I want to be able to set the size of my tableview depending on what the content is. I would think i could do this in prepareForSegue, since my tableview appears as a popover, if a button is pressed in my rootViewController. So what i'm trying is to set the explicit size, like i can do in storyboard, but i want to do it programmatically. I have tried self.tableview.frame.size, but it get an error, which says it's not assignable?
if([[segue identifier] isEqualToString:#"tagView1"])
{
TagTableViewController *tvc = [segue destinationViewController];
tvc.tableView.frame = CGRectMake(tvc.tableView.frame.origin.x, tvc.tableView.frame.origin.y , 100, 100);
}
In the TVC's viewDidLoad:
- (void)viewDidLoad {
[super viewDidLoad];
self.clearsSelectionOnViewWillAppear = NO;
// Change to what you need
self.contentSizeForViewInPopover = CGSizeMake(150.0, 250.0);
}
You have to set the whole frame. And if you want origin to stay the same do this:
self.tableview.frame = CGRectMake(self.tableview.frame.origin.x, self.tableview.frame.origin.y, __width__, __height__);
Try to set size of table in vieDidAppear:
in TVC .
Like:
-(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[self.tableView setFrame:CGRectMake(self.tableView.frame.origin.x, self.tableView.frame.origin.y, self.tableView.frame.size.width, self.tableView.frame.size.height - 50)];
}
Try self.tableview.frame = (CGRect){self.tableview.frame.origin, newSize};
Which is the same as self.tableview.frame = CGRectMake(self.tableview.frame.origin.x, self.tableview.frame.origin.y, newSize.width, newSize.height);, just shorter.
You aren't supposed to directly set the size, because other objects observing the view's frame won't be notified in that case.
Related
I have a UITableView and for the life of me I can't hide the header and all the footer. I have tried multiple methods posted on here.
I want to hide the white space on top and bottom of the populated rows.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
//Disable Scrolling in TableView
self.tableView.scrollEnabled = NO;
//Get rid of unpopulated rows
self.tableView.tableFooterView = [[UIView alloc] init];
//Hide UITableViewHeader
self.tableView.tableHeaderView = [[UIView alloc] init];
//Populate Table with Test Data
[self testTableView];
}
It looks like your UITableView's layout frame is not getting properly adjusted. Since I am not sure if you are using autolayout constraints or autozingmask therefore please try adding following code to your view controller to force your table to size according to the screen.
- (void)viewDidLayoutSubviews {
self.tableView.frame = self.view.frame;
}
Just set the tableviewHeader to nil or if you want to hide section headers just return nil from viewForHeaderInSection and reload the tableData.
I am creating a UITableView with custom UITableViewCells. iOS 7's new delete button is causing some problems with the layout of my cell.
If I use the "Edit" button, which makes the red circles appear I get the problem, but if I swipe a single cell it looks perfect.
This is when the Edit button is used:
[self.tableView setEditing:!self.tableView.editing animated:YES];
This is when I swipe a single cell:
As you can se my labels overlaps the delete button in the first example. Why does it do this and how can I fix it?
try using the accessoryView and editingAccessoryView properties of your UITableViewCell, instead of adding the view yourself.
If you want the same indicator displayed in both editing and none-editing mode, try setting both view properties to point at the same view in your uiTableViewCell like:
self.accessoryView = self.imgPushEnabled;
self.editingAccessoryView = self.imgPushEnabled;
There seems to be a glitch in the table editing animation in IOS7, giving an overlap of the delete button and the accessoryView when switching back to non-editing state. This seems to happen when the accesoryView is specified and the editingAccessoryView is nil.
A workaround for this glitch, seems to be specifying an invisible editingAccessoryView like:
self.editingAccessoryView =[[UIView alloc] init];
self.editingAccessoryView.backgroundColor = [UIColor clearColor];
The problem is that in edit mode the cell's contentView changes in size. So either you have to override layoutSubviews in your cell and support the different frame sizes
- (void) layoutSubviews
{
[super layoutSubviews];
CGRect contentFrame = self.contentView.frame;
// adjust to the contentView frame
...
}
or you take the bait and switch to autolayout.
First I thought setting contentView.clipsToBounds to YES could be an ugly workaround but that does not seem to work.
I've resolved this problem with set up constraints without width only leading and trailing
As tcurdt mentioned, you could switch to autolayout to solve this issue. But, if you (understandably) don't want to mess with autolayout just for this one instance, you can set the autoresizingMask and have that turned automatically into the appropriate autolayout constraints.
label.autoresizingMask = UIViewAutoresizingFlexibleWidth;
Just use this method in your custom TableViewCell class you can get the perfect answer,
Here self is UITableviewCell
- (void)layoutSubviews {
[super layoutSubviews];
for (UIView *subview in self.subviews) {
for (UIView *subview2 in subview.subviews) {
if ([NSStringFromClass([subview2 class]) isEqualToString:#"UITableViewCellDeleteConfirmationView"]) { // move delete confirmation view
[subview bringSubviewToFront:subview2];
}
}
}
}
And if any one want to adjust the Delete Button Size, Use the following Code
- (void)layoutSubviews {
[super layoutSubviews];
for (UIView *subview in self.subviews) {
for (UIView *subview2 in subview.subviews) {
if ([NSStringFromClass([subview2 class]) isEqualToString:#"UITableViewCellDeleteConfirmationView"]) { // move delete confirmation view
CGRect rect = subview2.frame;
rect.size.height = 47; //adjusting the view height
subview2.frame = rect;
for (UIButton *btn in [subview2 subviews]) {
if ([NSStringFromClass([btn class]) isEqualToString:#"UITableViewCellDeleteConfirmationButton"]) { // adjusting the Button height
rect = btn.frame;
rect.size.height = CGRectGetHeight(subview2.frame);
btn.frame = rect;
break;
}
}
[subview bringSubviewToFront:subview2];
}
}
}
}
Best way to remove this problem is that add an image in cell and set it in Backside.
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"bgImg.png"]];
imageView.frame = CGRectMake(0, 0, 320, yourCustomCell.frame.size.height);
[yourCustomCell addSubview:imageView];
[yourCustomCell sendSubviewToBack:imageView];
If your text would overlap the delete button then implement Autolayout. It'll manage it in better way.
One more case can be generate that is cellSelectionStyle would highlight with default color. You can set highlight color as follows
yourCustomCell.selectionStyle = UITableViewCellSelectionStyleNone;
Set your table cell's selection style to UITableViewCellSelectionStyleNone. This will remove the blue background highlighting or other. Then, to make the text label or contentview highlighting work the way you want, use this method in yourCustomCell.m class.
- (void)setHighlighted:(BOOL)highlighted animated:(BOOL)animated
{
if (highlighted)
self.contentView.backgroundColor = [UIColor greenColor];
else
self.contentView.backgroundColor = [UIColor clearColor];
}
I hope you understand it in a better way.
Bringing to front UITableViewCellDeleteConfirmationView in the layoutSubviews of the custom cell works for me on iPhone, but not on iPad.
I have a UITableView in the master part of a splitViewController for the iPad, and in this case
the frame of the UITableViewCellDeleteConfirmationView is (768 0; 89 44), instead of (320 0; 89 44)
So I resize the frame in the layoutSubviews method and this works for me
- (void)layoutSubviews {
[super layoutSubviews];
for (UIView *subview in self.subviews)
{
for (UIView *subview2 in subview.subviews)
{
if ([NSStringFromClass([subview2 class]) isEqualToString:#"UITableViewCellDeleteConfirmationView"])
{
CGRect frame = subview2.frame;
frame.origin.x = 320;
subview2.frame = frame;
[subview bringSubviewToFront:subview2];
}
}
}
}
If you are putting content in the UITableViewCell's contentView, be sure you use self.contentView.frame.size.width and not self.frame.size.width in layoutSubviews.
self.frame expands width in editing mode, and will cause any content on the right to extend past the bounds of the contentView. self.contentView.frame stays at the correct width (and is what you should be using).
Try this: Might be you are setting cell setBackgroundImage in cellForRowAtIndexPath (Delegate Method). Do not set this here. Set your image in:
-(void)tableView:(UITableView *)tableView willDisplayCell:(UITableViewCell *)cell forRowAtIndexPath:(NSIndexPath *)indexPath { cell.backgroundColor=[UIColor colorWithPatternImage:[UIImage imageNamed:#"cellList.png"]]; }
Enjoy Coding.
My solution is to move whole contentView to the left when Delete button showing:
override func layoutSubviews() {
super.layoutSubviews()
if editingStyle == UITableViewCellEditingStyle.Delete {
var rect = contentView.frame
rect.origin.x = self.showingDeleteConfirmation ? -15 : 38
contentView.frame = rect
}
}
I'm downloading thumbnail images from youtube JSON web service using SDWebImage, in order to set them in a table view cell. The problem is that the download image is 120x90, too big for my needs , as I want to fit it in a UIImageView of 75x75. While the images are cached in the placeholder, they look correct, but once cache is finished, they look in the 120x90 ratio size. I tried setContentMode:UIViewContentModeScaleToFill, but it doesn't work, so I don't know how to solve this issue.
NSString *path= [thumbnail valueForKey:#"sqDefault"];
[cell.imageView setImageWithURL:[NSURL URLWithString:path] placeholderImage:[UIImage imageNamed:#"placeholder.png"]];
[cell.imageView setContentMode:UIViewContentModeScaleToFill];
CALayer * l = [cell.imageView layer];
[l setMasksToBounds:YES];
[l setCornerRadius:5.0];
Many thanks
EDITED:
I have set content mode in the custom cell extended class:
newsCell.m
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier
{
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
[self.Image setContentMode:UIViewContentModeScaleToFill];
}
return self;
}
And here is the cell creation code:
multimedia.m
newsCell *cell = [self.tableView
dequeueReusableCellWithIdentifier:#"news"];
if (cell == nil) {
cell = [[newsCell alloc] initWithStyle:UITableViewCellSelectionStyleNone reuseIdentifier:#"news"];
}
The issue is that if (cell == nil) is never called because first statement is creating cell, so initWithStyle is not called and content mode is not set, but if I delete first statement, cell is not created. I don't know how to manage it.
Thanks
Try these two options and see which better fits your needs:
UIViewContentModeScaleAspectFit
UIViewContentModeAspectFill
If these don't work, I am guessing it is because the UITableViewCell is setting the contentMode on the UIImageView -- in this case you should create a subclass of UITableViewCell that contains a UIImageView with the proper contentMode set. Then you can use your custom UITableViewCell subclass in your UITableView.
Set custom size of your table image view in its custom cell class
- (void)layoutSubviews {
[super layoutSubviews];
self.imageView.frame = CGRectMake(5,5,40,32.5);
float limgW = self.imageView.image.size.width;
if(limgW > 0) {
self.textLabel.frame = CGRectMake(55,self.textLabel.frame.origin.y,self.textLabel.frame.size.width,self.textLabel.frame.size.height);
self.detailTextLabel.frame = CGRectMake(55,self.detailTextLabel.frame.origin.y,self.detailTextLabel.frame.size.width,self.detailTextLabel.frame.size.height);
}
}
For more details please refer this link
I'm currently initializing my UITableViewCell's backgroundView's frame with self.frame. This seems to work fine for device orientation changes (cell background fills entire cell, looks fine etc). What's a better frame to use (if any)?
Edit #1: I've also initialized the backgroundView with CGRectZero as the frame. This seems to make no difference (UITableViewCells and backgroundViews function just fine in all interface orientations).
I've also tested setting the autoresizingMask property of the backgroundView. This made no difference either. I'd just like to understand what (if anything) is affected by the backgroundViews initial frame.
Assuming that you are trying to add a UIImageView as backgroundView and that you are trying to resize that imageView, here's my experience:
It seems to be impossible to change the frame of UITableViewCell.backgroundView (or at least not a thing Apple recommends, hence it's not mentioned in the documentation). To use a custom sized UIImageView, eg with a resizable UIImage, as background in a UITableViewCell, I do the following:
1) Create a UIImageView and set its image property to an image of your wish.
2) Add the UIImageView as a subview of the UITableViewCell using the addSubview: message.
3) Send the UIImageView to the back using sendSubviewToBack: message.
This puts your UIImageView behind any other added subviews and you are now able to manipulate the frame of your 'backgroundView' (aka the imageview).
To make sure the imageview will fit the tableViewCell's frame, use cell.frame's height and width properties when calculating the height of your imageview.
If you develop custom table view cell the solution is to adjust the frame in layoutSubviews method. Here is custom UITableViewCell from one of my projects, I needed 10 points margin from left:
#import "TETopicCell.h"
#import "UIColor+Utils.h"
#implementation TETopicCell
#synthesize topicTitleLabel = _topicTitleLabel;
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier
{
self = [super initWithStyle:style reuseIdentifier:reuseIdentifier];
if (self) {
UIImageView *bgImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"theme_btn_yellow"]];
bgImageView.contentMode = UIViewContentModeTopLeft;
bgImageView.frame = CGRectMake(0.0f, 0.0f, 239.0f, 42.0f);
self.backgroundView = bgImageView;
_topicTitleLabel = [[UILabel alloc] initWithFrame:CGRectMake(46.0f, 0.0f, 206.0f, 42.0f)];
_topicTitleLabel.backgroundColor = [UIColor clearColor];
_topicTitleLabel.textColor = [UIColor colorWithR:116 G:74 B:1];
[self.contentView addSubview:_topicTitleLabel];
}
return self;
}
- (void)layoutSubviews
{
[super layoutSubviews];
// update frame here
self.backgroundView.frame = CGRectOffset(self.backgroundView.frame, 10.0f, 0.0f);
// and here
if (self.selectedBackgroundView){
self.selectedBackgroundView.frame = CGRectOffset(self.selectedBackgroundView.frame, 10.0f, 0.0f);
}
}
- (void)setSelected:(BOOL)selected animated:(BOOL)animated
{
[super setSelected:selected animated:animated];
if (selected) {
UIImageView *selectedImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"theme_btn_red"]];
selectedImageView.contentMode = UIViewContentModeTopLeft;
selectedImageView.frame = CGRectMake(0.0f, 0.0f, 239.0f, 42.0f);
self.selectedBackgroundView = selectedImageView;
[_topicTitleLabel setTextColor:[UIColor colorWithR:255 G:211 B:211]];
}
else {
self.selectedBackgroundView = nil;
[_topicTitleLabel setTextColor:[UIColor colorWithR:116 G:74 B:1]];
}
}
#end
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)
}
}