table views only scrolls to textfields bottom edge - swift

The bottommost cell of my table view is a cell with a textField. When the user taps it, I want to scroll it so that the cell is right above the keyboard.
When I call the scrollRectToVisible(...) with animated false everything works as expected, but when animated is set to true the table scrolls the cell only so far, that the bottom of the textField is right above the keyboard (See left picture). Yet the bottonInsets should be correct, since I can scroll the cell the last bit manually and the cell sits right how it should (See right picture).
I think the table view scrolling the textField's bottom edge above the keyboard is the default behavior of a table view, but I'm afraid I don't know why it seems to override my own scrolling when I want it animated.
Left picture:
The textFields bottom edge right above the keyboard (I kept the border style so you can see it better).
Right picture:
How I want it. Cell's bottom edge right above the keyboard.
func repositionTextfieldCell(in tableView: UITableView) {
guard let textFieldCell = tableView.bottommostCell() else { return }
guard let keyboardRect = activeKeyboardRect else { return }
// - Adjust insets
var bottomInset = keyboardRect.size.height
tableView.contentInset.bottom = bottomInset
tableView.scrollIndicatorInsets.bottom = bottomInset
// - Make cell visible
let x = textFieldCell.frame.minX
let y = textFieldCell.frame.maxY
tableView.scrollRectToVisible(CGRect(origin: CGPoint(x: x, y: y),
size: CGSize(width: 1, height: 1)), animated: true)
}

add this in viewDidLoad() and create a NSlayout constraint for tableview bottom.
NotificationCenter.default.addObserver(
self,
selector: #selector(keyboardWillShow),
name: NSNotification.Name.UIKeyboardWillShow,
object: nil
)
create the function
#objc func keyboardWillShow(_ notification: Notification) {
if let keyboardFrame: NSValue = notification.userInfo?[UIKeyboardFrameEndUserInfoKey] as? NSValue {
let keyboardRectangle = keyboardFrame.cgRectValue
let keyboardHeight = keyboardRectangle.height
tableBottomConstraint.constant = self.view.frame.height - keyboardHeight
}
}
repeat the process to reset the tableBottomConstraint.constant = 0 in keyboardWillHide() method.

I could fix the problem.
The behavior seems to be depended on were scrollRectToVisible(...) is called. The behavior I described in the question occurs when scrollRectToVisible(...) is called in keyboardDidShow(...).
However when you call scrollRectToVisible(...) in keyboardWillShow(...) and set animated to false the cell / rect is pushed up by the keyboard sliding in. Which I think looks great.

Related

Prevent cell content from "jumping" when applying constraint

I have a subclassed UICollectionViewCell and I want it to expand when tapped.
To achieve this, I put the title into a view ("titleStack") and the body into a separate view ("bodyStack"), and then put both of them into a container UIStackView ("mainStack"). I then constrain the contentView of the cell to the leading, trailing, and top edges of mainStack.
When the cell is selected, a constraint is applied that sets the bottom of the contentView's constraint to be the bottom of bodyStack. When it's unselected, I remove that constraint and instead apply one that sets the contentView's bottom constraint equal to titleStack's bottom constraint.
For the most part this works well, but when deselecting, there's this little jump, as you can see in this video:
What I would like is for titleStack to stay pinned to the top while the cell animates the shrinking portion, but it appears to jump to the bottom, giving it a sort of glitchy look. I'm wondering how I can change this.
I've pasted the relevant code below:
private func setUp() {
backgroundColor = .systemGray6
clipsToBounds = true
layer.cornerRadius = cornerRadius
setUpMainStack()
setUpConstraints()
updateAppearance()
}
private func setUpMainStack() {
contentView.constrain(mainStack, using: .edges, padding: 5, except: [.bottom])
mainStack.add([titleStack, bodyStack])
bodyStack.add([countryLabel, foundedLabel, codeLabel, nationalLabel])
}
private func setUpConstraints() {
titleStack.topAnchor.constraint(equalTo: contentView.topAnchor).isActive = true
closedConstraint =
titleStack.bottomAnchor.constraint(equalTo: contentView.bottomAnchor)
closedConstraint?.priority = .defaultLow // use low priority so stack stays pinned to top of cell
openConstraint =
bodyStack.bottomAnchor.constraint(equalTo: contentView.bottomAnchor)
openConstraint?.priority = .defaultLow
}
/// Updates the views to reflect changes in selection
private func updateAppearance() {
UIView.animate(withDuration: 0.3) {
self.closedConstraint?.isActive = !self.isSelected
self.openConstraint?.isActive = self.isSelected
}
}
Thanks so much!
I was able to solve this by simply showing and hiding my "bodyStack" as well as using "layoutIfNeeded." I removed closedConstraint and openConstraint and just gave it a normal bottom constraint.
The relevant code:
func updateAppearance() {
UIView.animate(withDuration: 0.3) {
self.bodyStack.isHidden = !self.isSelected
self.layoutIfNeeded()
}
}

Center UIView in container without jumping

I have this structure:
container (UIView)
Header (UIView)
TableView
CollectionView
CollectionView
CollectionView
When a favorite button is pressed I want a view to be displayed on top of everything and to be centered. Whenever it is added when the tableView has not been scrolled, it works fine. However, when added after it has been scrolled the whole layout kind of jumps into place. The more scroll, the more jumping. Visual representation of the layout:
https://gyazo.com/8ddc75ce1ac96ff00aa9a9d8b0d4b725
The view is loaded from a xib and centered in its container. The view height and width anchors are already set (and translatesAutoresizingMaskIntoConstraints to false). Here is the configure method of the view to be centered.
public func configure(viewToCenterItselfInside: UIView) {
self.centerXAnchor.constraint(equalTo: viewToCenterItselfInside.centerXAnchor).isActive = true
self.centerYAnchor.constraint(equalTo: viewToCenterItselfInside.centerYAnchor).isActive = true
UIView.animate(withDuration: 0.5) {
self.alpha = 1
}
DispatchQueue.main.asyncAfter(deadline: .now() + .milliseconds(1500)) {
UIView.animate(withDuration: 0.5, animations: {
self.alpha = 0
}) { (_) in
self.removeFromSuperview()
}
}
}
Here is the code when the view is loaded
if let addedFavorite = Bundle.main.loadNibNamed("ConfirmationView", owner: nil, options: nil)?.first as? ConfirmationView {
view.addSubview(addedFavorite)
addedFavorite.configure(viewToCenterItselfInside: view)
}
In addition to trying to solve it with constraints I've also tried centering it using self.center = viewToCenterItselfInside and messing around with the UIScreen.main without any results. Any ideas?

Keyboard covers text view while typing in tableview cell

I have a text view inside my tableview cell and I use
self.tableView.beginUpdates()
self.tableView.endUpdates()
to update my cell height based on the amount of texts that user types and everything works pretty well except for the keyboard cover my text view area if my text view goes below the keyboard. I have tried
NSNotification.Name.UIKeyboardWillShow
to push my table view up and think it is the solution but the problem still exist and it really doesn't help at all in this case. Is there a way to keep the text always above the keyboard while typing? Thank you all for helping me and below is how I update my table view cell height
//set textView delegate in custom cell and use textView didchange func
func textViewDidChange(_ textView: UITextView) {
textDidChanges?()
}
//then in my cellForRowAt
cell.textDidChanges = {
self.tableView.beginUpdates()
self.tableView.endUpdates()
}
Inside the method to execute when a UIResponder.keyboardWillShowNotification is invoked,
get the keyboard's size and add it to the tableView and its scroll Indicator Insets.
NotificationCenter.default.addObserver(self, selector: #selector(VC.keyboardWillShow), name: UIResponder.keyboardWillShowNotification, object: nil)
func keyboardWillShow(_ notification: Notification) {
guard let info = notification.userInfo,
let keyboardFrameRect = info[UIResponder.keyboardFrameBeginUserInfoKey] as? NSValue
else { return }
let keyboardRect = keyboardFrameRect.cgRectValue
let contentInset = UIEdgeInsets(top: 0, left: 0, bottom: keyboardRect.height, right: 0)
tableView.contentInset = contentInset
tableView.scrollIndicatorInsets = contentInset
}

Xcode fetch keyboard plus suggestions height

I'm having an issue getting the correct height of the keyboard. It does not return the keyboard plus suggestions height.
Below is some sample code
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillBeShown(notification:)), name: NSNotification.Name.UIKeyboardWillShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillBeHidden(notification:)), name: NSNotification.Name.UIKeyboardWillHide, object: nil)
Then I have a utility method which returns keyboard frame from notification. Code looks like this
var userInfo = notification.userInfo!
var keyboardFrame:CGRect = (userInfo[UIKeyboardFrameBeginUserInfoKey] as! NSValue).cgRectValue
if keyboardFrame.size.height <= 0 { // to fix bug on iOS 11
keyboardFrame = (userInfo[UIKeyboardFrameEndUserInfoKey] as! NSValue).cgRectValue
}
keyboardFrame = view.convert(keyboardFrame, from: nil)
The keyboard is not returning the keyboard height + suggestions
I require this as I'm doing some UI testing on iPhone 5 and on certain screens the keyboard clips the textfield. So I have this code to check if it overlaps
// fetches keyboard frame
let keyboardFrame = UtilityMethods.getKeyboardFrame(notification: notification, view: view)
let fieldFrame = lastNameField!.frame
// check if keyboard frame overlaps with field frame
if(keyboardFrame.intersects(fieldFrame)){
let newY = view.frame.origin.y - (fieldFrame.origin.y - keyboardFrame.height)
UtilityMethods.animateViewMoving(viewToAnimate: view, newYValue: newY)
}
But because it is not returning the height of the keyboard + suggestions, the if statement fails. The only way this works is if I select another text field while keyboard is open, that then becomes first responder, then it returns keyboard height properly.
You can see when I print out the keyboard height
So when select fextfield, this height is printed out
216.0
Then if I select second text field, this height is then printed out
253.0
How do I make sure I'm always getting the keybaord height that includes the suggestions?
Any help would be much appreciated.

view move up in particular textfield delegate

I have to move the UIView in only last UITextField in Swift 3.0 on mentioned below delegate method using tag,
func textFieldDidBeginEditing(_ textField: UITextField) {
if (textField.tag == 4){
//UIView Up
}
}
func textFieldShouldEndEditing(_ textField: UITextField) -> Bool {
if (textField.tag == 4){
//UIView Down
}
return true
}
I tried many codes but none of them are working like notification,..etc.
You need to add Observers into the NotificationCenter for listening to both when Keyboard goes up and down (i'll assume your textfield outlet is lastTextField for this example to work but this obviously have to be adapted to whatever name you've had provide for it)
IBOutlet weak var passwordTextField: UITextField!
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow(_:)), name: .UIKeyboardWillShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHide(_:)), name: .UIKeyboardWillHide, object: nil)
(Code above can be added in viewDidLoad())
Then you add methods to be executed when those notifications arrive, like this:
func keyboardWillShow(_ notification:Notification) {
if view.frame.origin.y >= 0 && lastTextField.isFirstResponder {
view.frame.origin.y -= getKeyboardHeight(notification)
}
}
func keyboardWillHide(_ notification:Notification) {
if view.frame.origin.y < 0 {
view.frame.origin.y += getKeyboardHeight(notification)
}
}
Validations within those methods prevent double execution like moving up/down twice when moving between textfields without resigning first responder which is common in cases like your (i assume your doing this for a form hence the clarification you only need it for the fourth textfield). Notice i'm only doing validation in for the specified textfield (with its outlet lastTextField) in the keyboardWillShow method, this in case you move thor another textfield while the keyboard is shown and resign responder from it in which case, even though it isn't the original place where you started, the view will return to its original place when the keyboard is hidden.
You'll also need a method for getting keyboard's height, this one can help with that:
func getKeyboardHeight(_ notification:Notification) -> CGFloat {
let userInfo = notification.userInfo
let keyboardSize = userInfo![UIKeyboardFrameEndUserInfoKey] as! NSValue // of CGRect
return keyboardSize.cgRectValue.height
}
Let me know how it goes but i just tested this same code on my app and it works so you should be fine.
PS: pay close attention to the storyboard (if you're using it) and that delegate for textfields are set up properly.
The problem you are trying to remedy is rather complicated, because it requires you to:
Find the textField which is firstResponder
Calculate where that TextField is relative to it's superViews
Determine the distance for the animation, so that the containing
superview doesnt jump out of the window, or jumps too
much/repeatedly
Animate the proper superView.
As you can see.. it's quite the algorithm. But luckily, I can help. However, this only works for a hierarchy which has the following layout:
superView (view in the case of UIViewController) > (N)containerSubviews > textFields
where N is an integer
or the following:
superView (view in the case of UIViewController) > textFields
The idea is to animate superView, based on which textField is firstResponser, and to calculate if it's position inside of the SCREEN implies that it either partially/totally obstructed by the Keyboard or that it is not positioned the way you want for editing. The advantage to this, over simply moving up the superView when the keyboard is shown in an arbitrary manner, is that your textField might not be positioned properly (ie; obstructed by the statusbar), and in the case where your textfields are in a ScrollView/TableView or CollectionView, you can simply scroll the texfield into the place you want instead. This allows you to compute that desired location.
First you need a method which will parse through a given superView, and look for which of it's subViews isFirstResponder:
func findActiveTextField(subviews : [UIView], textField : inout UITextField?) {
for view in subviews {
if let tf = view as? UITextField {
guard !tf.isFirstResponder else {
textField = tf; break
return
}
} else if !subviews.isEmpty {
findActiveTextField(subviews: view.subviews, textField: &textField)
}
}
}
Second, to aleviate the notification method, also make a method to manage the actual animation:
func moveFromDisplace(view: UIView, keyboardheight: CGFloat, comp: #escaping (()->())) {
//You check to see if the view passed is a textField.
if let texty = view as? UITextField {
//Ideally, you set some variables to animate with.
//Next step, you determine which textField you're using.
if texty == YourTextFieldA {
UIView.animate(withDuration: 0.5, animations: {
self./*the proper superView*/.center.y = //The value needed
})
comp()
return
}
if texty == YourTextFieldB {
// Now, since you know which textField is FirstResponder, you can calculate for each textField, if they will be cropped out by the keyboard or not, and to animate the main view up accordingly, or not if the textField is visible at the time the keyboard is called.
UIView.animate(withDuration: 0.5, animations: {
self./*the proper superView*/.center.y = //The Value needed
})
comp()
return
}
}
}
Finally, the method which is tied to the notification for the keyboardWillShow key; in this case, i have a UIViewController, with an optional view called profileFlow containing a bunch of UITextFields
func searchDisplace(notification: NSNotification) {
guard let userInfo:NSDictionary = notification.userInfo as NSDictionary else { return }
guard let keyboardFrame:NSValue = userInfo.value(forKey: UIKeyboardFrameEndUserInfoKey) as? NSValue else { return }
let keyboardRectangle = keyboardFrame.cgRectValue
let keyboardHeight = keyboardRectangle.height
let keybheight = keyboardHeight
var texty : UITextField? //Here is the potential textfield
var search : UISearchBar? //In my case, i also look out for searchBars.. So ignore this.
guard let logProfile = profileFlow else { return }
findActiveTextField(subviews: [logProfile], textField: &texty)
//Check if the parsing method found anything...
guard let text = texty else {
//Found something.. so determine if it should be animated..
moveFromDisplace(view: searchy, keybheight: keybheight, comp: {
value in
search = nil
})
return
}
//Didn't find anything..
}
Finally, you tie in this whole logic to the notification:
NotificationCenter.default.addObserver(self, selector: #selector(searchDisplace(notification:)), name: NSNotification.Name.UIKeyboardWillShow, object: nil)
I can't provide more content to the code, since it all depends on your view hierarchy, and how you want things to animate. So it's up to you to figure that out.
On a side note, usually, if you have so many textfields that to lay them out properly means they overstep the length of the screen.. it's probable that you could simplify your layout. A way to make this algorithm better would be to make sure you have all your textfields in one containing view, which again can become heavy for when, say, you use AutoLayout constraints. Odds are if you're in this situation, you can probably afford to add a flow of several views etc.
There is also the fact that i've never really needed to use this for iPhone views, more for iPad views, and even then for large forms only (e-commerce). So perhaps if you're not in that category, it might be worth reviewing your layout.
Another approach to this, is to use my approach, but to instead check for specific textFields right in the findActiveTextField() method if you only have a handful of textfields, and to animate things within findActiveTextField() as well if you know all of the possible positions they can be in.
Either way, i use inout parameters in this case, something worth looking into if you ask me.