I have designed screen using storyboard constraints for iPhone XR. if i run that on iPhone7 then it's keyboard hides textfields.. so i have return code for textfield up while keyboard appears.. but here textfield going up for every iPhone sizes.. here i want to move textfield up while keyboard enter according to screen size. how?
here is my code:
func animateViewMoving (up:Bool, moveValue :CGFloat){
let movementDuration:TimeInterval = 0.3
let movement:CGFloat = ( up ? -moveValue : moveValue)
UIView.beginAnimations( "animateView", context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(movementDuration )
self.view.frame = self.view.frame.offsetBy(dx: 0, dy: movement)
UIView.commitAnimations()
}
func textFieldDidBeginEditing(_ textField: UITextField) {
if textField == self.self.conformPasswordTextField {
animateViewMoving(up: true, moveValue: 60)
}
}
func textFieldDidEndEditing(_ textField: UITextField) {
if textField == self.self.conformPasswordTextField {
animateViewMoving(up: false, moveValue: 60)
}
}
How to move up textfield according to iPhone sizes.
Please help me in the code.
The best way to design and develop applications is to ALWAYS develop an application on the SMALLEST screen size. Scaling up applications is always easier then it is to scale an app down.
Based on your question, what you are asking to do is (other ways of doing this) creating variables that incorporate all the screen sizes width and height, and setting each object width height and so on according to the screen size.
This is not best practice.
The best way to do this is to use 'vary for traits' in XCode Story board.
What is 'Vary for Traits' in Xcode 8?
Referencing this question above is a good place to start.
However my recommendation is to redesign your application to fit on the SMALLEST ios screen size you are willing to support.
Like I said it is always much easier to scale up then to scale down and up
If you don't want to use auto layout and wants textfield to go up when keyboard appears then use UIScrollView.
and use following code. make sure you change it according to your text fields
call this function registerforkeyboardnotifiations from your viewdidload
lazy var securityScrollView = UIScrollView()
var activeTextField = UITextField()
var testTextField = UITextField()
//call setup screen from viewdidload
func setUpScreen {
view.addSubview(securityScrollView)
// adding textfield to scroll view
securityScrollView.addSubview(testTextField)
// make sure to setup constraints. for textfield and scrollview
}
/// here I am setting my activekeyboard
public func textFieldDidBeginEditing(_ textField: UITextField) {
activeTextField = textField
}
func registerForKeyboardNotifications() {
NotificationCenter.default.addObserver(self, selector: #selector(onKeyboardAppear(_:)), name: UIResponder.keyboardDidShowNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(onKeyboardDisappear(_:)), name: UIResponder.keyboardDidHideNotification, object: nil)
}
#objc func onKeyboardAppear(_ notification: NSNotification) {
let info = notification.userInfo!
let rect: CGRect = info[UIResponder.keyboardFrameBeginUserInfoKey] as! CGRect
let kbSize = rect.size
let insets = UIEdgeInsets(top: 0, left: 0, bottom: kbSize.height+120, right: 0) // bottom constants change according to your needs
self.securityScrollView.contentInset = insets
self.securityScrollView.scrollIndicatorInsets = insets
var visibleRect: CGRect = self.securityScrollView.convert(self.securityScrollView.bounds, to: self.view)
visibleRect.size.height -= rect.size.height;
let inputRect: CGRect = self.activeTextField.convert(self.activeTextField.bounds, to: self.securityScrollView)
if (visibleRect.contains(inputRect)) {
self.securityScrollView.scrollRectToVisible(inputRect, animated: true)
}
}
#objc func onKeyboardDisappear(_ notification: NSNotification) {
self.securityScrollView.contentInset = UIEdgeInsets.zero
self.securityScrollView.scrollIndicatorInsets = UIEdgeInsets.zero
}
make sure you are removing observer and best place to do it is in deist if you are using view controller
deinit {
NotificationCenter.default.removeObserver(self, name: UIResponder.keyboardDidShowNotification, object: nil)
NotificationCenter.default.removeObserver(self, name: UIResponder.keyboardDidHideNotification, object: nil)
}
If you want to setup your scrollview refer this
public override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
securityScrollView.contentSize = CGSize(width: self.view.frame.width, height: self.view.frame.height + kPaddig)
securityScrollView.isScrollEnabled = true
securityScrollView.showsVerticalScrollIndicator = false
}
change active textfield for your text field
var activeTextField = UITextField()
Make changes according to your scrollview and textbook. Enjoy!
I have looked around and found this post about moving a view when a keyboard appears. It works great and moves the keyboard anytime I click in a UITextField. The issue is that I have three UITextFields, and the keyboard should only move when it is going to present over a UITextField. I looked at the Apple documentation on this as well, and found some useful information but I am still not getting the desired functionality.
func keyboardWillShow(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.cgRectValue {
var aRect = self.view.frame;
aRect.size.height -= keyboardSize.size.height
if self.view.frame.origin.y == 0{
if aRect.contains(activeField.frame.origin){
self.view.frame.origin.y -= keyboardSize.height
}
}
}
}
func textFieldDidBeginEditing(_ textField: UITextField) {
activeField = textField
}
func textFieldDidEndEditing(_ textField: UITextField) {
activeField = nil
}
func keyboardWillHide(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.cgRectValue {
if self.view.frame.origin.y != 0{
self.view.frame.origin.y += keyboardSize.height
}
}
}
From the Apple documentation I just took the piece where I create the aRect, and then check if the points intersect with the contains function. I would expect this to then make the view move only when the keyboard were to overlap with a textfield, and keep the view in place otherwise. For some reason that I don't fully understand, this is not the case. The keyboard will move the view in the case where any textfield is clicked (even though for some it shouldn't). I have played around with it a bit now and tried debugging but have been unsuccessful. Any ideas?
EDIT: I did a little debugging and it seems that the aRect.contains(...) is returning true for when all textfields are clicked, but in reality it should not. Is contains the right method to be using?
I followed this way to manage such issue in TableView same way you can manage in your view Here is step by step code:
within viewDidLoad added registerForKeyboardNotifications()
Here is the method
func registerForKeyboardNotifications() {
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWasShown:", name: UIKeyboardDidShowNotification, object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardWillBeHidden:", name: UIKeyboardWillHideNotification, object: nil)
}
Again define other method :
func keyboardWasShown(aNotification: NSNotification) {
let info = aNotification.userInfo as! [String: AnyObject],
kbSize = (info[UIKeyboardFrameBeginUserInfoKey] as! NSValue).CGRectValue().size,
contentInsets = UIEdgeInsets(top: 0, left: 0, bottom: kbSize.height, right: 0)
electricalViewListTableview.contentInset = contentInsets
electricalViewListTableview.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.
var aRect = self.view.frame
aRect.size.height -= kbSize.height
if let activeTF = activeField {
if !CGRectContainsPoint(aRect, activeTF.frame.origin) {
electricalViewListTableview.scrollRectToVisible(activeTF.frame, animated: true)
}
}
}
Keyboard Hiding Method :
func keyboardWillBeHidden(aNotification: NSNotification) {
let contentInsets = UIEdgeInsetsZero
electricalViewListTableview.contentInset = contentInsets
electricalViewListTableview.scrollIndicatorInsets = contentInsets
}
After this use UITextFieldDelegates method to keep track active textfield :
var activeField: UITextField?
func textFieldDidBeginEditing(textField: UITextField) {
self.activeField = textField
}
func textFieldDidEndEditing(textField: UITextField) {
self.activeField = textField
}
Hope it helps!
You have two main issues with your keyboardWillShow code.
You are using the wrong key to get the keyboard frame. You need UIKeyboardFrameEndUserInfoKey, not UIKeyboardFrameBeginUserInfoKey. You want to know where the keyboard will end up, not where it starts from.
Once you get the keyboard's frame, you need to convert it to local coordinates. It is given to you in screen coordinates.
Your updated code would be:
func keyboardWillShow(notification: NSNotification) {
if let keyboardScreenFrame = (notification.userInfo?[UIKeyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue {
let keyboardLocalFrame = self.view.convert(keyboardScreenFrame, from: nil)
var aRect = self.view.frame;
aRect.size.height -= keyboardLocalFrame.size.height
if self.view.frame.origin.y == 0 {
if aRect.contains(activeField.frame.origin) {
self.view.frame.origin.y -= keyboardSize.height
}
}
}
}
You also have a big problem with your keyboardWillHide method. Since you keyboardWillShow method always shortens your view's frame, your keyboardWillHide method also needs to always restore the view's frame height.
If I were you, I wouldn't change the view's frame height in either method. Just adjust its origin as needed to make the text field visible.
Try IQKeyboardManager . It automatically manages text fields to make them visible. You just need to add it to your project, and no need to write even one line of code. A piece from it's documentation:
Often while developing an app, We 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.
EDIT: In addition to Rmaddy's answer, I can say you should consider changing if aRect.contains(activeField.frame.origin) to if !aRect.contains(activeField.frame), because the first check will return true even if the top of your textfield is in the frame of the view, and also, you should be checking if it doesn't contain the frame of your textfield, then change the frame of the view.
And, I'm not totally sure, but, maybe it would be better if you move your activeField = textField code to the textFieldShouldBeginEditing delegate method.
I'm trying to get the height of the iOS keyboard. I've gone through and used the method involving subscribing to a notification such as detailed here:
https://gist.github.com/philipmcdermott/5183731
- (void)viewDidAppear:(BOOL) animated {
[super viewDidAppear:animated];
// Register notification when the keyboard will be show
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillShow:)
name:UIKeyboardWillShowNotification
object:nil];
// Register notification when the keyboard will be hide
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillHide:)
name:UIKeyboardWillHideNotification
object:nil];
}
- (void)keyboardWillShow:(NSNotification *)notification {
CGRect keyboardBounds;
[[notification.userInfo valueForKey:UIKeyboardFrameBeginUserInfoKey] getValue:&keyboardBounds];
// Do something with keyboard height
}
- (void)keyboardWillHide:(NSNotification *)notification {
CGRect keyboardBounds;
[[notification.userInfo valueForKey:UIKeyboardFrameBeginUserInfoKey] getValue:&keyboardBounds];
// Do something with keyboard height
}
This works fine for when the user actually displays the keyboard.
My problem: I have another view, let's call it micView, that may be presented before the keyboard appears. The user may choose to use the microphone before typing. I would like the micView to be the same height as the keyboard, which is why I need the keyboard's height, but I need it before the keyboard was forced to appear. Thus the UIKeyboardWillShowNotification is not reached before I need to read the value of the height.
My question is: how do I get the height of the keyboard through Notifications, or some other method without ever having the keyboard appear.
I considered explicitly forcing the keyboard to appear in viewDidLoad, so that I can set an instance variable to that value, then hiding it and getting rid of the animations for both things. But is that really the only way to do that?
This Swift class provides a turn-key solution that manages all the necessary notifications and initializations, letting you simply call a class method and have returned the keyboard size or height.
Calling from Swift:
let keyboardHeight = KeyboardService.keyboardHeight()
let keyboardSize = KeyboardService.keyboardSize()
Calling from Objective-C:
CGFloat keyboardHeight = [KeyboardService keyboardHeight];
CGRect keyboardSize = [KeyboardService keyboardSize];
If wanting to use this for initial view layout, call this from the viewWillAppear method of a class where you want the keyboard height or size before the keyboard appears. It should not be called in viewDidLoad, as a correct value relies on your views having been laid out. You can then set an autolayout constraint constant with the value returned from the KeyboardService, or use the value in other ways. For instance, you might want to obtain the keyboard height in prepareForSegue to assist in setting a value associated with the contents of a containerView being populated via an embed segue.
Note re safe area, keyboard height, and iPhone X:
The value for keyboard height returns the full height of the keyboard, which on the iPhone X extends to the edge of the screen itself, not just to the safe area inset. Therefore, if setting an auto layout constraint value with the returned value, you should attach that constraint to the superview bottom edge, not to the safe area.
Note re hardware keyboard in Simulator:
When a hardware keyboard is attached, this code will provide the on-screen height of that hardware keyboard, that is, no height. This state does need to be accounted for, of course, as this simulates what will occur if you have a hardware keyboard attached to an actual device. Therefore, your layout that is expecting a keyboard height needs to respond appropriately to a keyboard height of zero.
KeyboardService class:
As usual, if calling from Objective-C, you simply need to import the app's Swift bridging header MyApp-Swift.h in your Objective-C class.
import UIKit
class KeyboardService: NSObject {
static var serviceSingleton = KeyboardService()
var measuredSize: CGRect = CGRect.zero
#objc class func keyboardHeight() -> CGFloat {
let keyboardSize = KeyboardService.keyboardSize()
return keyboardSize.size.height
}
#objc class func keyboardSize() -> CGRect {
return serviceSingleton.measuredSize
}
private func observeKeyboardNotifications() {
let center = NotificationCenter.default
center.addObserver(self, selector: #selector(self.keyboardChange), name: .UIKeyboardDidShow, object: nil)
}
private func observeKeyboard() {
let field = UITextField()
UIApplication.shared.windows.first?.addSubview(field)
field.becomeFirstResponder()
field.resignFirstResponder()
field.removeFromSuperview()
}
#objc private func keyboardChange(_ notification: Notification) {
guard measuredSize == CGRect.zero, let info = notification.userInfo,
let value = info[UIKeyboardFrameEndUserInfoKey] as? NSValue
else { return }
measuredSize = value.cgRectValue
}
override init() {
super.init()
observeKeyboardNotifications()
observeKeyboard()
}
deinit {
NotificationCenter.default.removeObserver(self)
}
}
Head nod:
The observeKeyboard method here based on the original approach outlined by Peres in the Objective-C answer to this question.
A quick solution that you could use, is the same one used when you want to cache the keyboard (the first time you show it, you get a slight delay...). The library is here. The interesting bits:
[[[[UIApplication sharedApplication] windows] lastObject] addSubview:field];
[field becomeFirstResponder];
[field resignFirstResponder];
[field removeFromSuperview];
So basically is showing it and then hiding it. You could listen for notifications and just get the height without actually seeing it. Bonus: you get to cache it. :)
Looks like this solution did stop working.
I modified it:
adding a callback to know when the notification arrives with the real height,
moving the textfield to another window to avoid showing it, and
setting a timeout for the case when is used in the simulator and the software keyboard is setted up to now show.
Using Swift 4:
import UIKit
public class KeyboardSize {
private static var sharedInstance: KeyboardSize?
private static var measuredSize: CGRect = CGRect.zero
private var addedWindow: UIWindow
private var textfield = UITextField()
private var keyboardHeightKnownCallback: () -> Void = {}
private var simulatorTimeout: Timer?
public class func setup(_ callback: #escaping () -> Void) {
guard measuredSize == CGRect.zero, sharedInstance == nil else {
return
}
sharedInstance = KeyboardSize()
sharedInstance?.keyboardHeightKnownCallback = callback
}
private init() {
addedWindow = UIWindow(frame: UIScreen.main.bounds)
addedWindow.rootViewController = UIViewController()
addedWindow.addSubview(textfield)
observeKeyboardNotifications()
observeKeyboard()
}
public class func height() -> CGFloat {
return measuredSize.height
}
private func observeKeyboardNotifications() {
let center = NotificationCenter.default
center.addObserver(self, selector: #selector(self.keyboardChange), name: UIResponder.keyboardDidShowNotification, object: nil)
}
private func observeKeyboard() {
let currentWindow = UIApplication.shared.keyWindow
addedWindow.makeKeyAndVisible()
textfield.becomeFirstResponder()
currentWindow?.makeKeyAndVisible()
setupTimeoutForSimulator()
}
#objc private func keyboardChange(_ notification: Notification) {
textfield.resignFirstResponder()
textfield.removeFromSuperview()
guard KeyboardSize.measuredSize == CGRect.zero, let info = notification.userInfo,
let value = info[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue
else { return }
saveKeyboardSize(value.cgRectValue)
}
private func saveKeyboardSize(_ size: CGRect) {
cancelSimulatorTimeout()
KeyboardSize.measuredSize = size
keyboardHeightKnownCallback()
KeyboardSize.sharedInstance = nil
}
private func setupTimeoutForSimulator() {
#if targetEnvironment(simulator)
let timeout = 2.0
simulatorTimeout = Timer.scheduledTimer(withTimeInterval: timeout, repeats: false, block: { (_) in
print(" KeyboardSize")
print(" .keyboardDidShowNotification did not arrive after \(timeout) seconds.")
print(" Please check \"Toogle Software Keyboard\" on the simulator (or press cmd+k in the simulator) and relauch your app.")
print(" A keyboard height of 0 will be used by default.")
self.saveKeyboardSize(CGRect.zero)
})
#endif
}
private func cancelSimulatorTimeout() {
simulatorTimeout?.invalidate()
}
deinit {
NotificationCenter.default.removeObserver(self)
}
}
Is used in the following way:
let splashVC = some VC to show in the key window during the app setup (just after the didFinishLaunching with options)
window.rootViewController = splashVC
KeyboardSize.setup() { [unowned self] in
let kbHeight = KeyboardSize.height() // != 0 :)
// continue loading another things or presenting the onboarding or the auth
}
For iOS 14.0, I noticed that this solution stopped working on around the 10th call as NotificationCenter stopped broadcasting keyboardChange notification. I was not able to fully figure out why that was happening.
So, I tweaked the solution to make KeyboardSize a singleton and added a method updateKeyboardHeight() as such:
static let shared = KeyboardSize()
/**
Height of keyboard after the class is initialized
*/
private(set) var keyboardHeight: CGFloat = 0.0
private override init() {
super.init()
observeKeyboardNotifications()
observeKeyboard()
}
func updateKeyboardHeight() {
observeKeyboardNotifications()
observeKeyboard()
}
and used it as
KeyboardSize.shared.updateKeyboardHeight()
let heightOfKeyboard = KeyboardSize.shared.keyboardHeight
So I have a button that is connected to a IBAction. When I press the button I want to hide the tab bar in my iOS app with a animation. This [self setTabBarHidden:hidden animated:NO]; or this [self.tabBarController setTabBarHidden:hidden animated:YES]; does not work. This is my code without the animation:
- (IBAction)picture1:(id)sender {
[self.tabBarController.tabBar setHidden:YES];
}
Any help would be greatly appreciated :D
When working with storyboard its easy to setup the View Controller to hide the tabbar on push, on the destination View Controller just select this checkbox:
I try to keep view animations available to me using the following formula:
// pass a param to describe the state change, an animated flag and a completion block matching UIView animations completion
- (void)setTabBarVisible:(BOOL)visible animated:(BOOL)animated completion:(void (^)(BOOL))completion {
// bail if the current state matches the desired state
if ([self tabBarIsVisible] == visible) return (completion)? completion(YES) : nil;
// get a frame calculation ready
CGRect frame = self.tabBarController.tabBar.frame;
CGFloat height = frame.size.height;
CGFloat offsetY = (visible)? -height : height;
// zero duration means no animation
CGFloat duration = (animated)? 0.3 : 0.0;
[UIView animateWithDuration:duration animations:^{
self.tabBarController.tabBar.frame = CGRectOffset(frame, 0, offsetY);
} completion:completion];
}
//Getter to know the current state
- (BOOL)tabBarIsVisible {
return self.tabBarController.tabBar.frame.origin.y < CGRectGetMaxY(self.view.frame);
}
//An illustration of a call to toggle current state
- (IBAction)pressedButton:(id)sender {
[self setTabBarVisible:![self tabBarIsVisible] animated:YES completion:^(BOOL finished) {
NSLog(#"finished");
}];
}
does not longer work on iOS14, see updated 2nde answer below
Swift 3.0 version, using an extension:
extension UITabBarController {
private struct AssociatedKeys {
// Declare a global var to produce a unique address as the assoc object handle
static var orgFrameView: UInt8 = 0
static var movedFrameView: UInt8 = 1
}
var orgFrameView:CGRect? {
get { return objc_getAssociatedObject(self, &AssociatedKeys.orgFrameView) as? CGRect }
set { objc_setAssociatedObject(self, &AssociatedKeys.orgFrameView, newValue, .OBJC_ASSOCIATION_COPY) }
}
var movedFrameView:CGRect? {
get { return objc_getAssociatedObject(self, &AssociatedKeys.movedFrameView) as? CGRect }
set { objc_setAssociatedObject(self, &AssociatedKeys.movedFrameView, newValue, .OBJC_ASSOCIATION_COPY) }
}
override open func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let movedFrameView = movedFrameView {
view.frame = movedFrameView
}
}
func setTabBarVisible(visible:Bool, animated:Bool) {
//since iOS11 we have to set the background colour to the bar color it seams the navbar seams to get smaller during animation; this visually hides the top empty space...
view.backgroundColor = self.tabBar.barTintColor
// bail if the current state matches the desired state
if (tabBarIsVisible() == visible) { return }
//we should show it
if visible {
tabBar.isHidden = false
UIView.animate(withDuration: animated ? 0.3 : 0.0) {
//restore form or frames
self.view.frame = self.orgFrameView!
//errase the stored locations so that...
self.orgFrameView = nil
self.movedFrameView = nil
//...the layoutIfNeeded() does not move them again!
self.view.layoutIfNeeded()
}
}
//we should hide it
else {
//safe org positions
orgFrameView = view.frame
// get a frame calculation ready
let offsetY = self.tabBar.frame.size.height
movedFrameView = CGRect(x: 0, y: 0, width: self.view.frame.width, height: self.view.frame.height + offsetY)
//animate
UIView.animate(withDuration: animated ? 0.3 : 0.0, animations: {
self.view.frame = self.movedFrameView!
self.view.layoutIfNeeded()
}) {
(_) in
self.tabBar.isHidden = true
}
}
}
func tabBarIsVisible() ->Bool {
return orgFrameView == nil
}
}
This is based on the input from Sherwin Zadeh after a few hours of playing around.
Instead of moving the tabbar itself it moves the frame of the view, this effectively slides the tabbar nicely out of the bottom of the screen but...
... has the advantage that the content displayed inside the UITabbarcontroller is then also taking the full screen!
note its also using the AssociatedObject functionality to attached data to the UIView without subclassing and thus an extension is possible (extensions do not allow stored properties)
As per Apple docs, hidesBottomBarWhenPushed property of UIViewController, a Boolean value, indicating whether the toolbar at the bottom of the screen is hidden when the view controller is pushed on to a navigation controller.
The value of this property on the topmost view controller determines whether the toolbar is visible.
The recommended approach to hide tab bar would as follows
ViewController *viewController = [[ViewController alloc] init];
viewController.hidesBottomBarWhenPushed = YES; // This property needs to be set before pushing viewController to the navigationController's stack.
[self.navigationController pushViewController:viewController animated:YES];
However, note this approach will only be applied to respective viewController and will not be propagated to other view controllers unless you start setting the same hidesBottomBarWhenPushed property in other viewControllers before pushing it to the navigation controller's stack.
Swift Version:
#IBAction func tap(sender: AnyObject) {
setTabBarVisible(!tabBarIsVisible(), animated: true, completion: {_ in })
}
// pass a param to describe the state change, an animated flag and a completion block matching UIView animations completion
func setTabBarVisible(visible: Bool, animated: Bool, completion:(Bool)->Void) {
// bail if the current state matches the desired state
if (tabBarIsVisible() == visible) {
return completion(true)
}
// get a frame calculation ready
let height = tabBarController!.tabBar.frame.size.height
let offsetY = (visible ? -height : height)
// zero duration means no animation
let duration = (animated ? 0.3 : 0.0)
UIView.animateWithDuration(duration, animations: {
let frame = self.tabBarController!.tabBar.frame
self.tabBarController!.tabBar.frame = CGRectOffset(frame, 0, offsetY);
}, completion:completion)
}
func tabBarIsVisible() -> Bool {
return tabBarController!.tabBar.frame.origin.y < CGRectGetMaxY(view.frame)
}
[Swift4.2]
Just created an extension for UITabBarController:
import UIKit
extension UITabBarController {
func setTabBarHidden(_ isHidden: Bool, animated: Bool, completion: (() -> Void)? = nil ) {
if (tabBar.isHidden == isHidden) {
completion?()
}
if !isHidden {
tabBar.isHidden = false
}
let height = tabBar.frame.size.height
let offsetY = view.frame.height - (isHidden ? 0 : height)
let duration = (animated ? 0.25 : 0.0)
let frame = CGRect(origin: CGPoint(x: tabBar.frame.minX, y: offsetY), size: tabBar.frame.size)
UIView.animate(withDuration: duration, animations: {
self.tabBar.frame = frame
}) { _ in
self.tabBar.isHidden = isHidden
completion?()
}
}
}
For Xcode 11.3 and iOS 13 other answers didn't work for me. However, based on those I've came up to the new solution using CGAffineTransform
I didn't test this code well, but this might actually work.
extension UITabBarController {
func setTabBarHidden(_ isHidden: Bool) {
if !isHidden { tabBar.isHidden = false }
let height = tabBar.frame.size.height
let offsetY = view.frame.height - (isHidden ? 0 : height)
tabBar.transform = CGAffineTransform(translationX: 0, y: offsetY)
UIView.animate(withDuration: 0.25, animations: {
self.tabBar.transform = .identity
}) { _ in
self.tabBar.isHidden = isHidden
}
}
}
Hope that helps.
UPDATE 09.03.2020:
I've finally found an awesome implementation of hiding tab bar with animation. It's huge advantage it's able to work either in common cases and in custom navigation controller transitions. Since author's blog is quite unstable, I'll leave the code below. Original source: https://www.iamsim.me/hiding-the-uitabbar-of-a-uitabbarcontroller/
Implementation:
extension UITabBarController {
/**
Show or hide the tab bar.
- Parameter hidden: `true` if the bar should be hidden.
- Parameter animated: `true` if the action should be animated.
- Parameter transitionCoordinator: An optional `UIViewControllerTransitionCoordinator` to perform the animation
along side with. For example during a push on a `UINavigationController`.
*/
func setTabBar(
hidden: Bool,
animated: Bool = true,
along transitionCoordinator: UIViewControllerTransitionCoordinator? = nil
) {
guard isTabBarHidden != hidden else { return }
let offsetY = hidden ? tabBar.frame.height : -tabBar.frame.height
let endFrame = tabBar.frame.offsetBy(dx: 0, dy: offsetY)
let vc: UIViewController? = viewControllers?[selectedIndex]
var newInsets: UIEdgeInsets? = vc?.additionalSafeAreaInsets
let originalInsets = newInsets
newInsets?.bottom -= offsetY
/// Helper method for updating child view controller's safe area insets.
func set(childViewController cvc: UIViewController?, additionalSafeArea: UIEdgeInsets) {
cvc?.additionalSafeAreaInsets = additionalSafeArea
cvc?.view.setNeedsLayout()
}
// Update safe area insets for the current view controller before the animation takes place when hiding the bar.
if hidden, let insets = newInsets { set(childViewController: vc, additionalSafeArea: insets) }
guard animated else {
tabBar.frame = endFrame
return
}
// Perform animation with coordinato if one is given. Update safe area insets _after_ the animation is complete,
// if we're showing the tab bar.
weak var tabBarRef = self.tabBar
if let tc = transitionCoordinator {
tc.animateAlongsideTransition(in: self.view, animation: { _ in tabBarRef?.frame = endFrame }) { context in
if !hidden, let insets = context.isCancelled ? originalInsets : newInsets {
set(childViewController: vc, additionalSafeArea: insets)
}
}
} else {
UIView.animate(withDuration: 0.3, animations: { tabBarRef?.frame = endFrame }) { didFinish in
if !hidden, didFinish, let insets = newInsets {
set(childViewController: vc, additionalSafeArea: insets)
}
}
}
}
/// `true` if the tab bar is currently hidden.
var isTabBarHidden: Bool {
return !tabBar.frame.intersects(view.frame)
}
}
If you're dealing with custom navigation transitions just pass a transitionCoordinator property of "from" controller, so animations are in sync:
from.tabBarController?.setTabBar(hidden: true, along: from.transitionCoordinator)
Note, that in such case the initial solution work very glitchy.
I went through the previous posts, so I came out with the solution below as subclass of UITabBarController
Main points are:
Written in Swift 5.1
Xcode 11.3.1
Tested on iOS 13.3
Simulated on iPhone 11 and iPhone 8 (so with and without notch)
Handles the cases where the user taps on the different tabs
Handles the cases where we programmatically change the value of selectedIndex
Handles the view controller orientation changes
Handles the corner casere where the app moved to background and back to foreground
Below the subclass TabBarController:
class TabBarController: UITabBarController {
//MARK: Properties
private(set) var isTabVisible:Bool = true
private var visibleTabBarFrame:CGRect = .zero
private var hiddenTabBarFrame:CGRect = .zero
override var selectedIndex: Int {
didSet { self.updateTabBarFrames() }
}
//MARK: View lifecycle
override func viewDidLoad() {
super.viewDidLoad()
self.delegate = self
NotificationCenter.default.addObserver(self, selector: #selector(appWillEnterForeground(_:)), name: UIApplication.willEnterForegroundNotification, object: nil)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.calculateTabBarFrames()
}
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransition(to: size, with: coordinator)
coordinator.animate(alongsideTransition: { (_) in }) { (_) in
// when orientation changes, the tab bar frame changes, so we need to update it to the expected state
self.calculateTabBarFrames()
self.updateTabBarFrames()
}
}
#objc private func appWillEnterForeground(_ notification:Notification){
self.updateTabBarFrames()
}
//MARK: Private
/// Calculates the frames of the tab bar and the expected bounds of the shown view controllers
private func calculateTabBarFrames() {
self.visibleTabBarFrame = self.tabBar.frame
self.hiddenTabBarFrame = CGRect(x: self.visibleTabBarFrame.origin.x, y: self.visibleTabBarFrame.origin.y + self.visibleTabBarFrame.height, width: self.visibleTabBarFrame.width, height: self.visibleTabBarFrame.height)
}
/// Updates the tab bar and shown view controller frames based on the current expected tab bar visibility
/// - Parameter tabIndex: if provided, it will update the view frame of the view controller for this tab bar index
private func updateTabBarFrames(tabIndex:Int? = nil) {
self.tabBar.frame = self.isTabVisible ? self.visibleTabBarFrame : self.hiddenTabBarFrame
if let vc = self.viewControllers?[tabIndex ?? self.selectedIndex] {
vc.additionalSafeAreaInsets.bottom = self.isTabVisible ? 0.0 : -(self.visibleTabBarFrame.height - self.view.safeAreaInsets.bottom)
}
self.view.layoutIfNeeded()
}
//MARK: Public
/// Show/Hide the tab bar
/// - Parameters:
/// - show: whether to show or hide the tab bar
/// - animated: whether the show/hide should be animated or not
func showTabBar(_ show:Bool, animated:Bool = true) {
guard show != self.isTabVisible else { return }
self.isTabVisible = show
guard animated else {
self.tabBar.alpha = show ? 1.0 : 0.0
self.updateTabBarFrames()
return
}
UIView.animate(withDuration: 0.25, delay: 0.0, options: [.beginFromCurrentState,.curveEaseInOut], animations: {
self.tabBar.alpha = show ? 1.0 : 0.0
self.updateTabBarFrames()
}) { (_) in }
}
}
extension TabBarController: UITabBarControllerDelegate {
override func tabBar(_ tabBar: UITabBar, didSelect item: UITabBarItem) {
if let tabIndex = self.tabBar.items?.firstIndex(of: item) {
self.updateTabBarFrames(tabIndex: tabIndex)
}
}
}
Sample usage from within a shown view controller:
// hide the tab bar animated (default)
(self.tabBarController as? TabBarController)?.showTabBar(false)
// hide the tab bar without animation
(self.tabBarController as? TabBarController)?.showTabBar(false, animated:false)
Sample output iPhone 11
Sample output iPhone 8
EDIT :
Updated the code to respect the safe area bottom inset
If you're experiencing issues with this solution and your tab bar contains a navigation controller as direct child in the viewControllers array, you may want to make sure that the navigation controller topViewController has the property extendedLayoutIncludesOpaqueBars set to true (you can set this directly from the Storyboard). This should resolve the problem
Hope it helps someone :)
Rewrite Sherwin Zadeh's answer in Swift 4:
/* tab bar hide/show animation */
extension AlbumViewController {
// pass a param to describe the state change, an animated flag and a completion block matching UIView animations completion
func setTabBarVisible(visible: Bool, animated: Bool, completion: ((Bool)->Void)? = nil ) {
// bail if the current state matches the desired state
if (tabBarIsVisible() == visible) {
if let completion = completion {
return completion(true)
}
else {
return
}
}
// get a frame calculation ready
let height = tabBarController!.tabBar.frame.size.height
let offsetY = (visible ? -height : height)
// zero duration means no animation
let duration = (animated ? kFullScreenAnimationTime : 0.0)
UIView.animate(withDuration: duration, animations: {
let frame = self.tabBarController!.tabBar.frame
self.tabBarController!.tabBar.frame = frame.offsetBy(dx: 0, dy: offsetY)
}, completion:completion)
}
func tabBarIsVisible() -> Bool {
return tabBarController!.tabBar.frame.origin.y < view.frame.maxY
}
}
Try to set the frame of the tabBar in animation. See this tutorial.
Just be aware, it's bad practice to do that, you should set show/hide tabBar when UIViewController push by set the property hidesBottomBarWhenPushed to YES.
tried in swift 3.0 / iOS10 / Xcode 8:
self.tabBarController?.tabBar.isHidden = true
I set it when my controller is shown: (and Hide when back, after navigation)
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
self.tabBarController?.tabBar.isHidden = false
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
self.tabBarController?.tabBar.isHidden = true
}
BTW: better to have a flag to save if shown or not, as other vents can eventually trigger hide/show
Unfortunately, I can't comment on HixField's answer because I don't have enough reputation, so I have to leave this as a separate answer.
His answer is missing the computed property for movedFrameView, which is:
var movedFrameView:CGRect? {
get { return objc_getAssociatedObject(self, &AssociatedKeys.movedFrameView) as? CGRect }
set { objc_setAssociatedObject(self, &AssociatedKeys.movedFrameView, newValue, .OBJC_ASSOCIATION_COPY) }
}
My previous answer does not longer work on iOS14.
I played with manipulating the frames of the different views, but it seams that the new implementation of the UITabBarController and UITabBar on iOS14 do some magic under the covers which makes this approach no longer working.
I therefore switch to the approach that I hide the UITabBar by setting its alpha to zero and then I manipulate the bottom constraint (that you must pass in when calling the function) to bring the view's content down. This does however, mean that you must have such a constraint and the extension is more bound to your view then the previous approach.
Make sure that the view you are displaying has clipToBounds = false otherwise you will just get a black area where the UITabBar once was!
Here is the code of my UITabBarController.extensions.swift:
import Foundation
extension UITabBarController {
private struct AssociatedKeys {
// Declare a global var to produce a unique address as the assoc object handle
static var orgConstraintConstant: UInt8 = 0
static var orgTabBarAlpha : UInt8 = 1
}
var orgConstraintConstant: CGFloat? {
get { return objc_getAssociatedObject(self, &AssociatedKeys.orgConstraintConstant) as? CGFloat }
set { objc_setAssociatedObject(self, &AssociatedKeys.orgConstraintConstant, newValue, .OBJC_ASSOCIATION_COPY) }
}
var orgTabBarAlpha: CGFloat? {
get { return objc_getAssociatedObject(self, &AssociatedKeys.orgTabBarAlpha) as? CGFloat }
set { objc_setAssociatedObject(self, &AssociatedKeys.orgTabBarAlpha, newValue, .OBJC_ASSOCIATION_COPY) }
}
func setTabBarVisible(visible:Bool, animated:Bool, bottomConstraint: NSLayoutConstraint) {
// bail if the current state matches the desired state
if (tabBarIsVisible() == visible) { return }
//define segment animation duration (note we have two segments so total animation time = times 2x)
let segmentAnimationDuration = animated ? 0.15 : 0.0
//we should show it
if visible {
//animate moving up
UIView.animate(withDuration: segmentAnimationDuration,
delay: 0,
options: [],
animations: {
[weak self] in
guard let self = self else { return }
bottomConstraint.constant = self.orgConstraintConstant ?? 0
self.view.layoutIfNeeded()
},
completion: {
(_) in
//animate tabbar fade in
UIView.animate(withDuration: segmentAnimationDuration) {
[weak self] in
guard let self = self else { return }
self.tabBar.alpha = self.orgTabBarAlpha ?? 0
self.view.layoutIfNeeded()
}
})
//reset our values
self.orgConstraintConstant = nil
}
//we should hide it
else {
//save our previous values
self.orgConstraintConstant = bottomConstraint.constant
self.orgTabBarAlpha = tabBar.alpha
//animate fade bar out
UIView.animate(withDuration: segmentAnimationDuration,
delay: 0,
options: [],
animations: {
[weak self] in
guard let self = self else { return }
self.tabBar.alpha = 0.0
self.view.layoutIfNeeded()
},
completion: {
(_) in
//then animate moving down
UIView.animate(withDuration: segmentAnimationDuration) {
[weak self] in
guard let self = self else { return }
bottomConstraint.constant = bottomConstraint.constant - self.tabBar.frame.height + 4 // + 4 looks nicer on no-home button devices
//self.tabBar.alpha = 0.0
self.view.layoutIfNeeded()
}
})
}
}
func tabBarIsVisible() ->Bool {
return orgConstraintConstant == nil
}
}
This is how it looks in my app (you can compare to my 1ste answer, the animation is a bit different but looks great) :
You can have a bug when animating manually the tab bar on iOS13 and Xcode 11. If the user press the home button after the animation (it'll just ignore the animation and will be there in the right place). I think it's a good idea to invert the animation before that by listening to the applicationWillResignActive event.
This wrks for me:
[self.tabBar setHidden:YES];
where self is the view controller, tabBar is the id for the tabBar.