Related
In Storyboard I applied Multiplier for height and width to UIImageView then I just want to rounded border so I used below code its not work for all iPhones.
_profileImgView.clipsToBounds = YES;
_profileImgView.layer.backgroundColor = color.CGColor;
_profileImgView.layer.cornerRadius =_profileImgView.frame.size.width/2;
_profileImgView.layer.borderColor = [UIColor colorWithRed:253.0/255.0 green:182.0/255.0 blue:43.0/255.0 alpha:100].CGColor;
_profileImgView.layer.borderWidth = 5.0f;
Since your corner radius depends on your frame size, you need to update it whenever the frame size changes. If you are using storyboards for your design, you will get the frame size that is in the design when viewDidLoad is called. If the frame size differs for different devices, you will get the final size at a later point in time in the views layoutSubviews or possibly the view controller's viewDidLayoutSubviews.
My suggested solution is to sub-class UIImageView and put the specifics for the image view in awakeFromNib and layoutSubviews, then use this class instead of UIImageView where appropriate.
// CircularImageView.h
#import <UIKit/UIKit.h>
#interface CircularImageView : UIImageView
#end
// CircularImageView.m
#implementation CircularImageView
- (void)awakeFromNib {
[super awakeFromNib];
self.clipsToBounds = YES;
self.layer.borderColor = [UIColor colorWithRed:253.0/255.0 green:182.0/255.0 blue:43.0/255.0 alpha:100].CGColor;
self.layer.borderWidth = 5.0f;
}
- (void)layoutSubviews {
[super layoutSubviews];
self.layer.cornerRadius = self.frame.size.width / 2;
}
#end
implement this code in same Viewcontroller class it is work for me
-(void)viewDidLayoutSubviews
{
[super viewDidLayoutSubviews];
_profileImgView.clipsToBounds = YES;
_profileImgView.layer.backgroundColor = color.CGColor;
_profileImgView.layer.cornerRadius =_profileImgView.frame.size.width/2;
_profileImgView.layer.borderColor = [UIColor colorWithRed:253.0/255.0 green:182.0/255.0 blue:43.0/255.0 alpha:100].CGColor;
_profileImgView.layer.borderWidth = 5.0f;
}
How can I calculate the height of an UITableViewCell with an UITextView in it in iOS 7?
I found a lot of answers on similar questions, but sizeWithFont: takes part in every solution and this method is deprecated!
I know I have to use - (CGFloat)tableView:heightForRowAtIndexPath: but how do I calculate the height my TextView needs to display the whole text?
First of all, it is very important to note, that there is a big difference between UITextView and UILabel when it comes to how text is rendered. Not only does UITextView have insets on all borders, but also the text layout inside it is slightly different.
Therefore, sizeWithFont: is a bad way to go for UITextViews.
Instead UITextView itself has a function called sizeThatFits: which will return the smallest size needed to display all contents of the UITextView inside a bounding box, that you can specify.
The following will work equally for both iOS 7 and older versions and as of right now does not include any methods, that are deprecated.
Simple Solution
- (CGFloat)textViewHeightForAttributedText: (NSAttributedString*)text andWidth: (CGFloat)width {
UITextView *calculationView = [[UITextView alloc] init];
[calculationView setAttributedText:text];
CGSize size = [calculationView sizeThatFits:CGSizeMake(width, FLT_MAX)];
return size.height;
}
This function will take a NSAttributedString and the desired width as a CGFloat and return the height needed
Detailed Solution
Since I have recently done something similar, I thought I would also share some solutions to the connected Issues I encountered. I hope it will help somebody.
This is far more in depth and will cover the following:
Of course: setting the height of a UITableViewCell based on the size needed to display the full contents of a contained UITextView
Respond to text changes (and animate the height changes of the row)
Keeping the cursor inside the visible area and keeping first responder on the UITextView when resizing the UITableViewCell while editing
If you are working with a static table view or you only have a known number of UITextViews, you can potentially make step 2 much simpler.
1. First, overwrite the heightForRowAtIndexPath:
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
// check here, if it is one of the cells, that needs to be resized
// to the size of the contained UITextView
if ( )
return [self textViewHeightForRowAtIndexPath:indexPath];
else
// return your normal height here:
return 100.0;
}
2. Define the function that calculated the needed height:
Add an NSMutableDictionary (in this example called textViews) as an instance variable to your UITableViewController subclass.
Use this dictionary to store references to the individual UITextViews like so:
(and yes, indexPaths are valid keys for dictionaries)
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier forIndexPath:indexPath];
// Do you cell configuring ...
[textViews setObject:cell.textView forKey:indexPath];
[cell.textView setDelegate: self]; // Needed for step 3
return cell;
}
This function will now calculate the actual height:
- (CGFloat)textViewHeightForRowAtIndexPath: (NSIndexPath*)indexPath {
UITextView *calculationView = [textViews objectForKey: indexPath];
CGFloat textViewWidth = calculationView.frame.size.width;
if (!calculationView.attributedText) {
// This will be needed on load, when the text view is not inited yet
calculationView = [[UITextView alloc] init];
calculationView.attributedText = // get the text from your datasource add attributes and insert here
textViewWidth = 290.0; // Insert the width of your UITextViews or include calculations to set it accordingly
}
CGSize size = [calculationView sizeThatFits:CGSizeMake(textViewWidth, FLT_MAX)];
return size.height;
}
3. Enable Resizing while Editing
For the next two functions, it is important, that the delegate of the UITextViews is set to your UITableViewController. If you need something else as the delegate, you can work around it by making the relevant calls from there or using the appropriate NSNotificationCenter hooks.
- (void)textViewDidChange:(UITextView *)textView {
[self.tableView beginUpdates]; // This will cause an animated update of
[self.tableView endUpdates]; // the height of your UITableViewCell
// If the UITextView is not automatically resized (e.g. through autolayout
// constraints), resize it here
[self scrollToCursorForTextView:textView]; // OPTIONAL: Follow cursor
}
4. Follow cursor while Editing
- (void)textViewDidBeginEditing:(UITextView *)textView {
[self scrollToCursorForTextView:textView];
}
This will make the UITableView scroll to the position of the cursor, if it is not inside the visible Rect of the UITableView:
- (void)scrollToCursorForTextView: (UITextView*)textView {
CGRect cursorRect = [textView caretRectForPosition:textView.selectedTextRange.start];
cursorRect = [self.tableView convertRect:cursorRect fromView:textView];
if (![self rectVisible:cursorRect]) {
cursorRect.size.height += 8; // To add some space underneath the cursor
[self.tableView scrollRectToVisible:cursorRect animated:YES];
}
}
5. Adjust visible rect, by setting insets
While editing, parts of your UITableView may be covered by the Keyboard. If the tableviews insets are not adjusted, scrollToCursorForTextView: will not be able to scroll to your cursor, if it is at the bottom of the tableview.
- (void)keyboardWillShow:(NSNotification*)aNotification {
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
UIEdgeInsets contentInsets = UIEdgeInsetsMake(self.tableView.contentInset.top, 0.0, kbSize.height, 0.0);
self.tableView.contentInset = contentInsets;
self.tableView.scrollIndicatorInsets = contentInsets;
}
- (void)keyboardWillHide:(NSNotification*)aNotification {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.35];
UIEdgeInsets contentInsets = UIEdgeInsetsMake(self.tableView.contentInset.top, 0.0, 0.0, 0.0);
self.tableView.contentInset = contentInsets;
self.tableView.scrollIndicatorInsets = contentInsets;
[UIView commitAnimations];
}
And last part:
Inside your view did load, sign up for the Notifications for Keyboard changes through NSNotificationCenter:
- (void)viewDidLoad
{
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
}
Please don't get mad at me, for making this answer so long. While not all of it is needed to answer the question, I believe that there are other people who these directly related issues will be helpful to.
UPDATE:
As Dave Haupert pointed out, I forgot to include the rectVisible function:
- (BOOL)rectVisible: (CGRect)rect {
CGRect visibleRect;
visibleRect.origin = self.tableView.contentOffset;
visibleRect.origin.y += self.tableView.contentInset.top;
visibleRect.size = self.tableView.bounds.size;
visibleRect.size.height -= self.tableView.contentInset.top + self.tableView.contentInset.bottom;
return CGRectContainsRect(visibleRect, rect);
}
Also I noticed, that scrollToCursorForTextView: still included a direct reference to one of the TextFields in my project. If you have a problem with bodyTextView not being found, check the updated version of the function.
There is a new function to replace sizeWithFont, which is boundingRectWithSize.
I added the following function to my project, which makes use of the new function on iOS7 and the old one on iOS lower than 7. It has basically the same syntax as sizeWithFont:
-(CGSize)text:(NSString*)text sizeWithFont:(UIFont*)font constrainedToSize:(CGSize)size{
if(IOS_NEWER_OR_EQUAL_TO_7){
NSDictionary *attributesDictionary = [NSDictionary dictionaryWithObjectsAndKeys:
font, NSFontAttributeName,
nil];
CGRect frame = [text boundingRectWithSize:size
options:(NSStringDrawingUsesLineFragmentOrigin | NSStringDrawingUsesFontLeading)
attributes:attributesDictionary
context:nil];
return frame.size;
}else{
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
return [text sizeWithFont:font constrainedToSize:size];
#pragma clang diagnostic pop
}
}
You can add that IOS_NEWER_OR_EQUAL_TO_7 on your prefix.pch file in your project as:
#define IOS_NEWER_OR_EQUAL_TO_7 ( [ [ [ UIDevice currentDevice ] systemVersion ] floatValue ] >= 7.0 )
If you're using UITableViewAutomaticDimension I have a really simple (iOS 8 only) solution. In my case it's a static table view, but i guess you could adapt this for dynamic prototypes...
I have a constraint outlet for the text-view's height and I have implemented the following methods like this:
// Outlets
#property (weak, nonatomic) IBOutlet UITextView *textView;
#property (weak, nonatomic) IBOutlet NSLayoutConstraint *textViewHeight;
// Implementation
#pragma mark - Private Methods
- (void)updateTextViewHeight {
self.textViewHeight.constant = self.textView.contentSize.height + self.textView.contentInset.top + self.textView.contentInset.bottom;
}
#pragma mark - View Controller Overrides
- (void)viewDidLoad {
[super viewDidLoad];
[self updateTextViewHeight];
}
#pragma mark - TableView Delegate & Datasource
- (CGFloat)tableView:(UITableView *)tableView estimatedHeightForRowAtIndexPath:(NSIndexPath *)indexPath {
return 80;
}
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
return UITableViewAutomaticDimension;
}
#pragma mark - TextViewDelegate
- (void)textViewDidChange:(UITextView *)textView {
[self.tableView beginUpdates];
[self updateTextViewHeight];
[self.tableView endUpdates];
}
But remember: the text view must be scrollable, and you must setup your constraints such that they work for automatic dimension:
setup all the view in the cell in relation to each other, with fixed heights (including the text view height, which you will change programatically)
the top most view has the top spacing and the bottom most view has the bottom spacing to the super view;
The most basic cell example is:
no other views in the cell except the textview
0 margins around all sides of the text view and a predefined height constraint for the text view.
Tim Bodeit's answer is great. I used the code of Simple Solution to correctly get the height of the text view, and use that height in heightForRowAtIndexPath. But I don't use the rest of the answer to resize the text view. Instead, I write code to change the frame of text view in cellForRowAtIndexPath.
Everything is working in iOS 6 and below, but in iOS 7 the text in text view cannot be fully shown even though the frame of text view is indeed resized. (I'm not using Auto Layout). It should be the reason that in iOS 7 there's TextKit and the position of the text is controlled by NSTextContainer in UITextView. So in my case I need to add a line to set the someTextView in order to make it work correctly in iOS 7.
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"7.0")) {
someTextView.textContainer.heightTracksTextView = YES;
}
As the documentation said, what that property does is:
Controls whether the receiver adjusts the height of its bounding
rectangle when its text view is resized. Default value: NO.
If leave it with the default value, after resize the frame of someTextView, the size of the textContainer is not changed, leading to the result that the text can only be displayed in the area before resizing.
And maybe it is needed to set the scrollEnabled = NO in case there's more than one textContainer, so that the text will reflow from one textContainer to the another.
Here is one more solution that aims at simplicity and quick prototyping:
Setup:
Table with prototype cells.
Each cell contains dynamic sized UITextView w/ other contents.
Prototype cells are associated with TableCell.h.
UITableView is associated with TableViewController.h.
Solution:
(1) Add to TableViewController.m:
// This is the method that determines the height of each cell.
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath
{
// I am using a helper method here to get the text at a given cell.
NSString *text = [self getTextAtIndex:indexPath];
// Getting the height needed by the dynamic text view.
CGSize size = [self frameForText:text sizeWithFont:nil constrainedToSize:CGSizeMake(300.f, CGFLOAT_MAX)];
// Return the size of the current row.
// 80 is the minimum height! Update accordingly - or else, cells are going to be too thin.
return size.height + 80;
}
// Think of this as some utility function that given text, calculates how much
// space would be needed to fit that text.
- (CGSize)frameForText:(NSString *)text sizeWithFont:(UIFont *)font constrainedToSize:(CGSize)size
{
NSDictionary *attributesDictionary = [NSDictionary dictionaryWithObjectsAndKeys:
font, NSFontAttributeName,
nil];
CGRect frame = [text boundingRectWithSize:size
options:(NSStringDrawingUsesLineFragmentOrigin | NSStringDrawingUsesFontLeading)
attributes:attributesDictionary
context:nil];
// This contains both height and width, but we really care about height.
return frame.size;
}
// Think of this as a source for the text to be rendered in the text view.
// I used a dictionary to map indexPath to some dynamically fetched text.
- (NSString *) getTextAtIndex: (NSIndexPath *) indexPath
{
return #"This is stubbed text - update it to return the text of the text view.";
}
(2) Add to TableCell.m:
// This method will be called when the cell is initialized from the storyboard
// prototype.
- (void)awakeFromNib
{
// Assuming TextView here is the text view in the cell.
TextView.scrollEnabled = YES;
}
Explanation:
So what's happening here is this: each text view is bound to the height of the table cells by vertical and horizontal constraints - that means when the table cell height increases, the text view increases its size as well. I used a modified version of #manecosta's code to calculate the required height of a text view to fit the given text in a cell. So that means given a text with X number of characters, frameForText: will return a size which will have a property size.height that matches the text view's required height.
Now, all that remains is the update the cell's height to match the required text view's height. And this is achieved at heightForRowAtIndexPath:. As noted in the comments, since size.height is only the height for the text view and not the entire cell, there should be some offset added to it. In the case of the example, this value was 80.
One approach if you're using autolayout is to let the autolayout engine calculate the size for you. This isn't the most efficient approach but it is pretty convenient (and arguably the most accurate). It becomes more convenient as the complexity of the cell layout grows - e.g. suddenly you have two or more textviews/fields in the cell.
I answered a similar question with a complete sample for sizing tableview cells using auto layout, here:
How to resize superview to fit all subviews with autolayout?
The complete smooth solution is as follows.
First, we need the cell class with a textView
#protocol TextInputTableViewCellDelegate <NSObject>
#optional
- (void)textInputTableViewCellTextWillChange:(TextInputTableViewCell *)cell;
- (void)textInputTableViewCellTextDidChange:(TextInputTableViewCell *)cell;
#end
#interface TextInputTableViewCell : UITableViewCell
#property (nonatomic, weak) id<TextInputTableViewCellDelegate> delegate;
#property (nonatomic, readonly) UITextView *textView;
#property (nonatomic) NSInteger minLines;
#property (nonatomic) CGFloat lastRelativeFrameOriginY;
#end
#import "TextInputTableViewCell.h"
#interface TextInputTableViewCell () <UITextViewDelegate> {
NSLayoutConstraint *_heightConstraint;
}
#property (nonatomic) UITextView *textView;
#end
#implementation TextInputTableViewCell
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier {
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
self.selectionStyle = UITableViewCellSelectionStyleNone;
_textView = [UITextView new];
_textView.translatesAutoresizingMaskIntoConstraints = NO;
_textView.delegate = self;
_textView.scrollEnabled = NO;
_textView.font = CELL_REG_FONT;
_textView.textContainer.lineFragmentPadding = 0.0;
_textView.textContainerInset = UIEdgeInsetsZero;
[self.contentView addSubview:_textView];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"H:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"V:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
_heightConstraint = [NSLayoutConstraint constraintWithItem: _textView
attribute: NSLayoutAttributeHeight
relatedBy: NSLayoutRelationGreaterThanOrEqual
toItem: nil
attribute: NSLayoutAttributeNotAnAttribute
multiplier: 0.0
constant: (_textView.font.lineHeight + 15)];
_heightConstraint.priority = UILayoutPriorityRequired - 1;
[_textView addConstraint:_heightConstraint];
}
return self;
}
- (void)prepareForReuse {
[super prepareForReuse];
self.minLines = 1;
}
- (void)setMinLines:(NSInteger)minLines {
_heightConstraint.constant = minLines * _textView.font.lineHeight + 15;
}
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text {
if ([self.delegate respondsToSelector:#selector(textInputTableViewCellTextWillChange:)]) {
[self.delegate textInputTableViewCellTextWillChange:self];
}
return YES;
}
- (void)textViewDidChange:(UITextView *)textView {
if ([self.delegate respondsToSelector:#selector(textInputTableViewCellTextDidChange:)]) {
[self.delegate textInputTableViewCellTextDidChange:self];
}
}
Next, we use it in the TableViewController
#interface SomeTableViewController () <TextInputTableViewCellDelegate>
#end
#implementation SomeTableViewController
. . . . . . . . . . . . . . . . . . . .
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
TextInputTableViewCell *cell = [tableView dequeueReusableCellWithIdentifier: TextInputTableViewCellIdentifier forIndexPath:indexPath];
cell.delegate = self;
cell.minLines = 3;
. . . . . . . . . .
return cell;
}
- (CGFloat)tableView:(UITableView *)tableView estimatedHeightForRowAtIndexPath:(NSIndexPath *)indexPath {
return UITableViewAutomaticDimension;
}
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
return UITableViewAutomaticDimension;
}
- (void)textInputTableViewCellWillChange:(TextInputTableViewCell *)cell {
cell.lastRelativeFrameOriginY = cell.frame.origin.y - self.tableView.contentOffset.y;
}
- (void)textInputTableViewCellTextDidChange:(TextInputTableViewCell *)cell {
NSIndexPath *indexPath = [self.tableView indexPathForCell:cell];
[UIView performWithoutAnimation:^{
[self.tableView moveRowAtIndexPath:indexPath toIndexPath:indexPath];
}];
CGFloat contentOffsetY = cell.frame.origin.y - cell.lastRelativeFrameOriginY;
self.tableView.contentOffset = CGPointMake(self.tableView.contentOffset.x, contentOffsetY);
CGRect caretRect = [cell.textView caretRectForPosition:cell.textView.selectedTextRange.start];
caretRect = [self.tableView convertRect:caretRect fromView:cell.textView];
CGRect visibleRect = self.tableView.bounds;
visibleRect.origin.y += self.tableView.contentInset.top;
visibleRect.size.height -= self.tableView.contentInset.top + self.tableView.contentInset.bottom;
BOOL res = CGRectContainsRect(visibleRect, caretRect);
if (!res) {
caretRect.size.height += 5;
[self.tableView scrollRectToVisible:caretRect animated:NO];
}
}
#end
Here minLines allows to set minimum height for the textView (to
resist height minimizing by AutoLayout with
UITableViewAutomaticDimension).
moveRowAtIndexPath:indexPath: with the same indexPath starts
tableViewCell height re-calculation and re-layout.
performWithoutAnimation: removes side-effect (tableView content
offset jumping on starting new line while typing).
It is important to preserve relativeFrameOriginY (not
contentOffsetY!) during cell update because contentSize of the
cells before the current cell could be change by autoLayout calculus
in unexpected way. It removes visual jumps on system hyphenation
while typing long words.
Note that you shouldn't set the property estimatedRowHeight! The
following doesn't work
self.tableView.estimatedRowHeight = UITableViewAutomaticDimension;
Use only tableViewDelegate method.
==========================================================================
If one doesn't mind against weak binding between tableView and tableViewCell and updating geometry of the tableView from tableViewCell, it is possible to upgrade TextInputTableViewCell class above:
#interface TextInputTableViewCell : UITableViewCell
#property (nonatomic, weak) id<TextInputTableViewCellDelegate> delegate;
#property (nonatomic, weak) UITableView *tableView;
#property (nonatomic, readonly) UITextView *textView;
#property (nonatomic) NSInteger minLines;
#end
#import "TextInputTableViewCell.h"
#interface TextInputTableViewCell () <UITextViewDelegate> {
NSLayoutConstraint *_heightConstraint;
CGFloat _lastRelativeFrameOriginY;
}
#property (nonatomic) UITextView *textView;
#end
#implementation TextInputTableViewCell
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier {
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
self.selectionStyle = UITableViewCellSelectionStyleNone;
_textView = [UITextView new];
_textView.translatesAutoresizingMaskIntoConstraints = NO;
_textView.delegate = self;
_textView.scrollEnabled = NO;
_textView.font = CELL_REG_FONT;
_textView.textContainer.lineFragmentPadding = 0.0;
_textView.textContainerInset = UIEdgeInsetsZero;
[self.contentView addSubview:_textView];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"H:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
[self.contentView addConstraints: [NSLayoutConstraint constraintsWithVisualFormat:#"V:|-[view]-|" options:nil metrics:nil views:#{#"view": _textView}]];
_heightConstraint = [NSLayoutConstraint constraintWithItem: _textView
attribute: NSLayoutAttributeHeight
relatedBy: NSLayoutRelationGreaterThanOrEqual
toItem: nil
attribute: NSLayoutAttributeNotAnAttribute
multiplier: 0.0
constant: (_textView.font.lineHeight + 15)];
_heightConstraint.priority = UILayoutPriorityRequired - 1;
[_textView addConstraint:_heightConstraint];
}
return self;
}
- (void)prepareForReuse {
[super prepareForReuse];
self.minLines = 1;
self.tableView = nil;
}
- (void)setMinLines:(NSInteger)minLines {
_heightConstraint.constant = minLines * _textView.font.lineHeight + 15;
}
- (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text {
_lastRelativeFrameOriginY = self.frame.origin.y - self.tableView.contentOffset.y;
return YES;
}
- (void)textViewDidChange:(UITextView *)textView {
NSIndexPath *indexPath = [self.tableView indexPathForCell:self];
if (indexPath == nil) return;
[UIView performWithoutAnimation:^{
[self.tableView moveRowAtIndexPath:indexPath toIndexPath:indexPath];
}];
CGFloat contentOffsetY = self.frame.origin.y - _lastRelativeFrameOriginY;
self.tableView.contentOffset = CGPointMake(self.tableView.contentOffset.x, contentOffsetY);
CGRect caretRect = [self.textView caretRectForPosition:self.textView.selectedTextRange.start];
caretRect = [self.tableView convertRect:caretRect fromView:self.textView];
CGRect visibleRect = self.tableView.bounds;
visibleRect.origin.y += self.tableView.contentInset.top;
visibleRect.size.height -= self.tableView.contentInset.top + self.tableView.contentInset.bottom;
BOOL res = CGRectContainsRect(visibleRect, caretRect);
if (!res) {
caretRect.size.height += 5;
[self.tableView scrollRectToVisible:caretRect animated:NO];
}
}
#end
Put UILabel behind your UITextView.
Use this answer: https://stackoverflow.com/a/36054679/6681462 to UILabel you created
Give them same constraints and fonts
Set them same text;
Your cell's height will calculate by UILabel's content, but all text will be showed by TextField.
UITextView *txtDescLandscape=[[UITextView alloc] initWithFrame:CGRectMake(2,20,310,2)];
txtDescLandscape.editable =NO;
txtDescLandscape.textAlignment =UITextAlignmentLeft;
[txtDescLandscape setFont:[UIFont fontWithName:#"ArialMT" size:15]];
txtDescLandscape.text =[objImage valueForKey:#"imgdescription"];
txtDescLandscape.text =[txtDescLandscape.text stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]];
[txtDescLandscape sizeToFit];
[headerView addSubview:txtDescLandscape];
CGRect txtViewlandscpframe = txtDescLandscape.frame;
txtViewlandscpframe.size.height = txtDescLandscape.contentSize.height;
txtDescLandscape.frame = txtViewlandscpframe;
i think this way you can count the height of your text view and then resize your tableview cell according to that height so that you can show full text on cell
Swift version
func textViewHeightForAttributedText(text: NSAttributedString, andWidth width: CGFloat) -> CGFloat {
let calculationView = UITextView()
calculationView.attributedText = text
let size = calculationView.sizeThatFits(CGSize(width: width, height: CGFloat.max))
return size.height
}
If you want to automatically adjust UITableViewCell's height based on the height of the inner UITextView's height. See my answer here: https://stackoverflow.com/a/45890087/1245231
The solution is quite simple and should work since iOS 7. Make sure that the Scrolling Enabled option is turned off for the UITextView inside the UITableViewCell in the StoryBoard.
Then in your UITableViewController's viewDidLoad() set the tableView.rowHeight = UITableViewAutomaticDimension and tableView.estimatedRowHeight > 0 such as:
override func viewDidLoad() {
super.viewDidLoad()
tableView.rowHeight = UITableViewAutomaticDimension
tableView.estimatedRowHeight = 44.0
}
That's it. UITableViewCell's height will be automatically adjusted based on the inner UITextView's height.
For iOS 8 and above you can just use
your_tablview.estimatedrowheight= minheight you want
your_tableview.rowheight=UItableviewautomaticDimension
I have a custom NSView subclass which has a border around itself. The border is drawn inside this view. Is it possible to respect this borders with auto layout?
For example, when I place the subview to my custom view and set constraints like this:
#"H:|-(myViewSubView)-|" (not #"H:|-(myViewBorderWidth)-(myViewSubView)-(myViewBorderWidth)-|")
#"V:|-(myViewSubView)-|"
the layout must be:
Horizontal: |-(myViewBorderWidth)-|myViewSubview|-(myViewBorderWidth)-|
Vertical: |-(myViewBorderWidth)-|myViewSubview|-(myViewBorderWidth)-|
I've tried to overwrite -bounds method in my view to return the bounds rect without the borders, but it doesn't help.
UPDATE
I just noticed that your question is talking about NSView (OS X), not UIView (iOS). Well, this idea should still be applicable, but you won't be able to drop my code into your project unchanged. Sorry.
ORIGINAL
Consider changing your view hierarchy. Let's say your custom bordered view is called BorderView. Right now you're adding subviews directly to BorderView and creating constraints between the BorderView and its subviews.
Instead, give the BorderView a single subview, which it exposes in its contentView property. Add your subviews to the contentView instead of directly to the BorderView. Then the BorderView can lay out its contentView however it needs to. This is how UITableViewCell works.
Here's an example:
#interface BorderView : UIView
#property (nonatomic, strong) IBOutlet UIView *contentView;
#property (nonatomic) UIEdgeInsets borderSize;
#end
If we're using a xib, then we have the problem that IB doesn't know that it should add subviews to the contentView instead of directly to the BorderView. (It does know this for UITableViewCell.) To work around that, I've made contentView an outlet. That way, we can create a separate, top-level view to use as the content view, and connect it to the BorderView's contentView outlet.
To implement BorderView this way, we'll need an instance variable for each of the four constraints between the BorderView and its contentView:
#implementation BorderView {
NSLayoutConstraint *topConstraint;
NSLayoutConstraint *leftConstraint;
NSLayoutConstraint *bottomConstraint;
NSLayoutConstraint *rightConstraint;
UIView *_contentView;
}
The contentView accessor can create the content view on demand:
#pragma mark - Public API
- (UIView *)contentView {
if (!_contentView) {
[self createContentView];
}
return _contentView;
}
And the setter can replace an existing content view, if there is one:
- (void)setContentView:(UIView *)contentView {
if (_contentView) {
[self destroyContentView];
}
_contentView = contentView;
[self addSubview:contentView];
}
The borderSize setter needs to arrange for the constraints to be updated and for the border to be redrawn:
- (void)setBorderSize:(UIEdgeInsets)borderSize {
if (!UIEdgeInsetsEqualToEdgeInsets(borderSize, _borderSize)) {
_borderSize = borderSize;
[self setNeedsUpdateConstraints];
[self setNeedsDisplay];
}
}
We'll need to draw the border in drawRect:. I'll just fill it with red:
- (void)drawRect:(CGRect)rect {
CGRect bounds = self.bounds;
UIBezierPath *path = [UIBezierPath bezierPathWithRect:bounds];
[path appendPath:[UIBezierPath bezierPathWithRect:UIEdgeInsetsInsetRect(bounds, self.borderSize)]];
path.usesEvenOddFillRule = YES;
[path addClip];
[[UIColor redColor] setFill];
UIRectFill(bounds);
}
Creating the content view is trivial:
- (void)createContentView {
_contentView = [[UIView alloc] init];
[self addSubview:_contentView];
}
Destroying it is slightly more involved:
- (void)destroyContentView {
[_contentView removeFromSuperview];
_contentView = nil;
[self removeConstraint:topConstraint];
topConstraint = nil;
[self removeConstraint:leftConstraint];
leftConstraint = nil;
[self removeConstraint:bottomConstraint];
bottomConstraint = nil;
[self removeConstraint:rightConstraint];
rightConstraint = nil;
}
The system will automatically call updateConstraints before doing layout and drawing if somebody has called setNeedsUpdateConstraints, which we did in setBorderSize:. In updateConstraints, we'll create the constraints if necessary, and update their constants based on borderSize. We also tell the system not to translate the autoresizing masks into constraints, because that tends to create unsatisfiable constraints.
- (void)updateConstraints {
self.translatesAutoresizingMaskIntoConstraints = NO;
self.contentView.translatesAutoresizingMaskIntoConstraints = NO;
[super updateConstraints];
if (!topConstraint) {
[self createContentViewConstraints];
}
topConstraint.constant = _borderSize.top;
leftConstraint.constant = _borderSize.left;
bottomConstraint.constant = -_borderSize.bottom;
rightConstraint.constant = -_borderSize.right;
}
All four constraints are created the same way, so we'll use a helper method:
- (void)createContentViewConstraints {
topConstraint = [self constrainContentViewAttribute:NSLayoutAttributeTop];
leftConstraint = [self constrainContentViewAttribute:NSLayoutAttributeLeft];
bottomConstraint = [self constrainContentViewAttribute:NSLayoutAttributeBottom];
rightConstraint = [self constrainContentViewAttribute:NSLayoutAttributeRight];
}
- (NSLayoutConstraint *)constrainContentViewAttribute:(NSLayoutAttribute)attribute {
NSLayoutConstraint *constraint = [NSLayoutConstraint constraintWithItem:_contentView attribute:attribute relatedBy:NSLayoutRelationEqual toItem:self attribute:attribute multiplier:1 constant:0];
[self addConstraint:constraint];
return constraint;
}
#end
I have put a complete working example in this git repository.
For future reference, you can override NSView.alignmentRectInsets to affect the position of the layout guides:
Custom views that draw ornamentation around their content can override
this property and return insets that align with the edges of the
content, excluding the ornamentation. This allows the constraint-based
layout system to align views based on their content, rather than just
their frame.
Link to documentation:
https://developer.apple.com/documentation/appkit/nsview/1526870-alignmentrectinsets
Have you tried setting the intrinsic size to include the border size?
- (NSSize)intrinsicContentSize
{
return NSMakeSize(width+bordersize, height+bordersize);
}
then you would set the content compression resistance priorities in both directions to be required:
[self setContentCompressionResistancePriority:NSLayoutPriorityRequired forOrientation:NSLayoutConstraintHorizontal];
[self setContentCompressionResistancePriority:NSLayoutPriorityRequired forOrientation:NSLayoutConstraintVertical];
The one solution I found is to overload the addConstraint: method and modify constraints before they'll be added:
- (void)addConstraint:(NSLayoutConstraint *)constraint
{
if(constraint.firstItem == self || constraint.secondItem == self) {
if(constraint.firstAttribute == NSLayoutAttributeLeading) {
constraint.constant += self.leftBorderWidth;
} else if (constraint.firstAttribute == NSLayoutAttributeTrailing) {
constraint.constant += self.rightBorderWidth;
} else if (constraint.firstAttribute == NSLayoutAttributeTop) {
constraint.constant += self.topBorderWidth;
} else if (constraint.firstAttribute == NSLayoutAttributeBottom) {
constraint.constant += self.bottomBorderWidth;
}
}
[super addConstraint:constraint];
}
And then also handle this constraints in xxxBorderWidth setters.
I have asked this question once before, but I'm just not very satisfied with the solution.
Automatically adjust size of NSTableView
I want to display a NSTableView in a NSPopover, or in a NSWindow.
Now, the window's size should adjust with the table view.
Just like Xcode does it:
This is fairly simple with Auto Layout, you can just pin the inner view to the super view.
My problem is, that I can't figure out the optimal height of the table view.
The following code enumerates all available rows, but it doesn't return the correct value, because the table view has other elements like separators, and the table head.
- (CGFloat)heightOfAllRows:(NSTableView *)tableView {
CGFloat __block height;
[tableView enumerateAvailableRowViewsUsingBlock:^(NSTableRowView *rowView, NSInteger row) {
// tried it with this one
height += rowView.frame.size.height;
// and this one
// height += [self tableView:nil heightOfRow:row];
}];
return height;
}
1. Question
How can I fix this? How can I correctly calculate the required height of the table view.
2. Question
Where should I run this code?
I don't want to implement this in a controller, because it's definitely something that the table view should handle itself.
And I didn't even find any helpful delegate methods.
So I figured best would be if you could subclass NSTableView.
So my question 2, where to implement it?
Motivation
Definitely worth a bounty
This answer is for Swift 4, targeting macOS 10.10 and later:
1. Answer
You can use the table view's fittingSize to calculate the size of your popover.
tableView.needsLayout = true
tableView.layoutSubtreeIfNeeded()
let height = tableView.fittingSize.height
2. Answer
I understand your desire to move that code out of the view controller but since the table view itself knows nothing about the number of items (only through delegation) or model changes, I would put that in the view controller. Since macOS 10.10, you can use preferredContentSize on your NSViewController inside a popover to set the size.
func updatePreferredContentSize() {
tableView.needsLayout = true
tableView.layoutSubtreeIfNeeded()
let height = tableView.fittingSize.height
let width: CGFloat = 320
preferredContentSize = CGSize(width: width, height: height)
}
In my example, I'm using a fixed width but you could also use the calculated one (haven't tested it yet).
You would want to call the update method whenever your data source changes and/or when you're about to display the popover.
I hope this solves your problem!
You can query the frame of the last row to get the table view's height:
- (CGFloat)heightOfTableView:(NSTableView *)tableView
{
NSInteger rows = [self numberOfRowsInTableView:tableView];
if ( rows == 0 ) {
return 0;
} else {
return NSMaxY( [tableView rectOfRow:rows - 1] );
}
}
This assumes an enclosing scroll view with no borders!
You can query the tableView.enclosingScrollView.borderType to check whether the scroll view is bordered or not. If it is, the border width needs to be added to the result (two times; bottom and top). Unfortunately, I don't know of the top of my head how to get the border width.
The advantage of querying rectOfRow: is that it works in the same runloop iteration as a [tableView reloadData];. In my experience, querying the table view's frame does not work reliably when you do a reloadData first (you'll get the previous height).
Interface Builder in Xcode automatically puts the NSTableView in an NSScrollView. The NSScrollView is where the headers are actually located. Create a NSScrollView as your base view in the window and add the NSTableView to it:
NSScrollView * scrollView = [[NSScrollView alloc]init];
[scrollView setHasVerticalScroller:YES];
[scrollView setHasHorizontalScroller:YES];
[scrollView setAutohidesScrollers:YES];
[scrollView setBorderType:NSBezelBorder];
[scrollView setTranslatesAutoresizingMaskIntoConstraints:NO];
NSTableView * table = [[NSTableView alloc] init];
[table setDataSource:self];
[table setColumnAutoresizingStyle:NSTableViewUniformColumnAutoresizingStyle];
[scrollView setDocumentView:table];
//SetWindow's main view to scrollView
Now you can interrogate the scrollView's contentView to find the size of the NSScrollView size
NSRect rectOfFullTable = [[scrollView contentView] documentRect];
Because the NSTableView is inside an NSScrollView, the NSTableView will have a headerView which you can use to find the size of your headers.
You could subclass NSScrollView to update it's superview when the table size changes (headers + rows) by overriding the reflectScrolledClipView: method
I'm not sure if my solution is any better than what you have, but thought I'd offer it anyway. I use this with a print view. I'm not using Auto Layout. It only works with bindings – would need adjustment to work with a data source.
You'll see there's an awful hack to make it work: I just add 0.5 to the value I carefully calculate.
This takes the spacing into account but not the headers, which I don't display. If you are displaying the headers you can add that in the -tableView:heightOfRow: method.
In NSTableView subclass or category:
- (void) sizeHeightToFit {
CGFloat height = 0.f;
if ([self.delegate respondsToSelector:#selector(tableView:heightOfRow:)]) {
for (NSInteger i = 0; i < self.numberOfRows; ++i)
height = height +
[self.delegate tableView:self heightOfRow:i] +
self.intercellSpacing.height;
} else {
height = (self.rowHeight + self.intercellSpacing.height) *
self.numberOfRows;
}
NSSize frameSize = self.frame.size;
frameSize.height = height;
[self setFrameSize:frameSize];
}
In table view delegate:
// Invoke bindings to get the cell contents
// FIXME If no bindings, use the datasource
- (NSString *) stringValueForRow:(NSInteger) row column:(NSTableColumn *) column {
NSDictionary *bindingInfo = [column infoForBinding:NSValueBinding];
id object = [bindingInfo objectForKey:NSObservedObjectKey];
NSString *keyPath = [bindingInfo objectForKey:NSObservedKeyPathKey];
id value = [[object valueForKeyPath:keyPath] objectAtIndex:row];
if ([value isKindOfClass:[NSString class]])
return value;
else
return #"";
}
- (CGFloat) tableView:(NSTableView *) tableView heightOfRow:(NSInteger) row {
CGFloat result = tableView.rowHeight;
for (NSTableColumn *column in tableView.tableColumns) {
NSTextFieldCell *dataCell = column.dataCell;
if (![dataCell isKindOfClass:[NSTextFieldCell class]]) continue;
// Borrow the prototype cell, and set its text
[dataCell setObjectValue:[self stringValueForRow:row column:column]];
// Ask it the bounds for a rectangle as wide as the column
NSRect cellBounds = NSZeroRect;
cellBounds.size.width = [column width]; cellBounds.size.height = FLT_MAX;
NSSize cellSize = [dataCell cellSizeForBounds:cellBounds];
// This is a HACK to make this work.
// Otherwise the rows are inexplicably too short.
cellSize.height = cellSize.height + 0.5;
if (cellSize.height > result)
result = cellSize.height;
}
return result;
}
Just get -[NSTableView frame]
NSTableView is embed in NSScrollView, but has the full size.
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)
}
}