I have an UITextField constructed using the storyboard. I want to not allow the user to change the position of the cursor and keep it always at the end of the text into the text field.
I tried to change the position of the cursor at the touchdown event, but when selecting the text field and then change the position of the cursor by touching the text field again, the position is changed:
- (IBAction)amountBoxTouchDown:(id)sender {
UITextPosition *start = [amountBox positionFromPosition:[amountBox beginningOfDocument] offset:amountBox.text.length];
UITextPosition *end = [amountBox positionFromPosition:start
offset:0];
[amountBox setSelectedTextRange:[amountBox textRangeFromPosition:start toPosition:end]];
}
Does anyone know a solution? Thanks
Simply create a subclass of UITextField and override the closestPositionToPoint method:
- (UITextPosition *)closestPositionToPoint:(CGPoint)point{
UITextPosition *beginning = self.beginningOfDocument;
UITextPosition *end = [self positionFromPosition:beginning offset:self.text.length];
return end;
}
Now the user will be unable to move cursor, it will be always in the end of field.
SWIFT:
override func closestPosition(to point: CGPoint) -> UITextPosition? {
let beginning = self.beginningOfDocument
let end = self.position(from: beginning, offset: self.text?.count ?? 0)
return end
}
Disable any gesture recognizers on the text field after it has become first responder. This allows it to receive the initial tap, but prevents the user from interacting with the field while it is the first responder. This keeps the system behavior of keeping the cursor at the end of the text without allowing the user to override it.
In a UITextField subclass, add the following:
SWIFT 3.1:
override func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
return !isFirstResponder
}
In your storyboard, change the class of your text field to your UITextField subclass.
If you are interested in always keeping your cursor at the end of the text, do this:
override func closestPosition(to point: CGPoint) -> UITextPosition? {
return self.endOfDocument
}
Think in layers and of controls as tools that you can combine to achieve functionality.
If you simply place a UIButton over top a UITextField and change the button type to Custom, you can prevent all touch events on the text field such as moving the cursor, selecting text, copying, cutting, and pasting.
By default, a custom button is transparent.
Create an action so that when the button is touched, the text field becomes the first responder.
Ok, what you have to do is have a UITextField that is hidden.
Add that hidden text field to the view, and call becomeFirstResponder on it. From your amountBoxTouchDown: method.
In the Textfield delegate, take the text the user typed in and add it to amountBox.text. Also turn off userInteractionEnabled for the visible amountBox textField.
This creates the effect you desire.
Have a look at for some sample code Link.
Extension of #kas-kad's solution. I created a subclass of UITextView, with this
var enableCursorMotion = true
override func closestPosition(to point: CGPoint) -> UITextPosition? {
if enableCursorMotion {
return super.closestPosition(to: point)
}
else {
let beginning = self.beginningOfDocument
let end = self.position(from: beginning, offset: (self.text?.count)!)
return end
}
}
Why not use the textFieldDidChangeSelection method from UITextFieldDelegate?
With the below implementation the cursor is always in the end.
And you don't have to create a subclass of your UITextField
func textFieldDidChangeSelection(_ textField: UITextField) {
let position = textField.endOfDocument
textField.selectedTextRange = textField.textRange(from: position, to: position)
}
A drawback of this is that you can't mark the text or even see the menu with select, paste etc options.
Related
Each time the user presses enter, a new NSTextView is made. This works correctly, and the new NSTextView becomes the first responder, as is my goal. However, the cursor does not move into the new NSTextView despite it being the first responder.
Below is my code:
func makeNSView(context: NSViewRepresentableContext<TextView>) -> TextView.NSViewType {
let textView = NSTextView()
textView.textContainer?.lineFragmentPadding = 10
textView.textContainerInset = .zero
textView.font = NSFont.systemFont(ofSize: 12)
textView.becomeFirstResponder()
//NSApp.activate(ignoringOtherApps: true) ----> doesn't make difference but is supposed to help switch cursor
print("\(textView) is first responder") //proof that the first responder is shifting, but the cursor does not move with it for some reason
return textView
}
I have tried to use this line as suggested by a different answer:
NSApp.activate(ignoringOtherApps: true)
However, it doesn't make any difference. I have also tried inserting text at a selected range, but it doesn't insert text in any of the NSTextViews displayed regardless of whether they are the first responder.
What methods exist to move the cursor to a different NSTextView (preferably to the First Responder)?
Let me know if any more information is needed.
I was able to get the desired behaviour by doing this:
func makeNSView(context: NSViewRepresentableContext<TextView>) -> TextView.NSViewType {
let textView = NSTextView()
textView.textContainer?.lineFragmentPadding = 10
textView.textContainerInset = .zero
textView.font = NSFont.systemFont(ofSize: 12)
DispatchQueue.main.async {textView.window?.makeFirstResponder(textView)
textView.setSelectedRange(NSMakeRange(0, 0)) }
print("\(textView) is first responder") //proof that the first responder is shifting, but the cursor does not for some reason
return textView
}
The answer originally comes from here: How to make first responder in SwiftUI macOS
Thanks for all the help!
As Warren Burton mentions in a comment, you have not added the new view to a window's view hierarchy at the point that you're trying to make it the first responder. That can't work.
Furthermore, calling becomeFirstResponder() does not make the receiver the first responder. (This is different from UIKit.) In fact, you're never supposed to call becomeFirstResponder() on macOS (except to forward to the superclass in an override). The documentation calls this out specifically:
Use the NSWindow makeFirstResponder(_:) method, not this method, to make an object the first responder. Never invoke this method directly.
(Emphasis added.) becomeFirstResponder() is called by Cocoa to inform a view (or other responder) that it has become the first responder. It doesn't cause a change, it notifies about a change.
So, once the view has been added to a window's view hierarchy, invoke textView.window.makeFirstResponder(textView).
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.
I have two textFields and a Done button in my VC but I'm having some problems with the ending of editing.
My textFieldDidEndEditing method is called when I tap on one textField after being inside the other one, or when I tap outside the textField (because I added a tap recognizer to the parent view) but not when I tap the Done button.
And, most important (especially when I run on an actual device), the keyboard won't disappear under any of these circumstances, even though my textFieldDidEndEditing method calls resignFirstResponder().
Why isn't the keyboard dismissing? Also, is there a way to have textFieldDidEndEditing get called when I tap outside the field just automatically (without having it come from the tap recognizer)? It just seems like this should be how it works, but if I'm wrong, I'm wrong.
Here's some pertinent parts of my code.
1.Trying to dismiss the keyboard. The first part of this method works, and the value is stored (when the method is called at all, that is). At no point does the cursor disappear from the textField, nor does the keyboard get dismissed.
func textFieldDidEndEditing(_ textField: UITextField) {
if let playerName = textField.text, let playerNum = nameFields.index(of: textField) {
playerNames[playerNum] = playerName
}
resignFirstResponder()
}
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
textFieldDidEndEditing(textField)
return true
}
Also, here's a curious thing: when I set a breakpoint in textFieldDidEndEditing and debug, enter a value in one field and hit Done, it segues to the next scene, and then stops at textFieldDidEndEditing, which at this point has no effect (the values may be stored but they aren't reflected in the new scene).
2.Trying to add the tap recognizer to the done button. I don't have an outlet to the done button in my code, just out of laziness, so that's probably the best solution. But, I'm still interested in why this doesn't work. This is identical to the code that defines the tap recognizer that's working in the parent view.
func dismiss(_ sender:UITapGestureRecognizer) {
nameFields.forEach { textFieldDidEndEditing($0) }
}
override func viewDidAppear(_ animated: Bool) {
for view in view.subviews where view is UIButton {
let dismissTextField = UITapGestureRecognizer(target: self, action: #selector(dismiss(_:)))
dismissTextField.numberOfTapsRequired = 1
view.addGestureRecognizer(dismissTextField)
}
}
You need to call resignFirstResponder inside textFieldShouldReturn method instead of calling textFieldDidEndEditing.
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
textField.resignFirstResponder()
return true
}
Also in your TapGesture method simply call endEditing(_:) with your view instead of looping through the array of textFields.
func dismiss(_ sender:UITapGestureRecognizer) {
self.view.endEditing(true)
}
Swift 5: This solution below is much easier actually.
Simply subclass your ViewController with the text fields to UITextFieldDelegate like this:
class CreateGroupViewController: UIViewController, UITextFieldDelegate {
then if you named your UITextFields: nameTextField & occupationTextField then add the following delegations to your viewDidLoad() method:
self.nameTextField.delegate = self
self.occupationTextField.delegate = self
Then simply add the generic function to your file:
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
textField.resignFirstResponder()
return true
}
If you do it this way, then for every textField reference outlet you create, all of them will hide the keyboard after the user hits the return button no matter which textField he's typing. For each textField you add to your view, add another self.nextTextField.delegate = self line to your viewDidLoad.
Remember to test this with your iPhone/iDevice plugged into your developer computer bc XCode's simulator doesn't bring up the keyboard (bc you're normally testing using a full keyboard). Or if you've set up your testing hardware (iPhone) via WiFi you can do it that way also. Otherwise, your users will be "testing" this on TestFlight.
Is there a way to change the responder or select another textfield by pressing tab on the keyboard, in Swift?
Notes:
It's for a fill in the blank type application.
My VC creates a list of Words [Word], and each of those words has its own WordView - word.wordView. The WordView is what is displayed. WordView is a child of NSTextField.
I tried to override keydown but it doesn't allow me to type anything in the text view.
You have to connect your textField nextKeyView to the next textField through the IB or programmatically:
textField1.nextKeyView = textField2
Assuming you want to go from textView1 to textView2. First set the delegate:
self.textView1.delegate = self
Then implement the delegate method:
func textView(textView: NSTextView, doCommandBySelector commandSelector: Selector) -> Bool {
if commandSelector == "insertTab:" && textView == self.textView1 {
self.window.makeFirstResponder(self.textView2)
return true
}
return false
}
If you want some control over how your field tabs or moves with arrow keys between fields in Swift, you can add this to your delegate along with some move meaningful code to do the actual moving like move next by finding the control on the superview visibly displayed below or just to the right of the control and can accept focus.
public func control(_ control: NSControl, textView: NSTextView, doCommandBy commandSelector: Selector) -> Bool {
switch commandSelector {
case #selector(NSResponder.insertTab(_:)), #selector(NSResponder.moveDown(_:)):
// Move to the next field
Swift.print("Move next")
return true
case #selector(NSResponder.moveUp(_:)):
// Move to the previous field
Swift.print("Move previous")
return true
default:
return false
}
return false // I didn't do anything
}
I had the same or a similar problem, in that I wanted to use an NSTextView field, to allow multiple lines of text to be entered, but it was the sort of field where entering a tab character would make no sense. I found an easy fix for this: NSTextView has an instance property of isFieldEditor, which is set to false by default; simply set this to true, and tabs will now skip to the next field.
I put a numeric keypad in my app for inputing numbers into a text view, but in order to input numbers I have to click on the text view. Once I do so, the regular keyboard comes up, which I don't want.
How can I disable the keyboard altogether? Any help is greatly appreciated.
The UITextField's inputView property is nil by default, which means the standard keyboard gets displayed.
If you assign it a custom input view, or just a dummy view then the keyboard will not appear, but the blinking cursor will still appear:
UIView* dummyView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 1, 1)];
myTextField.inputView = dummyView; // Hide keyboard, but show blinking cursor
If you want to hide both the keyboard and the blinking cursor then use this approach:
-(BOOL)textFieldShouldBeginEditing:(UITextField *)textField {
return NO; // Hide both keyboard and blinking cursor.
}
For Swift 2.x, 3.x, 4.x, 5.x
textField.inputView = UIView()
does the trick
If it's a UITextField, you can set it's enabled property to NO.
If it's a UITextView, you can implement -textViewShouldBeginEditing: in its delegate to return NO, so that it'll never start editing. Or you can subclass it and override -canBecomeFirstResponder to return NO. Or you could take advantage of its editing behavior and put your numeric buttons into a view which you use as the text view's inputView. This is supposed to cause the buttons to be displayed when the text view is edited. That may or may not be what you want.
Depending on how you have your existing buttons working this could break them, but you could prevent the keyboard from showing up setting the textView's editable property to NO
myTextView.editable = NO
I have the same problem when had 2 textfields on the same view. My purpose was to show a default keyboard for one textfield and hide for second and show instead a dropdown list.
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField
method simply did not work as I expected for 2 textfields , the only workaround I found was
UIView* dummyView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 1, 1)];
myTextField.inputView = dummyView;
myTextField.inputAccessoryView = dummyView;
myTextField.tintColor = myTextField.backgroundColor; //to hide a blinking cursor
This will totally hide the keyboard for a target textField (DropDownList in my case) and show a default one when user switches to the 2nd textfield (Account number on my screenshot)
There is a simple hack to it. Place a empty button
(No Text) above the keyboard and have a action Event assign to it. This will stop keyboard coming up and you can perform any action you want in the handle for the button click
To disable UITextField keyboard:
Go to Main.Storyboard
Click on the UITextField to select it
Show the Attributes inspector
Uncheck the User Interaction Enabled
To disable UITextView keyboard:
Go to Main.Storyboard
Click on the UITextView to select it
Show the Attributes inspector
Uncheck the Editable Behavior
I used the keyboardWillShow Notification and textField.endEditing(true):
lazy var myTextField: UITextField = {
let textField = UITextField()
// ....
return textField
}()
override func viewDidLoad() {
super.viewDidLoad()
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow(_:)), name: UIResponder.keyboardWillShowNotification, object: nil)
}
#objc func keyboardWillShow(_ notification: Notification) {
myTextField.endEditing(true)
// if using a textView >>> myTextView.endEditing(true) <<<
}
private void TxtExpiry_EditingDidBegin(object sender, EventArgs e)
{
((UITextField)sender).ResignFirstResponder();
}
In C# this worked for me, I don't use the storyboard.
In Xcode 8.2 you can do it easily by unchecking state "enabled" option.
Click on the textField you want to be uneditable
Go to attirube inspector on right side
Uncheck "enabled" for State
Or if you want to do it via code. You can simply create an #IBOutlet of this text field, give it a name and then use this variable name in the viewDidLoad func (or any custom one if you intent to) like this (in swift 3.0.1):
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
myTextField.isEditable = false
}