Adding Return Button In Keyboard Extension - ios

I am making a customized iOS 8 keyboard. I created a button called Return and I'm stuck because I don't know how to make Return or Enter key work properly. I found many textFielsShouldReturn tutorials but I don't think it belongs to iOS keyboard extensions.

Okay. I got it so easy in short time. This is what i did.
#IBAction func returnPressed(sender: AnyObject) {
var proxy = textDocumentProxy as UITextDocumentProxy
proxy.insertText("\n")
}

Related

IOS/swift currentTitle return nil

When I use titlelabel.text, it can print my results normally, but when I use currenttitle, it returns nil. I checked the document. currenttitle and titlelabel.text are quick access methods, but why do I get different results
#IBAction func numBtnPress(_ sender: UIButton) {
print(sender.titleLabel?.text)
print(sender.currentTitle)
}
The screenshot of the problem is as follows
Thanks everyone, I solved the problem,my button style is pain! When I change it to default it works! The same reason in pain mode,title text position is not working. I changed it to default, now it works!
I'm also building a calculator app and I can confirm changing the button style from Plain to Default solves the problem of sender.currentTitle returning nil.
I'm building a Quizz app and I can confirm changing the button style from Plain to Default solves the problem of sender.currentTitle and sender.titlelabel?.text returning nil/not Working.
After some search i found this.
var res = (sender as AnyObject).currentTitle

IOS Swift IBAction behaviour when combining actions

I have a custom keyboard extension which works as expected but I am coming across some odd behaviour which I can't explain. It is designed primarily for data input into Excel spreadsheets, so the fewer the keystrokes the better.
I have 2 IBActions.
Keypressed takes the value of the keypresses and inserts it into the current cell.
Returnpressed emulates the enter key which moves the cursor onto the next cell.
These work as described above, which is all good, but I am now trying to combine the actions, so that the user only has to press the first key and it inserts the text and then moves onto the next cell.
So when I simply extend the code in the Keypressed IBAction to include the code in the Returnpressed action, it simply inserts a carriage return into the text and stays in the same cell.
What am I missing please?
Here is a code snippet:
extension UIKeyInput{
func `return`() -> Void{
insertText("\n")
}
}
class KeyboardViewController: UIInputViewController, AVAudioPlayerDelegate {
#IBAction func KeyPressed(_ sender: Any) {
let string = (sender as AnyObject).titleLabel??.text
(textDocumentProxy as UIKeyInput).insertText("\(string!)")
**//THIS IS THE LINE THAT FIXED THIS FOR ME
textDocumentProxy.adjustTextPosition(byCharacterOffset: -1)**
self.EnterPressed(nil)
}
#IBAction func EnterPressed(_ sender: Any?) {
//default action for a return key press
textDocumentProxy.return()
}
I think you need to override the UITextInputDelegate textDidChange method (UIInputViewController implements UITextInputDelegate).It turns out that textDidChange is called when the text changes. And make the first responder to the next text field of your cell.
I managed to fudge this by determining what action s caused textDidChange to fire. It turns out that by simply adjusting the cursor portion, between inserting the text and firing the Return action works.
Not really sure how, but achieves what I want without the the user knowing it is a kludge and no overhead. I have changed the original code snippet to show the fix.

How can I add a Clear Button to my Calculator app in Xcode?

enter image description hereI'm a beginner and made a prototype of a calculator app in Xcode. It works great. But to make it more easier to use and add features I thought of adding a Clear Button too. I need help in doing that with my existing code. Please, if possible, give me all steps in detail.
The Code-
The User Interface-
How can I add a All Clear Button to it so the displayed number is 0?
Please try the given below code
#IBAction func ClearButtonAction(sender: AnyObject)
{
your_TextfieldName.text = ""
}
"where Textfield is Outlet Of Your Textfield "
#IBAction func Tap_Save(_ sender: UIButton)
{
TextField.text = " "
}

Change View with NavigationViewController

all this is probably a trivial question, but I have not found a solution to it. I am making an app for Iphone using Swift.
I have a tableview with some strings and if I press a button I want to navigate back to the previous view directly. However, the code after my call
navigationController?.popViewControllerAnimated(true)
is always run, but I want the current activity to stop and go back to the previous view.
The code looks like:
#IBAction func DeletePressed(sender: UIButton) {
let deleteIndices = getIndexToDelete()
navigationController?.popViewControllerAnimated(true)
print("After navigationController")
for index in deleteIndices{
results?.ListResults[yearShownIndex].months[monthShownIndex].day[dayShownIndex].results.removeAtIndex(index)
}
if (results?.ListResults[yearShownIndex].months[monthShownIndex].day[dayShownIndex].results.count == 0){
results?.ListResults[yearShownIndex].months[monthShownIndex].day.removeAtIndex(dayShownIndex)
}
if (results?.ListResults[yearShownIndex].months[monthShownIndex].day.count == 0){
results?.ListResults[yearShownIndex].months.removeAtIndex(monthShownIndex)
}
if (results?.ListResults[yearShownIndex].months.count == 0){
results?.ListResults.removeAtIndex(monthShownIndex)
}
loadView()
}
"After navigationController" is always displayed.
In android you would start a new activity by creating intents to get the desired behaviour, but how does it work on Iphone?
My problem is that I want to be able to go back directly when navigationController.popViewControllerAnimated is called. This is just a toy example to understand how it works so that I can use it in the if-clauses later.
you could simply add a return statement after you pop the viewcontroller:
#IBAction func DeletePressed(sender: UIButton) {
let deleteIndices = getIndexToDelete()
navigationController?.popViewControllerAnimated(true)
return;
[...]
if you don't wants to execute code after "print("After navigationController")" then remove that code
or it is not possible to remove then toggle it when DeletePressed called

How to hide keyboard in Swift app during UI testing

I just started with UI testing in Xcode 7 and hit this problem:
I need to enter text into a textfield and then click a button. Unfortunately this button is hidden behind the keyboard which appeared while entering text into the textfield. Xcode is trying to scroll to make it visible but my view isn't scrollable so it fails.
My current solution is this:
let textField = app.textFields["placeholder"]
textField.tap()
textField.typeText("my text")
app.childrenMatchingType(.Window).elementBoundByIndex(0).tap() // hide keyboard
app.buttons["hidden button"].tap()
I can do this because my ViewController is intercepting touches:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
view.endEditing(false)
super.touchesBegan(touches, withEvent: event)
}
I am not really happy about my solution, is there any other way how to hide the keyboard during UI testing?
If you have set up your text fields to resign FirstResponder (either via textField.resignFirstResponder() or self.view.endEditing(true)) in the textFieldShouldReturn() delegate method, then
textField.typeText("\n")
will do it.
Swift 5 helper function
func dismissKeyboardIfPresent() {
if app.keyboards.element(boundBy: 0).exists {
if UIDevice.current.userInterfaceIdiom == .pad {
app.keyboards.buttons["Hide keyboard"].tap()
} else {
app.toolbars.buttons["Done"].tap()
}
}
}
Based on a question to Joe's blog, I have an issue in which after a few runs on simulator the keyboards fails to hide using this piece of code:
XCUIApplication().keyboard.buttons["Hide keyboard"]
So, I changed it to: (thanks Joe)
XCUIApplication().keyboard.buttons["Hide keyboard"]
let firstKey = XCUIApplication().keys.elementBoundByIndex(0)
if firstKey.exists {
app.typeText("\n")
}
What I try to do here is detecting if the keyboard stills open after tap the hide button, if it is up, I type a "\n", which in my case closes the keyboard too.
This also happens to be tricky, because sometimes the simulator lost the focus of the keyboard typing and this might make the test fail, but in my experience the failure rate is lower than the other approaches I've taken.
I hope this can help.
I always use this to programmatically hide the keyboard in Swift UITesting:
XCUIApplication().keyboards.buttons["Hide keyboard"].tap()
XCUIApplication().toolbars.buttons["Done"].tap()
With Swift 4.2, you can accomplish this now with the following snippet:
let app = XCUIApplication()
if app.keys.element(boundBy: 0).exists {
app.typeText("\n")
}
The answer to your question lies not in your test code but in your app code. If a user cannot enter text using the on-screen software keyboard and then tap on the button, you should either make the test dismiss the keyboard (as a user would have to, in order to tap on the button) or make the view scrollable.
Just make sure that the keyboard is turned off in the simulator before running the tests.
Hardware->Keyboard->Connect Hardware Keyboard.
Then enter your text using the paste board
textField.tap()
UIPasteboard.generalPasteboard().string = "Some text"
textField.doubleTap()
app.menuItems["paste"].tap()
I prefer to search for multiple elements that are possibly visible to tap, or continue, or whatever you want to call it. And choose the right one.
class ElementTapHelper {
///Possible elements to search for.
var elements:[XCUIElement] = []
///Possible keyboard element.
var keyboardElement:XCUIElement?
init(elements:[XCUIElement], keyboardElement:XCUIElement? = nil) {
self.elements = elements
self.keyboardElement = keyboardElement
}
func tap() {
let keyboard = XCUIApplication().keyboards.firstMatch
if let key = keyboardElement, keyboard.exists {
let frame = keyboard.frame
if frame != CGRect.zero {
key.forceTap()
return
}
}
for el in elements {
if el.exists && el.isHittable {
el.forceTap()
return
}
}
}
}
extension XCUIElement {
///If the element isn't hittable, try and use coordinate instead.
func forceTap() {
if self.isHittable {
self.tap()
return
}
//if element isn't reporting hittable, grab it's coordinate and tap it.
coordinate(withNormalizedOffset: CGVector(dx:0, dy:0)).tap()
}
}
It works well for me. This is how I would usually use it:
let next1 = XCUIApplication().buttons["Next"]
let keyboardNext = XCUIApplication().keyboards.firstMatch.buttons["Next"]
ElementTapHelper(elements: [next1], keyboardElement: keyboardNext).tap()
Nice thing about this is you can provide multiple elements that could be tapped, and it searches for keyboard element first.
Another benefit of this is if you are testing on real devices the keyboard opens by default. So why not just press the keyboard button?
I only use this helper when there are multiple buttons that do the same thing, and some may be hidden etc.
If you are using IQKeyboardManager you can easily do this:
app.toolbars.buttons["Done"].tap()
This way you capture the "Done" button in the keyboard toolbar and hide the keyboard. It also works for different localizations.

Resources