I am making a Welcome screen with two UITextFields, a Forgot Password button and two additional buttons (signInButton and createAccountButton). These two buttons are placed in an UIView (inputsView) along with the text fields.
As soon as one of the text fields is focused, I animate the screen to adjust for the keyboard, resize the createAccountButton button and slide in the signInButton. I'm using the following code:
[UIView animateWithDuration:.48 delay:0 usingSpringWithDamping:1 initialSpringVelocity:.42 options:(UIViewAnimationOptionBeginFromCurrentState) animations:^{
CGRect f3 = inputsView.frame;
f3.origin.y = 112;
inputsView.frame = f3;
[inputsView layoutSubviews];
CGRect f4 = createAccountButton.bounds;
f4.size.width = 160;
createAccountButton.bounds = f4;
CGRect f5 = createAccountButton.frame;
f5.origin.x = 160;
createAccountButton.frame = f5;
CGRect f6 = signInButton.frame;
f6.origin.x = 0;
signInButton.frame = f6;
CGRect f7 = buttonSeparator.frame;
f7.origin.x = 160;
buttonSeparator.frame = f7;
[signInButton layoutSubviews];
[createAccountButton layoutSubviews];
} completion:nil];
This all works fine, but if I then tap the Forgot Password button to open a UIAlertView, the buttons pop back to their original positions. Strangely enough, the buttonSeparator, which is a 1px UIView does not snap back.
Am I forgetting something, or is this a bug in the iOS 7 SDK?
Most likely you are using autolayout
Disable the autolayout property.
Reason why its happening : Autolayout will update the views to their original position using current constraints.
Hope it helps.
Related
so I have a very simple button that when clicked goes to fullscreen and when clicked again goes back to the same position it was initially in. For some reason it works perfectly without the animation. When I uncomment the animation part when I initially click the button it does nothing, the second time I click it slightly enlarges. The third time I click it animates slowly but back to it's smaller original size... Why is it animating the opposite way?
- (IBAction)viewImage1:(id)sender {
UIButton *btn = (UIButton*) sender;
if (btn.tag == 0)
{
CGRect r = [[UIScreen mainScreen] bounds];
/*[UIView animateWithDuration:0.5f delay:0.0f options:0 animations:^{*/
[sender setFrame: r];
/*}completion:nil];*/
btn.tag = 1;
}
else
{
btn.tag = 0;
[sender setFrame:CGRectMake(0,0,370,200)];
}
}
There are two solutions to your problem either of which will work:
Disable Autolayout. (discouraged)
You can do that in Interface Builder by opening the File Inspector
in the right pane and unchecking the respective check box.
However, if you want to use Autolayout for constraining other UI elements in your view (which is quite a good idea in most cases) this approach won't work which is why I would recommend the second solution:
Keep Autolayout enabled, create an outlet for your button in your view controller and set
self.myButton.translatesAutoresizingMaskIntoConstraints = YES;
in your view controller's viewDidLoad method.
You could also add layout constraints to your button and animate those. (This excellent Stackoverflow post explains how it's done.)
The reason for this tricky behavior is that once you enable Autolayout a view's frame is no longer relevant to the actual layout that appears on screen, only the view's layout constraints matter. Setting its translatesAutoresizingMaskIntoConstraints property to YES causes the system to automatically create layout constraints for your view that will "emulate" the frame you set, in a manner of speaking.
It is easier to do this with auto layout and constraints. Create an IBOutlet for the height constraint of your button call it something like btnHeight. Do the same for the width constraint call it something like btnWidth. Then create an IBAction like so:
- (IBAction)buttonPress:(UIButton *)sender {
UIButton *btn = (UIButton *) sender;
CGRect r = [[UIScreen mainScreen] bounds];
if (CGRectEqualToRect(btn.frame, CGRectMake(0.0, 0.0, 370, 200))) {
[UIView animateWithDuration:0.5 delay:0.0 options:0 animations:^{
self.btnHeight.constant = r.size.height;
self.btnWidth.constant = r.size.width;
[self.view layoutIfNeeded];
} completion:^(BOOL finished){
}];
}else{
[UIView animateWithDuration:0.5 delay:0.0 options:0 animations:^{
self.btnHeight.constant = 200.0;
self.btnWidth.constant = 370.0;
[self.view layoutIfNeeded];
} completion:^(BOOL finished){
}];
}
}
In my experience animating the frame of a UIButton does not work well, a, the only method, I'm aware of, is to use CGAffineTransformScale which will rasterize the title of the button and scale it as well.
I have a screen within an iPhone app that consist of a UITextView. This text view is contained within a UIScrollView. The purpose of the screen is for the user to type in text, and to optionally attach an image to what he is writing. Therefore, the screen also has a UIToolbar with a camera button at the bottom of the screen. The structure of the screen is as follows:
-View
--UIScrollView
---UITextView
--UIToolbar
---UIButton
When the user navigates to this screen, the viewDidAppear method assigns first responder to the uitextview element, so the keyboard shows up, which hides the toolbar and the camera button.
I would like the entire toolbar to re-draw itself right above the keyboard, and to position itself again at the bottom of the screen when the keyboard hides.
I have found related posts on SO (like this one). However, such methods introduce undesired behaviours. For example, implementing the solution in the article above, the toolbar does move with the keyboard, but the UIScrollView gets its frame.origin.y coordinate shifted way above the top of the screen, so it's impossible for the user to see what he is typing.
I have also tried to reset the frame of the toolbar, by adding it as an IBOutlet and using cgrectmake to reposition it. However, after several tries, the toolbar remains stuck at the bottom of the screen and hidden by the keyboard:
- (void) liftMainViewWhenKeybordAppears:(NSNotification*)aNotification{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.3];
[UIView setAnimationCurve:<#(UIViewAnimationCurve)#>]
CGRect frame = self.keyboardToolbar.frame;
frame.origin.y = self.keyboardToolbar.frame.origin.y - 280;
self.keyboardToolbar.frame = frame;
[UIView commitAnimations];
}
I have tried several iterations similar to the code above and they all fail at repositioning the toolbar.
So in short, what is the right way to float a toolbar right on top of a keyboard in a screen whose space is completely utilised by a uitextview element?
Thanks to RoryMcKinnel for the pointer. As the article referenced is in Swift, I thought I might paste the solution that worked for be on ObjC
- (void)keyboardWillShowNotification:(NSNotification *)notification{
NSDictionary *userInfo = notification.userInfo;
double animationDuration = [userInfo[UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect keyboardEndFrame = [userInfo[UIKeyboardFrameEndUserInfoKey] CGRectValue];
CGRect convertedKeyboardFrame = [self.view convertRect:keyboardEndFrame fromView:self.view.window];
UIViewAnimationOptions rawAnimationCurve = (UIViewAnimationOptions)[userInfo[UIKeyboardAnimationCurveUserInfoKey] unsignedIntegerValue] << 16;
_toolBarBottomGuide.constant = CGRectGetMaxY(self.view.bounds) - CGRectGetMinY(convertedKeyboardFrame);
[UIView animateWithDuration:animationDuration delay:0.0 options:rawAnimationCurve animations:^{
[self.view layoutIfNeeded];
} completion:nil];
}
Bear in mind, this code did make the toolbar move as required, but the toolbar was not visible at all. It turned out that it was being hidden behind the UIScrollView. This was easily fixed by shifting the order between the scroll view and the toolbar element in the IB hierarchy.
The method above works for the keyboardWillShow event. You'll need to add the corresponding one for when the keyboard hides, like this:
- (void)keyboardWillHideNotification:(NSNotification *)notification{
NSDictionary *userInfo = notification.userInfo;
double animationDuration = [userInfo[UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect keyboardEndFrame = [userInfo[UIKeyboardFrameEndUserInfoKey] CGRectValue];
UIViewAnimationOptions rawAnimationCurve = (UIViewAnimationOptions)[userInfo[UIKeyboardAnimationCurveUserInfoKey] unsignedIntegerValue] << 16;
_toolBarBottomGuide.constant = 0.0f;
[UIView animateWithDuration:animationDuration delay:0.0 options:rawAnimationCurve animations:^{
[self.view layoutIfNeeded];
} completion:nil];
}
In my app I've this login screen:
Above the first test field I've an image, the configuration in Interface Builder is the follow:
Now when I tap on the UITextField they should move up otherwise in iPhone 4/4s the field will be covered by keyboard.
Now I'm using the following code:
-(void)textFieldDidBeginEditing:(UITextField *)textField {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.35f];
CGRect frameView = self.view.frame;
CGRect frameImage = self.imageViewLogo.frame;
CGRect frameTextFieldUsername = self.textFieldUsername.frame;
CGRect frameTextFieldPassword = self.textFieldPassword.frame;
CGRect frameButtonLogin = self.buttonLogin.frame;
frameView.origin.y = -100;
frameImage.origin.y = -100;
frameTextFieldUsername.origin.y = -100;
frameTextFieldPassword.origin.y = -100;
frameButtonLogin.origin.y = -100;
[self.view setFrame:frameView];
[self.imageViewLogo setFrame:frameImage];
[self.textFieldUsername setFrame:frameTextFieldUsername];
[self.textFieldPassword setFrame:frameTextFieldPassword];
[self.buttonLogin setFrame:frameButtonLogin];
[UIView commitAnimations];
}
When I try to run the app in simulator or on a real device the view scrolls up of 100 but the image, the text fields and button doesn't scrolls up... I thought that the problem depend on the constraints, can you help me to fix this issue?
Thank you
The way in which you are trying to do this will get you in trouble. As you are giving hardcoded values of frame.
Try to use keyboard avoiding library it's the better and safer way of doing it.
-(void)textFieldDidBeginEditing:(UITextField *)textField {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.35f];
CGRect frameView = self.view.frame;
CGRect frameImage = self.imageViewLogo.frame;
CGRect frameTextFieldUsername = self.textFieldUsername.frame;
CGRect frameTextFieldPassword = self.textFieldPassword.frame;
CGRect frameButtonLogin = self.buttonLogin.frame;
frameView.origin.y = -100;
// no need of changing frames of TextFields inside the View, Just change the y-padding of View
[self.view setFrame:frameView];
[UIView commitAnimations];
}
reduce the y-padding to -120 and check
Hope this helps thanks
If your views are set up to use AutoLayout, changing frame will do nothing.
You should subscribe to UIKeyboardWillChangeFrameNotification and perform your changes there. In case of constraints you would update the constrains constants here and the call -setNeedsUpdateConstraints on the superview.
You have to figure out if the keyboards is appearing or disappearing at all if you want to support external keyboard.
Otherwise you can listen for UIKeyboardWillShowNotification and UIKeyboardWillHideNotification
For auto up the textFields while keyboard comes not need to use the thirdParty Classes.
Create a static tableView and design each textFields and button in each static cells.
TableView automatically handle the auto up textFields while keyboard comes.
Hi the simple and easy trick for doing it is :-
Take outlet of top constraint of username or email id textfield in your class and on textfield did begin editing delegate decrease the constraint's constant value so it will goes up when u select the textfield and at textField did end editing delegate again set constraint's constant value to previous one so it will reset on previous position.
eg:-Assuming you set Top Constraint value in Storyboard is 150
-(void)textFieldDidBeginEditing:(UITextField *)textField {
_topConstraint.constant = 10.00;
[UIView animateWithDuration:0.5f animations:^{
[self.view layoutIfNeeded];
}];
}
-(void)textFieldDidEndEditing:(UITextField *)textField {
_topConstraint.constant = 150.00;
[UIView animateWithDuration:0.5f animations:^{
[self.view layoutIfNeeded];
}];
}
Hope it will help you.
I have used the below code to position a UIView which will hold various buttons ect. I am showing this view in an IBAction method for a button.
How would I have the user be able to click on the button to show the UIView in a default position, then, when the user clicks on the button again, move the UIView back off screen?
Am I doing the best thing moving the UIView on/off screen or would it be better to just hide/show the controller?
I like the idea of moving it as it kinda looks like its moving downward (not that its animated or anything). Actualy how would I animate this to move slower?
CGRect f = self.optionsuiview.frame;
f.origin.x = 0;
f.origin.y = 42;
self.optionsuiview.frame = f;
If you create a property of the button (ctrl+drag to header file) you can use this to change the state of the button, so you can dictate when the view moves up/down.
#property (strong, nonatomic) IBOutlet UIButton *yourButton;
Within your IBAction method could look something like this
-(IBAction)yourButtonPressed:(id)sender{
if (self.yourButton.selected){
self.yourButton.selected = NO;
[UIView animateWithDuration:0.3 animations:^{
CGRect f = self.optionsuiview.frame;
f.origin.x = 0;
f.origin.y = 42;
self.optionsuiview.frame = f;
}];
}
if (!self.yourButton.selected){
self.yourButton.selected = YES;
[UIView animateWithDuration:0.3 animations:^{
CGRect f = self.optionsuiview.frame;
f.origin.x = 0;
f.origin.y = 0;
self.optionsuiview.frame = f;
}];
}
I hope this way helps with what you're looking for ,
Cheers, Jim.
Am i doing the best thing moving the uiview on/off screen or would it be better to just hide/show the controller?
Only you or your UX advisor can answer that...
You would hide the view again in the same way you show it, by changing the view frame. It's just that to hide it you're setting the frame to a location that is off screen. And the same logic applies for animation too:
// to show
// calculate `f` here to a location off screen to animate to
[UIView animateWithDuration:0.2
animations:^{
self.optionsuiview.frame = f;
}
completion:^{
self.optionsuiview.hidden = YES;
}];
(note that we hide the view after the animation so it isn't considered a tap target)
Showing the view is the same in reverse. Set hidden to NO and then animate the frame to a visible location.
I have a UITableView cell that has a custom label inside to handle the variable height. There is also an UIImage on the right and left.
When the table is toggled into edit mode, I want to inform and change each cell in the table, to format properly for being shifted to the right. And, when the user presses the small -, I want to further optimize to make room for the delete button.
Looking for a pattern that works for the above, assuming there is custom content in the cell that I have control over.
Thanks in advance!
Normaly all you need to do is set the springs and struts correctly and your content will slide correctly. If you create your sub-views in code then you need to make sure you call addSubview on the cell.contentView and not the cell.
To hide and / or resize the sub-views you need to override willTransitionToState:
- (void)willTransitionToState:(UITableViewCellStateMask)state
{
UIView *imageView = self.rightImageView;
UIView *labelView = self.centerTextLabel;
CGRect labelFrame = labelView.frame;
if (state & UITableViewCellStateShowingDeleteConfirmationMask) {
labelFrame.size.width += 52;
// Animating the fade while the image is sliding to the left
// is more jarring then just making it go away immediately
imageView.alpha = 0.0;
[UIView animateWithDuration:0.3 animations:^{
labelView.frame = labelFrame;
}];
} else if (!self.rightImageView.alpha) {
labelFrame.size.width -= 52;
[UIView animateWithDuration:0.3 animations:^{
imageView.alpha = 1.0;
labelView.frame = labelFrame;
}];
}
[super willTransitionToState:state];
}
I created a quick sample app up on GitHub that demos an iOS 4.3 app using a nib or code just uncomment //#define USE_NIB_TABLEVIEWCELL to use the nib
https://github.com/GayleDDS/TestTableCell.git
I personally prefer to create the table view cell in a nib file and only after profiling the App, replace the nib with code.