How to move view for keyboard in portrait orientations - objective-c

I have an app that runs in portrait and portraitUpsideDown only. I need to push the view up when the keyboard appears and pull it back down when it disappears. The following code works perfectly if the device stays in portrait, but if it is in portraitUpsideDown the view moves the wrong direction (-260 instead of 260), plus if the orientation changes while the keyboard is showing, it's not handled... The keyboardWillHide method works fine in both orientations. Is there a way to move the view RELATIVE to the keyboard or status bar so it doesn't matter what orientation the device is in???
- (void) keyboardWillShow:(NSNotification *) notification
{
NSLog(#"Keyboard Will Show");
double animationDuration;
animationDuration = [[[notification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
[UIView animateWithDuration:animationDuration delay:0 options:UIViewAnimationCurveEaseIn animations:^{
self.view.center = CGPointMake(self.view.center.x, self.view.center.y + -260);
}completion:^(BOOL finished){
}];
}
- (void) keyboardWillHide:(NSNotification *) notification
{
double animationDuration;
animationDuration = [[[notification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
NSLog(#"Keyboard Will Hide");
[UIView animateWithDuration:animationDuration delay:0 options:UIViewAnimationCurveEaseIn animations:^{
[self.view setFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
}completion:^(BOOL finished){
}];
}

I solved it (less than elegantly) this way:
NOTE: Things you SHOULD do, and I will change this code to do them eventually are: create a property to hold the keyboard animation duration so I can use it outside of the keyboard delegate methods, and similarly create a property for the offset and determine it using the userInfo for the height of the keyboard.
- (void) keyboardWillShow:(NSNotification *) notification
{
NSLog(#"Keyboard Will Show");
if (self.interfaceOrientation == UIInterfaceOrientationPortrait)
offset = -260;
else
offset = 260;
double animationDuration;
animationDuration = [[[notification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
[UIView animateWithDuration:animationDuration delay:0 options:UIViewAnimationCurveEaseIn animations:^{
self.view.center = CGPointMake(self.view.center.x, self.view.center.y + offset);
}completion:^(BOOL finished){
}];
}
- (void) keyboardWillHide:(NSNotification *) notification
{
double animationDuration;
animationDuration = [[[notification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
NSLog(#"Keyboard Will Hide");
[UIView animateWithDuration:animationDuration delay:0 options:UIViewAnimationCurveEaseIn animations:^{
self.view.center = CGPointMake(self.view.center.x, self.view.center.y - offset);
}completion:^(BOOL finished){
}];
}
- (void) keyboardDidShow
{
NSLog(#"Keyboard Did Show");
keyboardIsShowing = YES;
}
- (void) keyboardDidHide
{
NSLog(#"Keyboard Did Hide");
keyboardIsShowing = NO;
}
-(void) willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
if (keyboardIsShowing && UIInterfaceOrientationIsPortrait(toInterfaceOrientation))
{
if (toInterfaceOrientation == UIInterfaceOrientationPortrait && offset == 260)
offset = -260;
else if (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown && offset == -260)
offset = 260;
else
return;
[UIView animateWithDuration:.25 delay:0 options:UIViewAnimationCurveEaseIn animations:^{
self.view.center = CGPointMake(self.view.center.x, self.view.center.y + 2* offset);
}completion:^(BOOL finished){
}];
}
}

Unfortunately you will have to manage this yourself. You can interrogate the current orientation and set your y-axis adjustment appropriately.
int movementDistance = -260;
if (UIInterfaceOrientationPortraitUpsideDown == [self interfaceOrientation]) movementDistance = -movementDistance;

You need to set the frame height, or set the contentInset for the view, not the center.

Related

iOS: How to drag a view along with finger till a particular y offset?

I am dragging a view from bottom to top with pre-defined offset positions using pan gesture.
My current implementation is such that the view updates after the gesture has ended. However, I want the view to update along with the finger (gesture is ongoing) and stop at the predefined (next) position when the gesture has ended.
Would appreciate if somebody could point me in the right direction. Thank you.
m_openPercentage = #"30,60";
- (void)onContentViewPanned:(UIPanGestureRecognizer *)gesture
{
CGPoint velocity = [gesture velocityInView:self.view];
NSArray *m_Openpercentage = [m_OpenPercentage componentsSeparatedByString:#","];
NSMutableArray *fullpercentage = [NSMutableArray arrayWithArray:m_Openpercentage];
float diffy = 0.0;
if(([gesture state] == UIGestureRecognizerStateEnded))
{
if(velocity.y < 0)
{
if(m_isfullscreen && ![fullpercentage containsObject:#"100"])
{
[fullpercentage addObject:#"100"];
}
diffy = 1-([[fullpercentage objectAtIndex:counter] floatValue]/100);
CGFloat ypos = self.view.frame.size.height * diffy;
[UIView animateWithDuration:1 delay:0 usingSpringWithDamping:0.5 initialSpringVelocity:0.5 options:0 animations:^{
[self.view setNeedsLayout];
self.view.frame = CGRectMake(0,ypos,self.view.frame.size.width,self.view.frame.size.height);
if(self.view.frame.origin.y==0)
[self showNavigationbar:1];
} completion:^(BOOL finished) {
}];
if(counter<[fullpercentage count]-1)
counter++;
}
else
{
if(counter>0)
{
float diffy = 1-([[fullpercentage objectAtIndex:counter-1] floatValue]/100);
CGFloat ypos = self.view.frame.size.height * diffy;
[UIView animateWithDuration:1 delay:0 usingSpringWithDamping:0.5 initialSpringVelocity:0.5 options:0 animations:^{
self.view.frame = CGRectMake(0,ypos,self.view.frame.size.width,self.view.frame.size.height);
} completion:^(BOOL finished) {
}];
}
else
{
diffy = 1-(m_initialPercentage/100);
CGFloat ypos = self.view.frame.size.height * diffy;
if(self.view.frame.origin.y < ypos)
{
[UIView animateWithDuration:1 delay:0 usingSpringWithDamping:0.5 initialSpringVelocity:0.5 options:0 animations:^{
self.view.frame = CGRectMake(0,ypos,self.view.frame.size.width,self.view.frame.size.height);
} completion:^(BOOL finished) {
}];
}
else
{
[self removeoverlayview];
[self.view removeFromSuperview];
id tmpControllerObj = [parentController getParentController];
[tmpControllerObj view].userInteractionEnabled = YES;
}
}
if((counter-1)>=0)
counter--;
[self showNavigationbar:0];
}
if(![m_Openpercentage containsObject:#"100"] && m_isfullscreen)
[self updatefullview];
}
}

Keep the End Position of Animation

I tried everything, but everytime its the same problem:
i want to move a button for y = 276. when the animation ends, my buttons jumps back to the startposition, but i want that the endanimationposition is the new position, and the button has to stay there, until a new animation is called.
tried with
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
CGPoint p = _cell00.center;
p.x += 100;
_cell00.center = p;
[UIView commitAnimations];
[UIView beginAnimations:nil context:nil];
same issue like
[UIView animateWithDuration:1.0 animations:^{
_cell00.frame = CGRectOffset(_cell00.frame, 0, 20);
}];
or
[UIView animateWithDuration:0.5 animations:^{
_cell00.center = CGPointMake(0, 20.0);
}];
EDIT:
I call this Animation with my Button called statisticsBUttonPressed.
- (IBAction)statisticsButtonPressed:(id)sender {
if (statOrGame == 0) {
statOrGame = 1;
}else {
statOrGame = 0;
}
NSLog(#"statOrGame? %d", statOrGame);
[self animateView:(UIButton *)sender];
}
-(void) animateView:(UIButton *)sender {
sender.userInteractionEnabled = NO;
if ([UIDevice currentDevice].userInterfaceIdiom == UIUserInterfaceIdiomPhone)
{ // The iOS device = iPhone or iPod Touch
NSLog(#"IS IPHONE 5");
CGSize iOSDeviceScreenSize = [[UIScreen mainScreen] bounds].size;
if (iOSDeviceScreenSize.height == 568)
{
if (statOrGame) {
[UIView animateWithDuration:1.0 animations:^{
_cell00.frame = CGRectOffset(_cell00.frame, 0, 20);
}];
}
}
}
}
The problem is that you're using auto layout. You can't (just) change the frame of a view that is positioned by auto layout, because what positions the view is its constraints. You need to change the constraints. You can do this at the end of the animation, or you can simply animate the change of constraints.

keyboard hides textfield for different orientation in ipad

In my iPad application, I have few textView and textField's. When I click on textField, the keyboard covers the textField. So I am implementing the below code to move the textview up. But on rotation to portraitUpsideDown its not working fine. It slides the screen down in opposite direction. So how do I solve this problem??
-(void) animateTextField: (UITextView *) textField up: (BOOL) up
{
int txtPosition = (textField.frame.origin.y - 540);
const int movementDistance = (txtPosition < 0 ? 0 : txtPosition); // tweak as needed
const float movementDuration = 0.3f; // tweak as needed
int movement = (up ? -movementDistance : movementDistance);
[UIView beginAnimations: #"anim" context: nil];
[UIView setAnimationBeginsFromCurrentState: YES];
[UIView setAnimationDuration: movementDuration];
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
[UIView commitAnimations];
}
-(void)textViewDidBeginEditing:(UITextView *)textField
{
[self animateTextField: textField up: YES];
}
-(void)textViewDidEndEditing:(UITextView *)textField
{
[self animateTextField: textField up: NO];
}
-(BOOL)textFieldShouldReturn:(UITextView *)theTextField
{
[theTextField resignFirstResponder];
return YES;
}
This solution is for iPhone, but it considers both orientations.
You can adapt a bit and voilá:
http://cocoawithlove.com/2008/10/sliding-uitextfields-around-to-avoid.html
Crazy,
Just add another function:
- (void) animateTextView: (UITextView*) textView up: (BOOL) up
{
const int movementDistance = 80; // tweak as needed
const float movementDuration = 0.3f; // tweak as needed
int movement = (up ? -movementDistance : movementDistance);
[UIView beginAnimations: #"anim" context: nil];
[UIView setAnimationBeginsFromCurrentState: YES];
[UIView setAnimationDuration: movementDuration];
self.view.frame = CGRectOffset(self.view.frame, 0, movement);
[UIView commitAnimations];
}
Then call it like:
- (void)textViewDidBeginEditing:(UITextView *)textView {
[self animateTextView: textView up: YES];
}
- (void)textViewDidEndEditing:(UITextView *)textView {
[self animateTextView: textView up: NO];
}
If your method like this.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
Try this. I don't know exactly. But I am trying to help you. May be x and y coordinate cannot be changed in any orientation. so try this.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
if(interfaceOrientation=UIInterfaceOrienationPotraitUpsideDown){
//Declare txtPos globally...
txtPos=(textField.frame.origin.y + 540);
}
if(interfaceOrientation=UIInterfaceOrienationPotrait)
{
txtPos=(textField.frame.origin.y - 540);
}
return(YES);
}
in animate method.
assign textPos to txtPosition variable..
You should use keyboard will show and will hide notification to capture keyboard event and adjust your view accordingly.
- (void)dealloc {
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
- (void)viewDidLoad {
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardDidHideNotification object:nil];
}
- (void)keyboardWillShow:(NSNotification *)notification {
CGRect keyboardFrame = [notification.userInfo[UIKeyboardFrameEndUserInfoKey] CGRectValue];
CGFloat keyboardHeight = CGRectGetHeight(keyboardFrame);
CGFloat animationDuration = [notification.userInfo[UIKeyboardAnimationDurationUserInfoKey] floatValue];
UIViewAnimationCurve animationCurve = [notification.userInfo[UIKeyboardAnimationCurveUserInfoKey] integerValue];
UIViewAnimationOptions animationOption = animationCurve << 16;
[UIView animateWithDuration:animationDuration delay:0 options:animationOption animations:^{
// adjust height using keyboardHeight
} completion:^(BOOL finished) {
}];
}
- (void)keyboardWillHide:(NSNotification *)notification {
CGRect keyboardFrame = [notification.userInfo[UIKeyboardFrameEndUserInfoKey] CGRectValue];
CGFloat keyboardHeight = CGRectGetHeight(keyboardFrame);
CGFloat animationDuration = [notification.userInfo[UIKeyboardAnimationDurationUserInfoKey] floatValue];
UIViewAnimationCurve animationCurve = [notification.userInfo[UIKeyboardAnimationCurveUserInfoKey] integerValue];
UIViewAnimationOptions animationOption = animationCurve << 16;
[UIView animateWithDuration:animationDuration delay:0 options:animationOption animations:^{
// adjust height using keyboardHeight
} completion:^(BOOL finished) {
}];
}
This blog post explains this in detail
http://charlie.cu.cc/2015/10/solution-to-the-ios-software-keyboard-cover-part-of-the-ui/

Checking if the UIPickerView is shown or hidden? The *if* conditions?

I have a little problem with my UIPickerView animation.
I did set up the animation so when I click a button the UIPickerView will slide up and after another click it will slide down. But I hit the problem on if. I tried to set up a new settings bool and set it's value after each animation, so the if was just checking for the bool. I'm not sure if I did explained it well, but maybe you get the idea from the code.
But unfortunately it's not working... Any ideas?
- (void)viewDidLoad
{
[super viewDidLoad];
settings = [NSUserDefaults standardUserDefaults];
[settings setBool:NO forKey:#"pickerShown"];
[settings synchronize];
}
- (IBAction)showPicker:(id)sender {
CGRect rect = countryPicker.frame;
CGPoint origin = CGPointMake(0, 510); // Some off-screen y-offset here.
rect.origin = origin;
countryPicker.frame = rect;
if ([settings boolForKey:#"pickerShown"] == YES) {
// Perform transform to slide it off the screen.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
countryPicker.transform = CGAffineTransformMakeTranslation(0, -0); // Offset.
[UIView commitAnimations];
[settings setBool:NO forKey:#"pickerShown"];
[settings synchronize];
} else if ([settings boolForKey:#"pickerShown"] == NO) {
// Perform transform to slide it onto the screen.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
countryPicker.transform = CGAffineTransformMakeTranslation(0, -266); // Offset.
[UIView commitAnimations];
[settings setBool:YES forKey:#"pickerShown"];
[settings synchronize];
}
}
EDIT:
Just found the solution...
If anyone's interested - here it is:
The h. file:
.
.
.
{
BOOL pickerShown;
}
.
.
.
The .m file:
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect rect = countryPicker.frame;
CGPoint origin = CGPointMake(0, 510); // Some off-screen y-offset here.
rect.origin = origin;
countryPicker.frame = rect;
pickerShown = NO;
}
- (IBAction)showPicker:(id)sender {
if (pickerShown == NO) {
// Perform transform to slide it onto the screen.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
//[UIView setAnimationDidStopSelector:#selector(hidePicker)];
countryPicker.transform = CGAffineTransformMakeTranslation(0, 0); // Offset.
[UIView commitAnimations];
[self performSelector:#selector(hidePicker) withObject:nil afterDelay:1];
} else if (pickerShown == YES) {
//countryPicker.hidden = NO;
// Perform transform to slide it onto the screen.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
countryPicker.transform = CGAffineTransformMakeTranslation(0, -266); // Offset.
[UIView commitAnimations];
countryPicker.hidden = NO;
}
}
If a view is visible on screen, it's window property will be non-nil.
Just found the solution... If anyone's interested - here it is:
The h. file:
.
.
.
{
BOOL pickerShown;
}
.
.
.
The .m file:
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect rect = countryPicker.frame;
CGPoint origin = CGPointMake(0, 510); // Some off-screen y-offset here.
rect.origin = origin;
countryPicker.frame = rect;
pickerShown = NO;
}
- (IBAction)showPicker:(id)sender {
if (pickerShown == NO) {
// Perform transform to slide it onto the screen.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
//[UIView setAnimationDidStopSelector:#selector(hidePicker)];
countryPicker.transform = CGAffineTransformMakeTranslation(0, 0); // Offset.
[UIView commitAnimations];
[self performSelector:#selector(hidePicker) withObject:nil afterDelay:1];
} else if (pickerShown == YES) {
//countryPicker.hidden = NO;
// Perform transform to slide it onto the screen.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
countryPicker.transform = CGAffineTransformMakeTranslation(0, -266); // Offset.
[UIView commitAnimations];
countryPicker.hidden = NO;
}
}
You can check it with:
self.countryPicker.superview
If picker is hidden then superview will be nil. Otherwise it will be containing view.
If all you want is the basic effect of displaying the picker view, then removing it again there is an easier way.
pseudocode:
//do any picker initialization here
if(!pickerIsShowing)
[self.view addSubview:yourPickerView];
else
[self.yourPickerView removeFromSuperView];

iPhone SDK: TextView, Keyboard in Landscape mode

How do I make sure that the textview is shown and the keyboard is not obscuring the textview, while in landscape.
Using UICatalog I created a TextViewController which works. In it there are two methods for calling the keyboard and making sure that textView is positioned above the keyboard. his just works great in Portrait mode.
I got the Landscape mode working, but on the textView is still being put to the top of the iPhone to compensate for the keyboard in portrait mode.
I changed the methods for showing the keyboards.
Below is the code for this methods: (I will just let see the code for show, since the hide code will be the reverse..
- (void)keyboardWillShow:(NSNotification *)aNotification
{
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
if (orientation == UIInterfaceOrientationPortrait) {
// the keyboard is showing so resize the table's height
CGRect keyboardRect = [[[aNotification userInfo] objectForKey:UIKeyboardBoundsUserInfoKey] CGRectValue];
NSTimeInterval animationDuration = [[[aNotification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect frame = self.view.frame;
frame.size.height -= keyboardRect.size.height;
[UIView beginAnimations:#"ResizeForKeyboard" context:nil];
[UIView setAnimationDuration:animationDuration];
self.view.frame = frame;
[UIView commitAnimations];
} else if (orientation == UIInterfaceOrientationLandscapeLeft) {
NSLog(#"Left"); // Verijderen later
CGRect keyboardRect = [[[aNotification userInfo] objectForKey:UIKeyboardBoundsUserInfoKey] CGRectValue];
NSTimeInterval animationDuration = [[[aNotification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect frame = self.view.frame;
frame.size.width -= keyboardRect.size.height;
[UIView beginAnimations:#"ResizeForKeyboard" context:nil];
[UIView setAnimationDuration:animationDuration];
self.view.frame = frame;
[UIView commitAnimations];
} else if (orientation == UIInterfaceOrientationLandscapeRight){
NSLog(#"Right"); // verwijderen later.
CGRect keyboardRect = [[[aNotification userInfo] objectForKey:UIKeyboardBoundsUserInfoKey] CGRectValue];
NSTimeInterval animationDuration = [[[aNotification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
CGRect frame = self.view.frame;
frame.size.width -= keyboardRect.size.width;
[UIView beginAnimations:#"ResizeForKeyboard" context:nil];
[UIView setAnimationDuration:animationDuration];
self.view.frame = frame;
[UIView commitAnimations];
}
}
I know that I have to change the line frame.size.height -= keyboardRect.size.height but I do not seem to get it working.
I tried frame.size.width -= keyboardRect.size.height that did not work. Losing the keyboardRect and frame all together work, however off course the keyboard obscures the textview........
I found the above code wouldn't work when in Landscape Mode on iPad
Note: I am moving all Fields, as in my case that's what i needed :-)
- (void)keyboardWillShow:(NSNotification*)aNotification {
// Only do for Landscape Mode
if (UIInterfaceOrientationIsLandscape([self interfaceOrientation])){
NSDictionary *info = [aNotification userInfo];
NSValue *aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey];
CGSize keyboardSize = [aValue CGRectValue].size;
NSTimeInterval animationDuration = 0.300000011920929;
CGRect frame = self.view.frame;
frame.origin.x -= keyboardSize.height-44;
frame.origin.y -= keyboardSize.height-44;
frame.size.height += keyboardSize.height-44;
[UIView beginAnimations:#"ResizeForKeyboard" context:nil];
[UIView setAnimationDuration:animationDuration];
self.view.frame = frame;
[UIView commitAnimations];
viewMoved = YES;
}
keyboardInUse = YES;
}
- (void)keyboardWillHide:(NSNotification*)aNotification {
if (UIInterfaceOrientationIsLandscape([self interfaceOrientation])){
if (viewMoved) {
NSDictionary *info = [aNotification userInfo];
NSValue *aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey];
CGSize keyboardSize = [aValue CGRectValue].size;
NSTimeInterval animationDuration = 0.300000011920929;
CGRect frame = self.view.frame;
frame.origin.y += keyboardSize.height-44;
frame.origin.x += keyboardSize.height-44;
frame.size.height -= keyboardSize.height-44;
[UIView beginAnimations:#"ResizeForKeyboard" context:nil];
[UIView setAnimationDuration:animationDuration];
self.view.frame = frame;
[UIView commitAnimations];
viewMoved = NO;
}
}
keyboardInUse = NO;
}
If you think you need different code for the different orientations, you're doing something else wrong. Once the orientation has changed and your superview has responded, the value that needs changing should always be the frame's height.
Here is a code that I use for this purpose. It works on both iPad and iPhone is landscape and portrait modes (inspired by a code from Apple documentation):
// Call this method somewhere in your view controller setup code.
- (void)registerForKeyboardNotifications
{
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillBeHidden:)
name:UIKeyboardWillHideNotification object:nil];
}
// Called when the UIKeyboardDidShowNotification is sent.
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
float offset;
if UIInterfaceOrientationIsPortrait(self.interfaceOrientation)
offset = kbSize.height;
else
offset = kbSize.width;
[UIView animateWithDuration:0.5
animations:^{
CGRect frameTxtField = myTextField.frame;
frameTxtField.origin.y -= offset;
myTextField.frame = frameTxtField;
}
];
}
// Called when the UIKeyboardWillHideNotification is sent
- (void)keyboardWillBeHidden:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
float offset;
if UIInterfaceOrientationIsPortrait(self.interfaceOrientation)
offset = kbSize.height;
else
offset = kbSize.width;
[UIView animateWithDuration:0.5
animations:^{
CGRect frameTxtField = myTextField.frame;
frameTxtField.origin.y += offset;
myTextField.frame = frameTxtField;
}
];
}
Don't forget to call the registerForKeyboardNotifications method (e.g., in viewDidLoad).