFrameRect.origin.y += keyboardHeight
newFrameRect.size.height -= keyboardHeight
}
view.frame = newFrameRect
UIView.commitAnimations()
}
public func registerViewSlideOnKeyobard() {
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillShow:", name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillHide:", name: UIKeyboardWillHideNotification, object: nil)
}
public func unregisterViewSlideOnKeyboard() {
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillHideNotification, object: nil)
}
}
I'm not sure what I'm missing. Looking at my view.frame value, I have a negative origin.y as I would expect. Does anyone see what I'm missing?
Edit: User aimak made the very sensible suggestion that I change to the (not deprecated) block-call version of animation. Interestingly, the animation is still broken, but in a different way. Here is the modified code and a screen capture of what happens with the more up-to-date animation call.
private func slideViewVerticallyForKeyboardHeight(notification: NSNotification, directionUp: Bool) {
UIView.beginAnimations(nil, context: nil)
let keyboardHeight: CGFloat = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.CGRectValue().height ?? 0.0
let animationDuration = notification.userInfo?[UIKeyboardAnimationDurationUserInfoKey]?.doubleValue ?? 0.0
let animationCurve: UIViewAnimationCurve = UIViewAnimationCurve(rawValue: notification.userInfo?[UIKeyboardAnimationCurveUserInfoKey]?.integerValue ?? 0)!
var newFrameRect = view.frame
if directionUp {
newFrameRect.origin.y -= keyboardHeight
newFrameRect.size.height += keyboardHeight
} else {
newFrameRect.origin.y += keyboardHeight
newFrameRect.size.height -= keyboardHeight
}
UIView.animateWithDuration(animationDuration, delay: 0, options: animationCurve.toOptions(), animations: {
self.view.frame = newFrameRect
}, completion: nil)
}
This might not fully help, but those animation methods are discouraged since iOS 4+ :
Use of this method is discouraged in iOS 4.0 and later. You should use the block-based animation methods to specify your animations instead.
Reference : https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/#//apple_ref/occ/clm/UIView/commitAnimations
Have you tried with the block-based API ?
Edit : It was autolayout issue !
Ok, I think I have it : do you use autolayout ? If so, the subviews of UIViewController.view probably have constraints to view.top = 0, and that constraint will never be broken. If you want to achieve the animation you'd want, consider : 1. embed every subview inside a scrollView (then animate the contentOffet.y change) or 2. remove/edit your view.top constraint
The problem, as aimak pointed out, was that I was using AutoLayout and the constraints were overriding my modification of the frame. To solve this, I moved all my content into a scrollview. I now utilizing scrolling the scrollview to offset when the keyboard shows.
Here is the helper class I have to provide the scrolling behavior. Note that I pass in the scroll view now.
public class KeyboardScrollViewHelper {
private var scrollView: UIScrollView?
private var isScrolled = false
private dynamic func keyboardWillShow(sender: NSNotification) {
guard !isScrolled else {
return
}
slideViewVerticallyForKeyboardHeight(sender, directionUp: true)
}
private dynamic func keyboardWillHide(sender: NSNotification) {
guard isScrolled else {
return
}
slideViewVerticallyForKeyboardHeight(sender, directionUp: false)
}
private func slideViewVerticallyForKeyboardHeight(notification: NSNotification, directionUp: Bool) {
guard let scrollView = self.scrollView else {
return
}
let keyboardHeight: CGFloat = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.CGRectValue().height ?? 0.0
let animationDuration = notification.userInfo?[UIKeyboardAnimationDurationUserInfoKey]?.doubleValue ?? 0.0
let animationCurve: UIViewAnimationCurve = UIViewAnimationCurve(rawValue: notification.userInfo?[UIKeyboardAnimationCurveUserInfoKey]?.integerValue ?? 0)!
var scrollViewOffset: CGFloat = 0
if directionUp {
scrollViewOffset = scrollView.contentOffset.y + keyboardHeight
isScrolled = true
} else {
scrollViewOffset = scrollView.contentOffset.y - keyboardHeight
isScrolled = false
}
scrollViewOffset = max(0, scrollViewOffset)
UIView.animateWithDuration(animationDuration, delay: 0, options: animationCurve.toOptions(), animations: {
scrollView.contentOffset.y = scrollViewOffset
}, completion: nil)
}
public func registerViewSlideOnKeyobard(scrollView: UIScrollView) {
self.scrollView = scrollView
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillShow:", name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillHide:", name: UIKeyboardWillHideNotification, object: nil)
}
public func unregisterViewSlideOnKeyboard() {
scrollView?.contentOffset = CGPointZero
scrollView = nil
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillHideNotification, object: nil)
}
}

Subclassing UILabel doesn't work as expected

I want to add a UILabel to the view which slides down when an error occurs to send the error message to user and after 3 seconds it will slide up to disappear. The prototype of it is like the one Facebook or Instagram shows. I need errorLabel in many ViewControllers, so I tried to subclass UILabel. Here is my subclass ErrorLabel:
class ErrorLabel: UILabel {
var errorString: String?
func sendErrorMessage() {
self.text = errorString
showErrorLabel()
let timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: "hideErrorLabel", userInfo: nil, repeats: false)
}
func animateFrameChange() {
UIView.animateWithDuration(1, animations: { self.layoutIfNeeded() }, completion: nil)
}
func showErrorLabel() {
let oldFrame = self.frame
let newFrame = CGRectMake(oldFrame.origin.x, oldFrame.origin.y, oldFrame.height + 30, oldFrame.width)
self.frame = newFrame
self.animateFrameChange()
}
func hideErrorLabel() {
let oldFrame = self.frame
let newFrame = CGRectMake(oldFrame.origin.x, oldFrame.origin.y, oldFrame.height - 30, oldFrame.width)
self.frame = newFrame
self.animateFrameChange()
}
}
Then, I tried to add the errorLabel to one of my ViewController like following:
class ViewController: UIViewController {
var errorLabel = ErrorLabel()
override func viewDidLoad() {
super.viewDidLoad()
let errorLabelFrame = CGRectMake(0, 20, self.view.frame.width, 0)
self.errorLabel.frame = errorLabelFrame
self.errorLabel.backgroundColor = translucentTurquoise
self.errorLabel.font = UIFont.systemFontOfSize(18)
self.errorLabel.textColor = UIColor.whiteColor()
self.errorLabel.textAlignment = NSTextAlignment.Center
self.view.addSubview(errorLabel)
self.view.bringSubviewToFront(errorLabel)
}
func aFunc(errorString: String) {
self.errorLabel.errorString = errorString
self.errorLabel.sendErrorMessage()
}
}
When I run it in iOS Simulator, it doesn't work as expected:
errorLabel shows on the left horizontally and in the middle vertically with only I... which should be Invalid parameters.
After 1 second, it goes to the position as expected but its width is still not self.view.frame.width.
After that, nothing happens but it should slide up after 3 seconds.
Can you tell me what's wrong and how to fix the error?
I might have partial solution to your issues. Hope it helps.
The I... happens when the string is longer than the view. For this you'll need to increase the size of UILabel.
For aligning text inside a UILable refer to this.
To animate away use the same code in the completion block of the UIView.animateWithDuration. Refer to this link
I suggest you to consider using Extensions to accomplish what you are trying to do.
Rather than subclassing UILabel I would subclass UIViewController, which maybe you have aldready done? Let's call out subclass - BaseViewController and let all our UIViewControllers subclass this class.
I would then programatically create an UIView which contains a vertically and horizontally centered UILabel inside this BaseViewController class. The important part here is to create NSLayoutConstraints for it. I would then hide and show it by changing the values of the constraints.
I would use the excellent pod named Cartography to create constraints, which makes it super easy and clean!
With this solution you should be able to show or hide an error message in any of your UIViewControllers
This is untested code but hopefully very near a solution to your problem.
import Cartography /* Requires that you have included Cartography in your Podfile */
class BaseViewController: UIViewController {
private var yPositionForErrorViewWhenVisible: Int { return 0 }
private var yPositionForErrorViewWhenInvisible: Int { return -50 }
private let hideDelay: NSTimeInterval = 3
private var timer: NSTimer!
var yConstraintForErrorView: NSLayoutConstraint!
var errorView: UIView!
var errorLabel: UILabel!
//MARK: - Initialization
required init(aDecoder: NSCoder) {
super.init(aDecoder)
setup()
}
//MARK: - Private Methods
private func setup() {
setupErrorView()
}
private func setupErrorView() {
errorView = UIView()
errorLabel = UILabel()
errorView.addSubview(errorLabel)
view.addSubview(errorView)
/* Set constraints between viewController and errorView and errorLabel */
layout(view, errorView, errorLabel) {
parent, errorView, errorLabel in
errorView.width == parent.width
errorView.centerX == parent.centerX
errorView.height == 50
/* Capture the y constraint, which defaults to be 50 points out of screen, so that it is not visible */
self.yConstraintForErrorView = (errorView.top == parent.top - self.yPositionForErrorViewWhenInvisible)
errorLabel.height = 30
errorLabel.width == errorView.width
errorLabel.centerX == errorView.centerX
errorLabel.centerY = errorView.centerY
}
}
private func hideOrShowErrorMessage(hide: Bool, animated: Bool) {
if hide {
yConstraintForErrorView.constant = yPositionForErrorViewWhenInvisible
} else {
yConstraintForErrorView.constant = yPositionForErrorViewWhenVisible
}
let automaticallyHideErrorViewClosure: () -> Void = {
/* Only scheduling hiding of error message, if we just showed it. */
if show {
automaticallyHideErrorMessage()
}
}
if animated {
view.animateConstraintChange(completion: {
(finished: Bool) -> Void in
automaticallyHideErrorViewClosure()
})
} else {
view.layoutIfNeeded()
automaticallyHideErrorViewClosure()
}
}
private func automaticallyHideErrorMessage() {
if timer != nil {
if timer.valid {
timer.invalidate()
}
timer = nil
}
timer = NSTimer.scheduledTimerWithTimeInterval(hideDelay, target: self, selector: "hideErrorMessage", userInfo: nil, repeats: false)
}
//MARK: - Internal Methods
func showErrorMessage(message: String, animated: Bool = true) {
errorLabel.text = message
hideOrShowErrorMessage(false, animated: animated)
}
//MARK: - Selector Methods
func hideErrorMessage(animated: Bool = true) {
hideOrShowErrorMessage(true, animated: animated)
}
}
extension UIView {
static var standardDuration: NSTimeInterval { return 0.3 }
func animateConstraintChange(duration: NSTimeInterval = standardDuration, completion: ((Bool) -> Void)? = nil) {
UIView.animate(durationUsed: duration, animations: {
() -> Void in
self.layoutIfNeeded()
}, completion: completion)
}
}

What is the animation speed of the keyboard appearing in iOS8?

The following is an animation for a textField and toolBar which move upward when the keyboard appears.
baseConstraint.constant = 211
self.view.setNeedsUpdateConstraints()
UIView.animateWithDuration(0.30, animations: {
self.view.layoutIfNeeded()
})
It is close but not quite identical. How would you modify the above animation?
Edit:
Here is the final code using the answer below!
func keyboardWillShow(aNotification: NSNotification) {
let duration = aNotification.userInfo.objectForKey(UIKeyboardAnimationDurationUserInfoKey) as Double
let curve = aNotification.userInfo.objectForKey(UIKeyboardAnimationCurveUserInfoKey) as UInt
self.view.setNeedsLayout()
baseConstraint.constant = 211
self.view.setNeedsUpdateConstraints()
UIView.animateWithDuration(duration, delay: 0, options: UIViewAnimationOptions.fromMask(curve), animations: {
self.view.layoutIfNeeded()
}, completion: {
(value: Bool) in println()
})
}
You can get the animation duration and the animation curve from the userInfo dictionary on the keyboardWillShow: notifications.
First register for the notification
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
Then get the values from the notifications userInfo keys.
- (void)keyboardWillShow:(NSNotification*)notification {
NSNumber *duration = [notification.userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey];
NSNumber *curve = [notification.userInfo objectForKey: UIKeyboardAnimationCurveUserInfoKey];
// Do stuff with these values.
}
There are a lot more of these keys, and you can also get them from the UIKeyboardWillDismiss notification.
This functionality is available all the way back to iOS 3.0 :D
Heres the docs:
https://developer.apple.com/documentation/uikit/uiresponder/1621576-keyboardwillshownotification
Swift Version
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow(_:)), name: UIResponder.keyboardWillShowNotification, object: nil)
#objc func keyboardWillShow(_ notification: Notification) {
let duration = notification.userInfo?[UIResponder.keyboardAnimationDurationUserInfoKey]
let curve = notification.userInfo?[UIResponder.keyboardAnimationCurveUserInfoKey]
}
Updated for latest swift version
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow(_:)), name: UIResponder.keyboardWillShowNotification, object: nil)
private func keyboardWillShow(_ notification: Notification) {
let animationDuration = notification.userInfo?[UIResponder.keyboardAnimationDurationUserInfoKey] as? Double
let animationCurve = notification.userInfo?[UIResponder.keyboardAnimationDurationUserInfoKey] as? NSNumber
guard let duration = animationDuration, let curve = animationCurve else {
// values weren't available
return
}
let curveAnimationOption = UIView.AnimationOptions(rawValue: curve.uintValue)
UIView.animate(withDuration: duration, delay: 0.0, options: curveAnimationOption, animations: {
// do animations
print("ANIMATING---")
}, completion: { completed in
// completion block
print("COMPLETING---")
})
}
The answer with the variable duration is right and work iOS 3 to 8, but with the new version of Swift, the answer's code is not working anymore.
Maybe it is a mistake on my side, but I have to write:
let duration = aNotification.userInfo![UIKeyboardAnimationDurationUserInfoKey] as Double
let curve = aNotification.userInfo![UIKeyboardAnimationCurveUserInfoKey] as UInt
self.view.setNeedsLayout()
//baseConstraint.constant = 211
self.view.setNeedsUpdateConstraints()
UIView.animateWithDuration(duration, delay: 0.0, options: UIViewAnimationOptions(curve), animations: { _ in
//self.view.layoutIfNeeded()
}, completion: { aaa in
//(value: Bool) in println()
})
Looks like objectForKey is not working anymore and conversion is more strict.
swift3
let duration = noti.userInfo?[UIKeyboardAnimationDurationUserInfoKey] as! NSNumber
let curve = noti.userInfo?[UIKeyboardAnimationCurveUserInfoKey] as! NSNumber
self.view.setNeedsLayout()
UIView.animate(withDuration: TimeInterval(duration), delay: 0, options: [UIViewAnimationOptions(rawValue: UInt(curve))], animations: {
self.view.layoutIfNeeded()
}, completion: nil)
Swift 4 update, iOS 11+
Register for the notification first in a view's lifecycle method :
override func viewDidLoad() {
super.viewDidLoad()
NotificationCenter.default.addObserver(self, selector: #selector(keyBoardWillShow(notification:)), name: .UIKeyboardWillShow, object: nil)
}
Then in keyBoardWillShow method :
#objc func keyBoardWillShow(notification: NSNotification) {
guard let duration = notification.userInfo?[UIKeyboardAnimationDurationUserInfoKey] as? Double else {return}
print(duration) // you got animation's duration safely unwraped as a double
}
Finally, don't forget to remove observer in deinit method :
deinit {
NotificationCenter.default.removeObserver(self)
}
Firstly, the selected answer is the right way to go.
More can be provided here is what the animation really is. If you print all CAAnimations in the UIViewAnimation block, you'll find that it's a CASpringAnimation when setting the animation curve to the one provided in keyboard notification. The duration is 0.5, and other parameters are:
let ani = CASpringAnimation(keyPath: someKey)
ani.damping = 500
ani.stiffness = 1000
ani.mass = 3
ani.duration = 0.5
The code above can reproduce the animation precisely.
Once animation curve is set to the keyboard one, UIView animation will ignore the duration in the parameter. (If you really want to change the duration, adjust the mass value.)
Solution for Swift 5
let duration = notification.userInfo?[UIResponder.keyboardAnimationDurationUserInfoKey] as! Double
let curve = notification.userInfo![UIResponder.keyboardAnimationCurveUserInfoKey] as! UInt
UIView.animate(
withDuration: duration,
delay: 0.0,
options: UIView.AnimationOptions(rawValue: curve),
animations: {
self.view.layoutIfNeeded()
}
)
Right solution for Swift 5
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillChange), name: NSNotification.Name.UIKeyboardWillChangeFrame, object: nil)
and then
#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 targetFrame = (userInfo[UIKeyboardFrameEndUserInfoKey] as! NSValue).cgRectValue
self.bottomConstraint.constant = UIScreen.main.bounds.height - targetFrame.origin.y
UIView.animate(withDuration: duration) {
self.view.layoutIfNeeded()
}
}
// first of all declare delegate in your class UITextFieldDelegate
//Place at the top of the view controller
// ****************** Keyboard Animation ***************
var animateDistance = CGFloat()
struct MoveKeyboard {
static let KEYBOARD_ANIMATION_DURATION : CGFloat = 0.3
static let MINIMUM_SCROLL_FRACTION : CGFloat = 0.2;
static let MAXIMUM_SCROLL_FRACTION : CGFloat = 0.8;
static let PORTRAIT_KEYBOARD_HEIGHT : CGFloat = 216;
static let LANDSCAPE_KEYBOARD_HEIGHT : CGFloat = 162;
}
//
//Copy and pest textfields delegate method in you class
func textFieldDidBeginEditing(textField: UITextField) {
let textFieldRect : CGRect = self.view.window!.convertRect(textField.bounds, fromView: textField)
let viewRect : CGRect = self.view.window!.convertRect(self.view.bounds, fromView: self.view)
let midline : CGFloat = textFieldRect.origin.y + 0.5 * textFieldRect.size.height
let numerator : CGFloat = midline - viewRect.origin.y - MoveKeyboard.MINIMUM_SCROLL_FRACTION * viewRect.size.height
let denominator : CGFloat = (MoveKeyboard.MAXIMUM_SCROLL_FRACTION - MoveKeyboard.MINIMUM_SCROLL_FRACTION) * viewRect.size.height
var heightFraction : CGFloat = numerator / denominator
if heightFraction > 1.0 {
heightFraction = 1.0
}
let orientation : UIInterfaceOrientation = UIApplication.sharedApplication().statusBarOrientation
if (orientation == UIInterfaceOrientation.Portrait || orientation == UIInterfaceOrientation.PortraitUpsideDown) {
animateDistance = floor(MoveKeyboard.PORTRAIT_KEYBOARD_HEIGHT * heightFraction)
} else {
animateDistance = floor(MoveKeyboard.LANDSCAPE_KEYBOARD_HEIGHT * heightFraction)
}
var viewFrame : CGRect = self.view.frame
viewFrame.origin.y -= animateDistance
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(NSTimeInterval(MoveKeyboard.KEYBOARD_ANIMATION_DURATION))
self.view.frame = viewFrame
UIView.commitAnimations()
}
func textFieldDidEndEditing(textField: UITextField) {
var viewFrame : CGRect = self.view.frame
viewFrame.origin.y += animateDistance
UIView.beginAnimations(nil, context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(NSTimeInterval(MoveKeyboard.KEYBOARD_ANIMATION_DURATION))
self.view.frame = viewFrame
UIView.commitAnimations()
}
func textFieldShouldReturn(textField: UITextField) -> Bool {
textField.resignFirstResponder()
return true
}
I'd like to point out something that tripped me up while solving this issue. I needed the size of the keyboard due to the new "quickype" view and its ability to show/hide (iOS8 only). This is how I ended up solving it:
- (void)keyboardWillChangeFrame:(NSNotification *)notification {
NSValue *value = notification.userInfo[UIKeyboardFrameEndUserInfoKey];
self.keyboardFrame = [value CGRectValue];
NSTimeInterval duration = [notification.userInfo[UIKeyboardAnimationDurationUserInfoKey] doubleValue];
[UIView animateWithDuration:duration animations:^{
//ANIMATE VALUES HERE
}];
}
//--------------------------------------------------------------
// MARK: -
// MARK: - UITextFieldDelegate
//--------------------------------------------------------------
//To trigger event when user types in fields
//right click in IB and choose EditingChanged >> textField_EditingChanged
//NOTE IF KEYBOARD NOT SHOWING IN SIMULATOR and no view appearing ITS TURNED OFF BY DEFAULT SO YOU CAN TYPE WITH YOUR MAC KEYBOARD - HIT CMD+K or Simulator > Menu > Toggle Software Keyboard...
#IBAction func textField_EditingChanged(textField: UITextField) {
//if more than one search
if(textField == self.textFieldAddSearch){
appDelegate.log.error("self.textFieldAddSearch: '\(self.textFieldAddSearch.text)'")
if textField.text == ""{
}else{
callJSONWebservices(textField.text)
}
}else{
appDelegate.log.error("textFieldDidBeginEditing: unhandled textfield")
}
}
//TWO WAYS TO HIDE THE VIEW
//textFieldShouldReturn
//buttonCancel_Action
//USER HIT RETURN BUTTON ON keyboard >> resignFirstResponder >> triggers keyboardWillHide
func textFieldShouldReturn(textField: UITextField)-> Bool{
//triggers keyboardWillHide: which also fades out view
self.textFieldAddSearch.resignFirstResponder()
return false
}
//--------------------------------------------------------------
// MARK: -
// MARK: - KEYBORAD
//--------------------------------------------------------------
private func subscribeToKeyboardNotifications() {
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillShow:", name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillHide:", name: UIKeyboardWillHideNotification, object: nil)
}
private func unsubscribeFromKeyboardNotifications() {
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillShowNotification, object: nil)
NSNotificationCenter.defaultCenter().removeObserver(self, name: UIKeyboardWillHideNotification, object: nil)
}
func keyboardWillShow(notification: NSNotification) {
if let userInfo = notification.userInfo {
if let heightKeyboard = userInfo[UIKeyboardFrameEndUserInfoKey]?.CGRectValue().height {
if let duration = userInfo[UIKeyboardAnimationDurationUserInfoKey]?.doubleValue {
self.viewAddNewSearchResults.alpha = 0.0
self.viewAddNewSearchResults.hidden = false
if let curve = userInfo[UIKeyboardAnimationDurationUserInfoKey]?.integerValue {
appDelegate.log.info("keyboardWillShow: duration:\(duration)")
UIView.animateWithDuration(duration, delay:0.0, options: .CurveEaseInOut,
animations: {
//self.view.frame = CGRectMake(0, 0, Geo.width(), Geo.height() - height)
self.viewAddNewSearchResults_BottomConstraint.constant = heightKeyboard;
self.viewAddNewSearchResults.alpha = 1.0
},
completion: nil)
}
}
}
}
}
func keyboardWillHide(notification: NSNotification) {
if let userInfo = notification.userInfo {
if let heightKeyboard = userInfo[UIKeyboardFrameEndUserInfoKey]?.CGRectValue().height {
if let duration = userInfo[UIKeyboardAnimationDurationUserInfoKey]?.doubleValue {
if let curve = userInfo[UIKeyboardAnimationDurationUserInfoKey]?.integerValue {
appDelegate.log.info("keyboardWillHide: duration:\(duration)")
UIView.animateWithDuration(duration, delay:0.0, options: .CurveEaseInOut,
animations: {
self.viewAddNewSearchResults_BottomConstraint.constant = 0;
self.viewAddNewSearchResults.alpha = 0.0
},
completion: nil)
}
}
}
}
}
//Add button shows search result panel below search text fields
//just set focus in the textField
//then the keyboardWillShow will fade in the view and resize it to fit above the keyboard
//and match fade in duration to animation of keyboard moving up
#IBAction func buttonAdd_Action(sender: AnyObject) {
//triggers keyboardWillHide: which also fades out view
self.textFieldAddSearch.resignFirstResponder()
}
//TWO WAYS TO HIDE THE VIEW
//textFieldShouldReturn
//buttonCancel_Action
//Cancel on the search results - just resignFirstResponder >> triggers keyboardWillHide: which also fades out view
#IBAction func buttonCancel_Action(sender: AnyObject) {
//triggers keyboardWillHide: which also fades out view
self.textFieldAddSearch.resignFirstResponder()
}
Swift 4
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: .UIKeyboardWillShow, object: nil)
func keyboardWillShow(notification: NSNotification) {
let duration = notification.userInfo?[UIKeyboardAnimationDurationUserInfoKey]
print("duration",duration)
}

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