I went through several posts on dragging but couldn't find an answer to my problem.
I can use the mouseDown and mouseUp events to track the current positions and redraw the resized pane. What I want is to show the real time movement of the pane. Everytime mouseDragged event is fired, y coordinate of the new location is taken and setFrame is called to redraw. The window seems to flicker and gets stuck finally (title bar goes out of bounds and hidden) as it seems to miss the final events in the run loop.
Is there a way to solve this problem?
The view has been implemented in the following way
NSSplitView (divided into sections left dock, right dock, etc.)
NSView is used to implement a sub view inside the dock
NSTableView is used inside the NSView to hold multiple "panels"
There can be several panels inside this table view (one below another)
I need to resize these panels by dragging the border line. For this I'm using an NSButton in the bottom.(I want to show a thicker separation line there)
Here is the code for mouseDown, mouseUp, mouseDragged callbacks, used to resize the panel
-(void)mouseDown:(NSEvent *)theEvent {
draggingInProgress = YES;
firstDraggingPointFound = NO;
}
-(void)mouseUp:(NSEvent *)theEvent {
if (!draggingInProgress) {
return;
}
NSPoint point = [self convertPoint: [theEvent locationInWindow] fromView: nil];
if (firstDraggingPointFound) {
[_delegate heightChanged:[NSNumber numberWithFloat:(point.y - previousDragPosition)]];
}
draggingInProgress = NO;
[_delegate heightChangingEnded]; //draggingInProgress is set to NO
}
-(void)mouseDragged:(NSEvent *)theEvent {
if (!draggingInProgress) {
return;
}
NSPoint point = [self convertPoint: [theEvent locationInWindow] fromView: nil];
if (firstDraggingPointFound) {
[_delegate heightChanged:[NSNumber numberWithFloat:(point.y - previousDragPosition)]];
} else {
firstDraggingPointFound = YES;
}
previousDragPosition = point.y;
}
//Delegate method
-(void)heightChanged:(NSNumber *)change {
NSRect f = [[self view] frame];
f.size.height += [change floatValue];
if (f.size.height < 100) {
f.size.height = 100;
}
[[self view] setFrame:f];
[self.panelViewModel setPanelHeight:f.size.height];
if (_heightChangeDelegate) {
[_heightChangeDelegate heightChangedForPanel:self];
}
[[self view] setFrame:f];
}
What would be the problem here?
Is there a better way to do this?
First off, I wouldn’t use the word “Panel” to describe what you want, since an “NSPanel” is a kind of “NSWindow”. Let’s call them “panes.”
Second, I wouldn’t use an NSTableView to contain your panes. NSTableView really isn’t designed for that, it’s for tabular data. You can use an NSStackView, which IS designed for it, or just use raw constraints and autolayout, manually setting the top of each pane to equal the bottom of the previous one.
I made an app called Uberlayer. Users can use this single-purpose Mac app to overlay images on top of other applications.
I am using setMovableByWindowBackground to enable dragging the whole window by it's background.
There is a little improvement I would love to make, as the application is now you can't drag the window higher than the menubar, which can be little bit anoying. With normal window I can imagine it's a good thing to have it lock to the Menubar, but for this use case it would be a good thing to be able to drag it higher.
Anyone knows how you can change this default window behavior?
Instead using -setMovableByWindowBackground: override -mouseDown: event like this:
- (void)mouseDown:(NSEvent *)event
{
NSPoint originalMouseLocation = [window convertBaseToScreen:[event locationInWindow]];
NSRect originalFrame = [window frame];
while (YES)
{
NSEvent *newEvent = [window nextEventMatchingMask:(NSLeftMouseDraggedMask | NSLeftMouseUpMask)];
if ([newEvent type] == NSLeftMouseUp)
{
break;
}
NSPoint newMouseLocation = [window convertBaseToScreen:[newEvent locationInWindow]];
NSPoint delta = NSMakePoint(
newMouseLocation.x - originalMouseLocation.x,
newMouseLocation.y - originalMouseLocation.y);
NSRect newFrame = originalFrame;
newFrame.origin.x += delta.x;
newFrame.origin.y += delta.y;
[window setFrame:newFrame display:YES animate:NO];
}
}
** Do not forget to hide window's title bar (select window -> go to Attributes Inspector -> uncheck Title Bar ) because with it window can't go higher than menubar. Or other solution would be to create borderless window.
I am just adding to Justin's Answer. You need to set its level while using Justin's -mouseDown: code.
[window setLevel:NSMainMenuWindowLevel];
If the window's level is below to the NSMainMenuWindowLevel it will not work.
You can set it to NSStatusWindowLevel if you want the window above the status bar.
How can I programmatically make an NSView so that the user can move its position with the mouse? What properties do i need to assign to the view? thanks!
newView = [helpWindow contentView];
[contentView addSubview:newView];
//add properties of newView to be able to respond to touch and can be draggable
Unfortunately, there's no simple way like setMoveByWindowBackground: that you can do with a window. You have to override mouseDown:, mouseDragged:, and mouseUp: and use setFrameOrigin: based on the position of the mouse pointer. In order not have the view jump when you first click inside it, you also need to account for the offset between the view's origin and where the moue pointer is in the view when you first click. Here is an example that I made in a project to move "tiles" around in a parent view (this was for a computer version of the game "Upwords", which is like 3d scrabble).
-(void)mouseDown:(NSEvent *) theEvent{
self.mouseLoc = [theEvent locationInWindow];
self.movingTile = [self hitTest:self.mouseLoc]; //returns the object clicked on
int tagID = self.movingTile.tag;
if (tagID > 0 && tagID < 8) {
[self.viewsList exchangeObjectAtIndex:[self.viewsList indexOfObject:self.movingTile] withObjectAtIndex: 20]; // 20 is the highest index in the array in this case
[self setSubviews:self.viewsList]; //Reorder's the subviews so the picked up tile always appears on top
self.hit = 1;
NSPoint cLoc = [self.movingTile convertPoint:self.mouseLoc fromView:nil];
NSPoint loc = NSMakePoint(self.mouseLoc.x - cLoc.x, self.mouseLoc.y - cLoc.y);
[self.movingTile setFrameOrigin:loc];
self.kX = cLoc.x; //this is the x offset between where the mouse was clicked and "movingTile's" x origin
self.kY = cLoc.y; //this is the y offset between where the mouse was clicked and "movingTile's" y origin
}
}
-(void)mouseDragged:(NSEvent *)theEvent {
if (self.hit == 1) {
self.mouseLoc = [theEvent locationInWindow];
NSPoint newLoc = NSMakePoint(self.mouseLoc.x - self.kX, self.mouseLoc.y - self.kY);
[self.movingTile setFrameOrigin:newLoc];
}
}
This example points out one more possible complication. As you move a view around, it may appear to move underneath other views, so I take care of that my making the moving view the top most view of the parent view's subviews (viewsList is the array gotten from self.subviews)
let me introduce. I'm an enthusiast programmer (not professional) with c, c++, java experience and now starting with Objective-C and Cocoa on MacOsx.
In my first program I would like to create two vertical-splitted views, having the left one (main) always-on and the right one to show/hide as per button press (its use will be for debugging output).
I've seen exactly what I want under Xcode 4.2 where we can Hide/Show navigator/debug/utilities. I'm looking for the "utilities" behavior, that's exactly what I want. The usage of that vertical view is to output "debugging" text from my program, I'm thinking on using the NSTextView in a NSScrollView to simulate a "Console". I know I can just use a Terminal or the Debug view of Xcode, and that's what is working now. I need this just for learning how to do it and to improve my program.
I've google a lot and read similar request but I couldn't find exactly how to do this one.
Thanks in advance for your help.
Luis
as promised, here is what I finally did to solve my problem.
The objective: I want two vertical-splitted views:
Button to SHOW/HIDE the right view and window resize accordingly.
Left one (main) always-on and NON resizable in width (it can resize in height)
Right one show/hide, can resize in width/heigh, must have always a min width.
When Right is Hidden, Main Window min width/height equals the Left view
I created a NSSplitView (vertical) with 2 Custom View's with adequate autosizing restrictions in Interface Builder ('springs'/'struts'). Then I did the following:
Controller.h
:
#interface Controller : NSWindowController <NSSplitViewDelegate, NSWindowDelegate> {
:
Controller.m
:
// To control the Splitter (next 3 methods)
// =======================================
// The splitter cannot be moved. I always return "widthViewLeft" which is "fixed static sized to the left view width"
// I return NO to resize the left panel and YES to the right panel.
-(CGFloat)splitView:(NSSplitView *)splitView constrainMaxCoordinate:(CGFloat)proposedMax ofSubviewAt:(NSInteger)dividerIndex {
return (widthViewLeft);
}
-(CGFloat)splitView:(NSSplitView *)splitView constrainMinCoordinate:(CGFloat)proposedMin ofSubviewAt:(NSInteger)dividerIndex {
return (widthViewLeft);
}
-(BOOL)splitView:(NSSplitView *)splitView shouldAdjustSizeOfSubview:(NSView *)subview {
return subview != splitViewLeft;
}
// To control the Main Window resize
// =======================================
// I allow to resize if the Right panel is open.
// I restrict to a fixed size if the Right panel is closed(hidden), so I don't allow to resize.
- (NSSize)windowWillResize:(NSWindow *)window toSize:(NSSize)proposedFrameSize
{
if ( [[leftViewController view] isHidden ] ) {
proposedFrameSize.width = widthViewLeft + 2;
proposedFrameSize.height = heightViewLeft + titleBarHeight + 2;
}
return proposedFrameSize;
}
// To HIDE the right panel
// =======================================
//
-(void)handleNotificationHideConsola:(NSNotification *)pNotification
{
NSRect newFrame;
NSSize newMinSize;
NSSize newMaxSize;
// Hide the right panel
[[rightViewController view] setHidden:TRUE];
// Values that do not change
newMinSize.height = [theWindow minSize].height;
newMaxSize.height = [theWindow maxSize].height;
newFrame.origin.x = [theWindow frame].origin.x;
//newFrame.origin.y = [theWindow frame].origin.y;
// Values that change
newMinSize.width = widthViewLeft;
newMaxSize.width = widthViewLeft;
newFrame.size.width = widthViewLeft + 2;
newFrame.size.height = heightViewLeft + titleBarHeight + 2;
newFrame.origin.y = [theWindow frame].origin.y + ([theWindow frame].size.height - newFrame.size.height) ;
// Perform the change
[theWindow setMinSize:newMinSize];
[theWindow setFrame:newFrame display:YES animate:YES];
}
// To SHOW the right panel
// =======================================
//
-(void)handleNotificationShowConsola:(NSNotification *)pNotification
{
if ( [[rightViewController view] isHidden] ) {
NSRect newFrame;
NSSize newMinSize;
// Show the right panel
[[rightViewController view] setHidden:FALSE];
// Values that do not change
newMinSize.height = [theWindow minSize].height;
newFrame.origin.x = [theWindow frame].origin.x;
newFrame.origin.y = [theWindow frame].origin.y ;
// Values that change
newMinSize.width = widthViewLeft + widthViewRigth;
newFrame.size.width = widthViewLeft + widthViewRigth;
newFrame.size.height = newMinSize.height + titleBarHeight;
newFrame.origin.y = [theWindow frame].origin.y - (newFrame.size.height - [theWindow frame].size.height);
// Perform the change
[theWindow setMinSize:newMinSize];
[theWindow setFrame:newFrame display:YES animate:YES];
}
}
Thank you again #markhunte for the idea and hope the above sample helps someone else.
Luis
A very rough idea. Change the width of the view with setPosition:ofDividerAtIndex:
setPosition:(CGFloat)position ofDividerAtIndex:(NSInteger)dividerIndex
Declare a CGFloat splitterlength.
And Put this in applicationDidFinishLaunching.
splitterlength = splitView.bounds.size.width;
[splitView setPosition:splitterlength ofDividerAtIndex:0];
Then use this Action
- (IBAction)moveSplitter:(id)sender {
NSArray *splitterViews =splitView.subviews;
CGFloat splitterCheckLength =[[splitterViews objectAtIndex:0]bounds].size.width;
CGFloat openSplitter=splitterlength/2;
if (splitterCheckLength ==openSplitter) {
[splitView setPosition:splitterlength ofDividerAtIndex:0];
}else {
[splitView setPosition:openSplitter ofDividerAtIndex:0];
}
}
Use what ever length you want.
Saying this though. I would use normal customViews and adjust them. That way I do not have to worry about the dragging of the splitter by the user.
I have 6 UITextFields on my UIScrollView. Now, I can scroll by user request. But when the keyboard appear, some textfields are hidden.
That is not user-friendly.
How scroll programmatically the view so I get sure the keyboard not hide the textfield?
Here's what worked for me. Having an instance variable that holds the value of the UIScrollView's offset before the view is adjusted for the keyboard so you can restore the previous state after the UITextField returns:
//header
#interface TheViewController : UIViewController <UITextFieldDelegate> {
CGPoint svos;
}
//implementation
- (void)textFieldDidBeginEditing:(UITextField *)textField {
svos = scrollView.contentOffset;
CGPoint pt;
CGRect rc = [textField bounds];
rc = [textField convertRect:rc toView:scrollView];
pt = rc.origin;
pt.x = 0;
pt.y -= 60;
[scrollView setContentOffset:pt animated:YES];
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
[scrollView setContentOffset:svos animated:YES];
[textField resignFirstResponder];
return YES;
}
Finally, a simple fix:
UIScrollView* v = (UIScrollView*) self.view ;
CGRect rc = [textField bounds];
rc = [textField convertRect:rc toView:v];
rc.origin.x = 0 ;
rc.origin.y -= 60 ;
rc.size.height = 400;
[self.scroll scrollRectToVisible:rc animated:YES];
Now I think is only combine this with the link above and is set!
I've put together a universal, drop-in UIScrollView and UITableView subclass that takes care of moving all text fields within it out of the way of the keyboard.
When the keyboard is about to appear, the subclass will find the subview that's about to be edited, and adjust its frame and content offset to make sure that view is visible, with an animation to match the keyboard pop-up. When the keyboard disappears, it restores its prior size.
It should work with basically any setup, either a UITableView-based interface, or one consisting of views placed manually.
Here it is.
(For google: TPKeyboardAvoiding, TPKeyboardAvoidingScrollView, TPKeyboardAvoidingCollectionView.)
Editor's note: TPKeyboardAvoiding seems to be continually updated and fresh, as of 2014.
If you set the delegate of your text fields to a controller object in your program, you can have that object implement the textFieldDidBeginEditing: and textFieldShouldReturn: methods. The first method can then be used to scroll to your text field and the second method can be used to scroll back.
You can find code I have used for this in my blog: Sliding UITextViews around to avoid the keyboard. I didn't test this code for text views in a UIScrollView but it should work.
simple and best
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
// self.scrlViewUI.contentOffset = CGPointMake(0, textField.frame.origin.y);
[_scrlViewUI setContentOffset:CGPointMake(0,textField.center.y-90) animated:YES];
tes=YES;
[self viewDidLayoutSubviews];
}
The answers posted so far didn't work for me as I've a quite deep nested structure of UIViews. Also, the I had the problem that some of those answers were working only on certain device orientations.
Here's my solution, which will hopefully make you waste some less time on this.
My UIViewTextView derives from UIView, is a UITextView delegate and adds a UITextView after having read some parameters from an XML file for that UITextView (that XML part is left out here for clarity).
Here's the private interface definition:
#import "UIViewTextView.h"
#import <CoreGraphics/CoreGraphics.h>
#import <CoreGraphics/CGColor.h>
#interface UIViewTextView (/**/) {
#private
UITextView *tf;
/*
* Current content scroll view
* position and frame
*/
CGFloat currentScrollViewPosition;
CGFloat currentScrollViewHeight;
CGFloat kbHeight;
CGFloat kbTop;
/*
* contentScrollView is the UIScrollView
* that contains ourselves.
*/
UIScrollView contentScrollView;
}
#end
In the init method I have to register the event handlers:
#implementation UIViewTextView
- (id) initWithScrollView:(UIScrollView*)scrollView {
self = [super init];
if (self) {
contentScrollView = scrollView;
// ...
tf = [[UITextView alloc] initWithFrame:CGRectMake(0, 0, 241, 31)];
// ... configure tf and fetch data for it ...
tf.delegate = self;
// ...
NSNotificationCenter *nc = [NSNotificationCenter defaultCenter];
[nc addObserver:self selector:#selector(keyboardWasShown:) name: UIKeyboardWillShowNotification object:nil];
[nc addObserver:self selector:#selector(keyboardWasHidden:) name: UIKeyboardWillHideNotification object:nil];
[self addSubview:tf];
}
return(self);
}
Once that's done, we need to handle the keyboard show event. This gets called before the textViewBeginEditing is called, so we can use it to find out some properties of the keyboard. In essence, we want to know the height of the keyboard. This, unfortunately, needs to be taken from its width property in landscape mode:
-(void)keyboardWasShown:(NSNotification*)aNotification {
NSDictionary* info = [aNotification userInfo];
CGRect kbRect = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue];
CGSize kbSize = kbRect.size;
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat sWidth = screenRect.size.width;
CGFloat sHeight = screenRect.size.height;
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
if ((orientation == UIDeviceOrientationPortrait)
||(orientation == UIDeviceOrientationPortraitUpsideDown)) {
kbHeight = kbSize.height;
kbTop = sHeight - kbHeight;
} else {
//Note that the keyboard size is not oriented
//so use width property instead
kbHeight = kbSize.width;
kbTop = sWidth - kbHeight;
}
Next, we need to actually scroll around when we start editing. We do this here:
- (void) textViewDidBeginEditing:(UITextView *)textView {
/*
* Memorize the current scroll position
*/
currentScrollViewPosition = contentScrollView.contentOffset.y;
/*
* Memorize the current scroll view height
*/
currentScrollViewHeight = contentScrollView.frame.size.height;
// My top position
CGFloat myTop = [self convertPoint:self.bounds.origin toView:[UIApplication sharedApplication].keyWindow.rootViewController.view].y;
// My height
CGFloat myHeight = self.frame.size.height;
// My bottom
CGFloat myBottom = myTop + myHeight;
// Eventual overlap
CGFloat overlap = myBottom - kbTop;
/*
* If there's no overlap, there's nothing to do.
*/
if (overlap < 0) {
return;
}
/*
* Calculate the new height
*/
CGRect crect = contentScrollView.frame;
CGRect nrect = CGRectMake(crect.origin.x, crect.origin.y, crect.size.width, currentScrollViewHeight + overlap);
/*
* Set the new height
*/
[contentScrollView setFrame:nrect];
/*
* Set the new scroll position
*/
CGPoint npos;
npos.x = contentScrollView.contentOffset.x;
npos.y = contentScrollView.contentOffset.y + overlap;
[contentScrollView setContentOffset:npos animated:NO];
}
When we end editing, we do this to reset the scroll position:
- (void) textViewDidEndEditing:(UITextView *)textView {
/*
* Reset the scroll view position
*/
CGRect crect = contentScrollView.frame;
CGRect nrect = CGRectMake(crect.origin.x, crect.origin.y, crect.size.width, currentScrollViewHeight);
[contentScrollView setFrame:nrect];
/*
* Reset the scroll view height
*/
CGPoint npos;
npos.x = contentScrollView.contentOffset.x;
npos.y = currentScrollViewPosition;
[contentScrollView setContentOffset:npos animated:YES];
[tf resignFirstResponder];
// ... do something with your data ...
}
There's nothing left to do in the keyboard was hidden event handler; we leave it in anyway:
-(void)keyboardWasHidden:(NSNotification*)aNotification {
}
And that's it.
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
I know this is old, but still none of the solutions above had all the fancy positioning stuff required for that "perfect" bug-free, backwards compatible and flicker-free animation.
Let me share my solution (assuming you have set up UIKeyboardWill(Show|Hide)Notification):
// Called when UIKeyboardWillShowNotification is sent
- (void)keyboardWillShow:(NSNotification*)notification
{
// if we have no view or are not visible in any window, we don't care
if (!self.isViewLoaded || !self.view.window) {
return;
}
NSDictionary *userInfo = [notification userInfo];
CGRect keyboardFrameInWindow;
[[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] getValue:&keyboardFrameInWindow];
// the keyboard frame is specified in window-level coordinates. this calculates the frame as if it were a subview of our view, making it a sibling of the scroll view
CGRect keyboardFrameInView = [self.view convertRect:keyboardFrameInWindow fromView:nil];
CGRect scrollViewKeyboardIntersection = CGRectIntersection(_scrollView.frame, keyboardFrameInView);
UIEdgeInsets newContentInsets = UIEdgeInsetsMake(0, 0, scrollViewKeyboardIntersection.size.height, 0);
// this is an old animation method, but the only one that retains compaitiblity between parameters (duration, curve) and the values contained in the userInfo-Dictionary.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:[[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]];
[UIView setAnimationCurve:[[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] intValue]];
_scrollView.contentInset = newContentInsets;
_scrollView.scrollIndicatorInsets = newContentInsets;
/*
* Depending on visual layout, _focusedControl should either be the input field (UITextField,..) or another element
* that should be visible, e.g. a purchase button below an amount text field
* it makes sense to set _focusedControl in delegates like -textFieldShouldBeginEditing: if you have multiple input fields
*/
if (_focusedControl) {
CGRect controlFrameInScrollView = [_scrollView convertRect:_focusedControl.bounds fromView:_focusedControl]; // if the control is a deep in the hierarchy below the scroll view, this will calculate the frame as if it were a direct subview
controlFrameInScrollView = CGRectInset(controlFrameInScrollView, 0, -10); // replace 10 with any nice visual offset between control and keyboard or control and top of the scroll view.
CGFloat controlVisualOffsetToTopOfScrollview = controlFrameInScrollView.origin.y - _scrollView.contentOffset.y;
CGFloat controlVisualBottom = controlVisualOffsetToTopOfScrollview + controlFrameInScrollView.size.height;
// this is the visible part of the scroll view that is not hidden by the keyboard
CGFloat scrollViewVisibleHeight = _scrollView.frame.size.height - scrollViewKeyboardIntersection.size.height;
if (controlVisualBottom > scrollViewVisibleHeight) { // check if the keyboard will hide the control in question
// scroll up until the control is in place
CGPoint newContentOffset = _scrollView.contentOffset;
newContentOffset.y += (controlVisualBottom - scrollViewVisibleHeight);
// make sure we don't set an impossible offset caused by the "nice visual offset"
// if a control is at the bottom of the scroll view, it will end up just above the keyboard to eliminate scrolling inconsistencies
newContentOffset.y = MIN(newContentOffset.y, _scrollView.contentSize.height - scrollViewVisibleHeight);
[_scrollView setContentOffset:newContentOffset animated:NO]; // animated:NO because we have created our own animation context around this code
} else if (controlFrameInScrollView.origin.y < _scrollView.contentOffset.y) {
// if the control is not fully visible, make it so (useful if the user taps on a partially visible input field
CGPoint newContentOffset = _scrollView.contentOffset;
newContentOffset.y = controlFrameInScrollView.origin.y;
[_scrollView setContentOffset:newContentOffset animated:NO]; // animated:NO because we have created our own animation context around this code
}
}
[UIView commitAnimations];
}
// Called when the UIKeyboardWillHideNotification is sent
- (void)keyboardWillHide:(NSNotification*)notification
{
// if we have no view or are not visible in any window, we don't care
if (!self.isViewLoaded || !self.view.window) {
return;
}
NSDictionary *userInfo = notification.userInfo;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:[[userInfo valueForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]];
[UIView setAnimationCurve:[[userInfo valueForKey:UIKeyboardAnimationCurveUserInfoKey] intValue]];
// undo all that keyboardWillShow-magic
// the scroll view will adjust its contentOffset apropriately
_scrollView.contentInset = UIEdgeInsetsZero;
_scrollView.scrollIndicatorInsets = UIEdgeInsetsZero;
[UIView commitAnimations];
}
You may check it out: https://github.com/michaeltyson/TPKeyboardAvoiding (I used that sample for my apps). It is working so well. I hope that helps you.
Actually, here's a full tutorial on using TPKeyboardAvoiding, which may help someone
(1) download the zip file from the github link. add these four files to your Xcode project:
(2) build your beautiful form in IB. add a UIScrollView. sit the form items INSIDE the scroll view. (Note - extremely useful tip regarding interface builder: https://stackoverflow.com/a/16952902/294884)
(3) click on the scroll view. then at the top right, third button, you'll see the word "UIScrollView". using copy and paste, change it to "TPKeyboardAvoidingScrollView"
(4) that's it. put the app in the app store, and bill your client.
(Also, just click on the Inspector tab of the scroll view. You may prefer to turn on or off bouncing and the scroll bars - your preference.)
Personal comment - I strongly recommend using scroll view (or collection view) for input forms, in almost all cases. do not use a table view. it's problematic for many reasons. and quite simply, it's incredibly easier to use a scroll view. just lay it out any way you want. it is 100% wysiwyg in interface builder. hope it helps
This is my code, hope it will help you. It work ok in case you have many textfield
CGPoint contentOffset;
bool isScroll;
- (void)textFieldDidBeginEditing:(UITextField *)textField {
contentOffset = self.myScroll.contentOffset;
CGPoint newOffset;
newOffset.x = contentOffset.x;
newOffset.y = contentOffset.y;
//check push return in keyboar
if(!isScroll){
//180 is height of keyboar
newOffset.y += 180;
isScroll=YES;
}
[self.myScroll setContentOffset:newOffset animated:YES];
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField{
//reset offset of content
isScroll = NO;
[self.myScroll setContentOffset:contentOffset animated:YES];
[textField endEditing:true];
return true;
}
we have a point contentOffset to save contentoffset of scrollview before keyboar show. Then we will scroll content for y about 180 (height of keyboar). when you touch return in keyboar, we will scroll content to old point(it is contentOffset). If you have many textfield, you don't touch return in keyboar but you touch another textfield, it will +180 . So we have check touch return
Use any of these,
CGPoint bottomOffset = CGPointMake(0, self.MainScrollView.contentSize.height - self.MainScrollView.bounds.size.height);
[self.MainScrollView setContentOffset:bottomOffset animated:YES];
or
[self.MainScrollView scrollRectToVisible:CGRectMake(0, self.MainScrollView.contentSize.height - self.MainScrollView.bounds.size.height-30, MainScrollView.frame.size.width, MainScrollView.frame.size.height) animated:YES];
I think it's better use keyboard notifications because you don't know if the first responder (the control with focus on) is a textField or a textView (or whatever). So juste create a category to find the first responder :
#import "UIResponder+FirstResponder.h"
static __weak id currentFirstResponder;
#implementation UIResponder (FirstResponder)
+(id)currentFirstResponder {
currentFirstResponder = nil;
[[UIApplication sharedApplication] sendAction:#selector(findFirstResponder:) to:nil from:nil forEvent:nil];
return currentFirstResponder;
}
-(void)findFirstResponder:(id)sender {
currentFirstResponder = self;
}
#end
then
-(void)keyboardWillShowNotification:(NSNotification*)aNotification{
contentScrollView.delegate=nil;
contentScrollView.scrollEnabled=NO;
contentScrollViewOriginalOffset = contentScrollView.contentOffset;
UIResponder *lc_firstResponder = [UIResponder currentFirstResponder];
if([lc_firstResponder isKindOfClass:[UIView class]]){
UIView *lc_view = (UIView *)lc_firstResponder;
CGRect lc_frame = [lc_view convertRect:lc_view.bounds toView:contentScrollView];
CGPoint lc_point = CGPointMake(0, lc_frame.origin.y-lc_frame.size.height);
[contentScrollView setContentOffset:lc_point animated:YES];
}
}
Eventually disable the scroll and set the delegate to nil then restore it to avoid some actions during the edition of the first responder. Like james_womack said, keep the original offset to restore it in a keyboardWillHideNotification method.
-(void)keyboardWillHideNotification:(NSNotification*)aNotification{
contentScrollView.delegate=self;
contentScrollView.scrollEnabled=YES;
[contentScrollView setContentOffset:contentScrollViewOriginalOffset animated:YES];
}
In Swift 1.2+ do something like this:
class YourViewController: UIViewController, UITextFieldDelegate {
override func viewDidLoad() {
super.viewDidLoad()
_yourTextField.delegate = self //make sure you have the delegate set to this view controller for each of your textFields so textFieldDidBeginEditing can be called for each one
...
}
func textFieldDidBeginEditing(textField: UITextField) {
var point = textField.convertPoint(textField.frame.origin, toView: _yourScrollView)
point.x = 0.0 //if your textField does not have an origin at 0 for x and you don't want your scrollView to shift left and right but rather just up and down
_yourScrollView.setContentOffset(point, animated: true)
}
func textFieldDidEndEditing(textField: UITextField) {
//Reset scrollview once done editing
scrollView.setContentOffset(CGPoint.zero, animated: true)
}
}