AdBannerView on iPad scrolls view offscreen when animating for dismissal - iphone

I have implemented AdBannerView on a view controller in my app. It works fine on iPhone, but when testing on iPad there is a problem. The ad shows up fine, but when I turn off wifi to test the dismissal, the ad takes all the elements inside the window down with it and leaves the background and tabbar in place. This only happens on iPad.
Here is my code for animating the ad view:
- (void)fixupAdView:(UIInterfaceOrientation)toInterfaceOrientation {
int adY = 432;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad)
{
adY = 955;
}
if (_adBannerView != nil) {
if (UIInterfaceOrientationIsLandscape(toInterfaceOrientation)) {
[_adBannerView setCurrentContentSizeIdentifier:
ADBannerContentSizeIdentifierLandscape];
} else {
[_adBannerView setCurrentContentSizeIdentifier:
ADBannerContentSizeIdentifierPortrait];
}
[UIView beginAnimations:#"fixupViews" context:nil];
if (_adBannerViewIsVisible) {
NSLog(#"Visible");
CGRect adBannerViewFrame = [_adBannerView frame];
adBannerViewFrame.origin.x = 0;
adBannerViewFrame.origin.y = adY -
[self getBannerHeight:toInterfaceOrientation];
[_adBannerView setFrame:adBannerViewFrame];
CGRect contentViewFrame = _contentView.frame;
contentViewFrame.origin.y = adY +
[self getBannerHeight:toInterfaceOrientation];
contentViewFrame.size.height = self.view.frame.size.height -
[self getBannerHeight:toInterfaceOrientation];
_contentView.frame = contentViewFrame;
} else {
NSLog(#"Not Visible");
CGRect adBannerViewFrame = [_adBannerView frame];
adBannerViewFrame.origin.x = 0;
adBannerViewFrame.origin.y = adY;
[_adBannerView setFrame:adBannerViewFrame];
CGRect contentViewFrame = _contentView.frame;
contentViewFrame.origin.y = adY
+ [self getBannerHeight:toInterfaceOrientation];
contentViewFrame.size.height = self.view.frame.size.height;
_contentView.frame = contentViewFrame;
}
[UIView commitAnimations];
}
}

I had my offset frame of the ad view in the wrong location. It so happened to be perfect for an iPhone frame that as the adview was created was enough to push the ad in the right place. When it came time for the iPad, The offset calculated pushed the view off the window but not enough to come back into view.

Related

How do I pass touch events through to parentViewController?

I have a UIViewContoller with a few container(child) UIiewsController. The main UIViewController (mvc) contains:
1.) A UICollectionView that occupies the entire view of mvc (it is above mvc.view but below all other controls).
2.) A UIViewController that displays search options (s1vc)
3.) another similar to #2 (s2vc)
4.) another similar to #2 (s3vc)
I have added gesture recognizers to mvc so that a user can hide/show each of the child view controllers by swiping them off of the screen.
The problem is that when a user swipes any of the svcs off of the screen, they cannot scroll the mvc's collectionView.
Here is how I am hiding/showing the svcs:
-(void)swipeLeftGestureHandler:(UIGestureRecognizer*)gestureRecognizer{
SMLOG(#"Swiped Left");
if([SMUser activeUser] == nil) return;
if([self gestureHorizontalScreenSide:gestureRecognizer] == kHorizontalScreenSideLeft){
[self hideFacets];
}
else{
[self showAccordion];
}
}
-(void)swipeRightGestureHandler:(UIGestureRecognizer*)gestureRecognizer{
SMLOG(#"Swiped Right");
if([SMUser activeUser] == nil) return;
if([self gestureHorizontalScreenSide:gestureRecognizer] == kHorizontalScreenSideLeft){
[self showFacets];
}
else{
[self hideAccordion];
}
}
-(void)hideFacets{
if(self.facetVisible == NO) return;
[UIView animateWithDuration:0.25
animations:^{
CGRect newFrame = self.facetViewController.view.frame;
newFrame.origin = CGPointMake(newFrame.origin.x - newFrame.size.width, newFrame.origin.y);
self.facetViewController.view.frame = newFrame;
self.facetVisible = NO;
}
completion:^(BOOL finished){
self.facetViewController.view.hidden = YES;
self.facetViewController.view.userInteractionEnabled = NO;
}];
}
-(void)showFacets{
if([SMUser activeUser] == nil) return;
if(self.facetVisible == YES) return;
self.facetViewController.view.userInteractionEnabled = YES;
[UIView animateWithDuration:0.25
animations:^{
self.facetViewController.view.hidden = NO;
CGRect newFrame = self.facetViewController.view.frame;
newFrame.origin = CGPointMake(newFrame.origin.x + newFrame.size.width, newFrame.origin.y);
self.facetViewController.view.frame = newFrame;
self.facetVisible = YES;
}
completion:^(BOOL finished){
}];
}
As you can see I'm toggling the svc.view.hidden property and then I also tried toggling th svc.userInteractionEnabled.property but no luck. Still cannot swipe the collection view by swiping where the facets view controller was/is.
Any ideas?
The solution here is to add another outlet (using IB) for the container view in the parentViewController (I called it facetContainerView in this code) and then set it's userInteractionEnabled property.
-(void)hideFacets{
if(self.facetVisible == NO) return;
self.facetVisible = NO;
[UIView animateWithDuration:0.25
animations:^{
CGRect newFrame = self.facetViewController.view.frame;
newFrame.origin = CGPointMake(newFrame.origin.x - newFrame.size.width, newFrame.origin.y);
self.facetViewController.view.frame = newFrame;
}
completion:^(BOOL finished){
self.facetViewController.view.hidden = YES;
self.facetContainerView.userInteractionEnabled = NO;
}];
}
-(void)showFacets{
if(self.facetVisible == YES) return;
self.facetVisible = YES;
self.facetContainerView.userInteractionEnabled = YES;
[UIView animateWithDuration:0.25
animations:^{
self.facetViewController.view.hidden = NO;
CGRect newFrame = self.facetViewController.view.frame;
newFrame.origin = CGPointMake(newFrame.origin.x + newFrame.size.width, newFrame.origin.y);
self.facetViewController.view.frame = newFrame;
}
completion:^(BOOL finished){
}];
}
I was curious as to how this new view outlet was different from self.facetViewController.view, so I inserted this code to compare addresses (they are different indeed). I'm not sure about the heirarchy, but it seems that there is an extra view layer that I was not aware of.
NSLog(#"self.facetViewController.view: %p", self.facetViewController.view);
NSLog(#"self.facetContainerView: %p", self.facetContainerView);
Hopefully this will help someone at some point.

convertRect:toView: works different on iPad retina and iPad 2

I have this code that works perfectly on an iPad2 but it scales wrong on a Retina iPad.
I executed the app with no change on both iPads and the behaviour is totally different.
On the Retina iPad the images come back to the original position and the transform doesn't take place.
The code takes a group of views, add them to a temporal view, resize the temporal view and them add those views back, so I can resize all of them at the same time.
- (IBAction)scaleParts:(UIPinchGestureRecognizer *)sender {
if (sender.state == UIGestureRecognizerStateBegan) {
self.tempCanvasView = [[UIView alloc] initWithFrame:self.canvas.bounds];
self.tempCanvasView.backgroundColor = [UIColor redColor];
for (UIView *view in [self.canvas subviews]) {
CGRect currentFrame = view.bounds;
CGRect newFrame = [view convertRect:currentFrame toView:self.tempCanvasView];
view.bounds = newFrame;
[self.tempCanvasView addSubview:view];
}
[self.canvas addSubview:self.tempCanvasView];
} else if (sender.state == UIGestureRecognizerStateChanged) {
self.tempCanvasView.transform = CGAffineTransformScale(self.tempCanvasView.transform, sender.scale, sender.scale);
sender.scale = 1.0;
} else if (sender.state == UIGestureRecognizerStateEnded) {
for (UIView *view in [self.tempCanvasView subviews]) {
CGRect currentFrame = view.bounds;
CGRect newFrame = [view convertRect:currentFrame toView:self.canvas];
view.frame = newFrame;
[self.canvas addSubview:view];
}
[self.tempCanvasView removeFromSuperview];
self.tempCanvasView = nil;
}
}
Maybe you need to detect which screen type the app is using (scale=1 for iPad and 2 for iPadRetina).
CGFloat scale = [[UIScreen mainScreen] scale];
after that..
if (scale==1) {
//code from above
} else {
//code from above with small modification
}
Here is a correct method to do it:
SWIFT:
extension UIView {
func convertRectCorrectly(rect: CGRect, toView view: UIView) -> CGRect {
if UIScreen.mainScreen().scale == 1 {
return self.convertRect(rect, toView: view)
}
else if self == view {
return rect
}
else {
var rectInParent = self.convertRect(rect, toView: self.superview)
rectInParent.origin.x /= UIScreen.mainScreen().scale
rectInParent.origin.y /= UIScreen.mainScreen().scale
let superViewRect = self.superview!.convertRectCorrectly(self.superview!.frame, toView: view)
rectInParent.origin.x += superViewRect.origin.x
rectInParent.origin.y += superViewRect.origin.y
return rectInParent
}
}
}

Pinch Zoom in and Zoom Out in Objective c

How to integrate the pinch zoom and zoom out in our apps, i am using imageview on scrollView
and my code is:
- (IBAction)handlePinchGesture:(UIGestureRecognizer *) recognizer {
if(zoomEnable == TRUE)
{
CGFloat factor = [(UIPinchGestureRecognizer *) recognizer scale];
CGFloat lastScaleFactor = 1;
//if the current factor is greater 1 --> zoom in
if (factor > 1) {
scrollView.transform = CGAffineTransformMakeScale(lastScaleFactor + (factor-1),lastScaleFactor + (factor-1));
scrollView.scrollEnabled = YES;
} else {
[UIView beginAnimations:#"animation" context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationTransition:UIViewAnimationTransitionNone forView:scrollView cache:NO];
scrollView.transform = CGAffineTransformMakeScale(1,1);
[UIView commitAnimations];
}
isScrollable = TRUE;
}
}
Its start zooming every time from start i want if i zoom some then again it start when i stop zoom. Any help is highly Appreciated
Thanks;
You don't need to use UIGestureRecognizers, if you're using UIScrollView already. UIScrollView supports pinch to zoom.
For zooming and panning to work, the delegate must implement both viewForZoomingInScrollView: and scrollViewDidEndZooming:withView:atScale:; in addition, the maximum (maximumZoomScale) and minimum (minimumZoomScale) zoom scale must be different.
-(void)zoomingImages{
self.FullSizeScrollView.pagingEnabled =YES;
NSMutableArray *_scrollArray =[[NSMutableArray alloc]init];
// add images to scroll array
[_scrollArray addObject:self.image1];
[_scrollArray addObject:self.image2];
//now call init with frame function given below to set frame for each image in scroll view
for(int i =0 ;i<[_scrollArray count];i++){
ZoomingImageView *_imageScrollView = [[ZoomingImageView alloc]initWithFrame:CGRectMake(i*320, 0, 320, 460)];
_imageScrollView.captureView=self;
[self.checkFullSizeScrollView addSubview:_imageScrollView];
[_imageScrollView release];
self.checkFullSizeScrollView.contentSize = CGSizeMake((i*320)+320, 460);
}
[_scrollArray release];
}
#implementation ZoomingImageView
- (id)initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
if (self) {
self.maximumZoomScale = 4;
self.minimumZoomScale = 1;
self.userInteractionEnabled = YES;
self.multipleTouchEnabled = YES;
self.delegate = self;
self.bouncesZoom = NO;
self.currentImageView.clipsToBounds=NO;
self.contentMode =UIViewContentModeScaleAspectFit;
UIImageView *zoomImageView_ =[[UIImageView alloc]initWithFrame:CGRectMake(0, 0, frame.size.width, frame.size.height)];
self.currentImageView = zoomImageView_;
[zoomImageView_ release];
self.currentImageView.contentMode =UIViewContentModeScaleAspectFit;
self.currentImageView.userInteractionEnabled = YES;
self.currentImageView.multipleTouchEnabled = YES;
[self addSubview:self.currentImageView];}
return self;}

How do I get UITextView to scroll properly when the keyboard is visible

I have a UITextView sitting on top of a UIView, and if I tap on it to open it for editing, then the keyboard is blocking the bottom of the view and I can not see it even though I can write in this area. Can I tell the UITextView to have a different scroll area or what is the solution?
A better solution, specially for iOS 7, would be to adjust the content inset property of the textview instead of its frame, this way, the keyboard will blur the text that falls behinds it like in any other iOS 7 app. You'll also have to adjust the scroll indicators to match.
Expanding Lindemann's answer,
- (void)keyboardWasShown:(NSNotification*)notification {
NSDictionary* info = [notification userInfo];
CGSize keyboardSize = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue].size;
self.textView.contentInset = UIEdgeInsetsMake(0, 0, keyboardSize.height, 0);
self.textView.scrollIndicatorInsets = self.textView.contentInset;
}
- (void)keyboardWillBeHidden:(NSNotification*)notification {
self.textView.contentInset = UIEdgeInsetsZero;
self.textView.scrollIndicatorInsets = UIEdgeInsetsZero;
}
An easy solution is to implement the UITextViewDelegate Methods
- (void)textViewDidBeginEditing:(UITextView *)textView
and
- (void)textViewDidEndEditing:(UITextView *)textView
You can make the UITextView Frame smaller when the keyboard appears and make it full size again when the keyboard disappears...like this:
- (void)textViewDidBeginEditing:(UITextView *)textView {
self.textView.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height/1.8);
}
- (void)textViewDidEndEditing:(UITextView *)textView {
self.textView.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
}
EDIT
The solution above is bad...don't use it!!!
Now I think it's a better idea to resize the UITextView in proportion to the keyboard size and not with a fixed value...because the size of the keyboard can change when an other language become chosen or the device become rotated...of course -.-
At first you must register your UIViewController which displays your UITextView for receiving Keyboard Notifications:
- (void)viewDidLoad {
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWillBeHidden:)
name:UIKeyboardWillHideNotification object:nil];
}
Then you have to implement the two methods -keyboardWasShown: and
-keyboardWillBeHidden:.
The size of the actual keyboard is contained in the NSNotification object.
- (void)keyboardWasShown:(NSNotification*)notification {
NSDictionary* info = [notification userInfo];
CGSize keyboardSize = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue].size;
self.textView.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height - keyboardSize.height);
}
- (void)keyboardWillBeHidden:(NSNotification*)notification {
self.textView.frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height);
}
If you want a Messages App style input, you can use a nested UITextView (allows for multiple lines of text). It will look like this in the end:
You start by laying out a view to hold all the child views. Here the background colour of the bottomView is set to match UIKeyboardAppearanceDark. It rests at the bottom of the screen.
bottomView = [UIView new];
bottomView.frame = CGRectMake(0, h-45, w, 45);
bottomView.backgroundColor = [UIColor colorWithRed:0.078 green:0.078 blue:0.078 alpha:1];
[self.view addSubview:bottomView];
Then, add in a simple background view styled like a typical UITextField, and add the UITextView as a subview to that. The inputTV (UITextView) takes its height based upon the size of the font. Also, all the padding is removed from inputTV using the textContainer variables.
inputTVBG = [UIImageView new];
inputTVBG.frame = CGRectMake(10, 8, w-90, 29);
inputTVBG.backgroundColor = [[UIColor whiteColor] colorWithAlphaComponent:0.1f];
inputTVBG.layer.cornerRadius = 4.0f;
inputTVBG.userInteractionEnabled = true;
inputTVBG.clipsToBounds = true;
[bottomView addSubview:inputTVBG];
inputTV = [UITextView new];
inputTV.font = [UIFont systemFontOfSize:14.0f];
inputTV.frame = CGRectMake(5, 6, w-100, inputTV.font.lineHeight);
inputTV.backgroundColor = [UIColor clearColor];
inputTV.keyboardAppearance = UIKeyboardAppearanceDark;
inputTV.delegate = self;
inputTV.autocorrectionType = UITextAutocorrectionTypeNo;
inputTV.tintColor = [UIColor whiteColor];
inputTV.textColor = [UIColor whiteColor];
inputTV.textContainer.lineFragmentPadding = 0;
inputTV.textContainerInset = UIEdgeInsetsZero;
[inputTVBG addSubview:inputTV];
In the example above, I've included a label indicating how many letters are left (max / min characters) and a submit button.
lettersLeftLabel = [UILabel new];
lettersLeftLabel.frame = CGRectMake(w-70, 8, 60, 16);
lettersLeftLabel.font = [UIFont systemFontOfSize:12.0f];
lettersLeftLabel.textColor = [[UIColor whiteColor] colorWithAlphaComponent:0.5f];
lettersLeftLabel.alpha = 0.0f;
[bottomView addSubview:lettersLeftLabel];
submitButton = [UIButton new];
submitButton.frame = CGRectMake(w-70, 0, 60, 45);
[submitButton setTitle:#"SUBMIT" forState:UIControlStateNormal];
[submitButton setTitleColor:[_peacock.applePink colorWithAlphaComponent:0.5f] forState:UIControlStateNormal];
[submitButton addTarget:self action:#selector(submit) forControlEvents:UIControlEventTouchUpInside];
[submitButton.titleLabel setFont:[UIFont boldSystemFontOfSize:14.0f]];
[bottomView addSubview:submitButton];
Add this line early on in your code, so you get keyboard change updates:
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
It calls the method below when a user clicks on the inputTV. Here it sets the variable 'keyboardHeight' used later on.
-(void)keyboardWillShow:(NSNotification *)n {
CGRect rect = [n.userInfo[UIKeyboardFrameEndUserInfoKey] CGRectValue];
CGRect keyboardFrame = [self.view convertRect:rect fromView:nil];
keyboardHeight = keyboardFrame.size.height;
[self textViewDidChange:inputTV];
}
This is the main bit of code that takes care of all the movement and resizing of the inputTV.
-(void)textViewDidChange:(UITextView *)textView {
//1. letters and submit button vars
int numberOfCharacters = (int)textView.text.length;
int minCharacters = 50;
int maxCharacters = 400;
int remainingCharacters = maxCharacters-numberOfCharacters;
//2. if entered letters exceeds maximum, reset text and return
if (remainingCharacters <= 0){
textView.text = [textView.text substringToIndex:maxCharacters];
numberOfCharacters = maxCharacters;
}
//3. set height vars
inputTV.scrollEnabled = true;
float textHeight = textView.contentSize.height;
float lineHeight = roundf(textView.font.lineHeight);
float additionalHeight = textHeight - lineHeight;
float moveUpHeight = keyboardHeight + additionalHeight;
//4. default letter colour is weak white
UIColor * letterColour = [[UIColor whiteColor] colorWithAlphaComponent:0.5f];
if (numberOfCharacters < minCharacters){ //minimum threshold not met
lettersLeftLabel.text = [NSString stringWithFormat:#"%i", minCharacters-numberOfCharacters];
letterColour = [_peacock.applePink colorWithAlphaComponent:0.5f];
} else { //within range
lettersLeftLabel.text = [NSString stringWithFormat:#"%i/%i", numberOfCharacters, maxCharacters];
if (remainingCharacters<5){ //increase alpha towards the end of range
letterColour = [[UIColor whiteColor] colorWithAlphaComponent:1.0f - ((float)remainingCharacters/10)];
}
}
//5. hide/show letter label based on textView height
float letterAlpha = 0.0f; //default hide
if (additionalHeight > 0){ letterAlpha = 1.0f; } //if multiline, show
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionCurveEaseOut
animations:^{
lettersLeftLabel.alpha = letterAlpha;
lettersLeftLabel.textColor = letterColour;
}
completion:^(BOOL finished){
}];
//6. update submit colour based on minimum threshold
UIColor * submitColour = [_peacock.applePink colorWithAlphaComponent:0.5f];
bool enableSubmit = false;
if (numberOfCharacters >= minCharacters){
submitColour = _peacock.applePink;
enableSubmit = true;
}
[submitButton setEnabled:enableSubmit];
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionCurveEaseOut
animations:^{
[submitButton setTitleColor:submitColour forState:UIControlStateNormal];
}
completion:^(BOOL finished){
}];
//7. special case if you want to limit the frame size of the input TV to a specific number of lines
bool shouldEnableScroll = false;
int maxNumberOfLines = 5; //anything above this triggers the input TV to stay stationary and update its scroll
int actualNumberOfLines = textHeight / textView.font.lineHeight;
if (actualNumberOfLines >= maxNumberOfLines){ //recalculate vars for frames
textHeight = maxNumberOfLines * lineHeight;
additionalHeight = textHeight - lineHeight;
moveUpHeight = keyboardHeight + additionalHeight;
shouldEnableScroll = true;
}
//8. adjust frames of views
inputTV.frame = CGRectMake(5, 6, w-100, textHeight); //update immediately (parent view clips to bounds)
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionCurveEaseOut
animations:^{
bottomView.frame = CGRectMake(0, h-45-moveUpHeight, w, 45+additionalHeight);
inputTVBG.frame = CGRectMake(10, 8, w-90, lineHeight+additionalHeight+13);
submitButton.frame = CGRectMake(w-70, additionalHeight, 60, 45);
}
completion:^(BOOL finished){
inputTV.scrollEnabled = shouldEnableScroll; //default disable scroll here to avoid bouncing
}];
}
In the above method, this is what's happening:
If you want to set a minimum or maximum number of characters, you can do so here. You pull the the number of characters and store as an integer, and calculate how many characters are left.
If the user has reached the maximum number of characters, reset the textView text by stripping back to your max.
These vars are used to calculate how much you need to move your bottomView up and also for the resizing its subviews.
This method is just to change the colour / text of some UI elements. It's not strictly necessary.
This method brings the lettersLeftLabel onto view if you're using that. It's not necessary either.
This enables the submit button only if the minimum number of characters has been reached. It changes the colour as an indicator to the user.
If you want to limit the growth of the inputTV and surrounding elements, you can include this bit of code. It requires you to set the maximum number of lines you want to show. If the user exceeds the max, scroll is reenabled for the inputTV, otherwise it defaults to false (important to stop it bouncing).
This is the main resizing logic, moving the bottomView up and resizing its child views. The submit button needs to stay in the same position, so move it down as the bottomView grows.
NOTE: If you just want the barebones code, you only need to implement steps 3 and 8.
Apple has some code samples that deal with this exact situation.
I finally got it working. Here is my solution, can you guys spot any errors in my design?
#synthesize textView = _textView;
#synthesize callbackViewController = _callbackViewController;
-(void)keyboardWasShown:(NSNotification*)aNotification {
if(keyboardShown) {
return;
}
NSDictionary *info = [aNotification userInfo];
// Get the size of the keyboard.
NSValue *aValue = [info objectForKey:UIKeyboardFrameBeginUserInfoKey];
keyboardSize = [aValue CGRectValue].size;
// Resize the scroll view (which is the root view of the window)
CGRect viewFrame = [self.textView frame];
orientationAtShown = orientation;
if(orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) {
viewFrame.size.height -= keyboardSize.height;
} else {
viewFrame.size.height -= keyboardSize.width;
}
self.textView.frame = viewFrame;
// Scroll the active text field into view.
//CGRect textFieldRect = [activeField frame];
[self.textView scrollRectToVisible:viewFrame animated:YES];
keyboardShown = YES;
}
-(void)keyboardWasHidden:(NSNotification*)aNotification {
if(!keyboardShown) {
return;
}
// Reset the height of the scroll view to its original value
CGRect viewFrame = [self.textView frame];
if(orientationAtShown == UIInterfaceOrientationPortrait || orientationAtShown == UIInterfaceOrientationPortraitUpsideDown) {
viewFrame.size.height += keyboardSize.height;
} else {
viewFrame.size.height += keyboardSize.width;
}
self.textView.frame = viewFrame;
keyboardShown = NO;
}
-(void)registerForKeyboardNotifications {
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasHidden:)
name:UIKeyboardDidHideNotification object:nil];
}
-(void)viewWillAppear:(BOOL)animated {
keyboardShown = NO;
[self registerForKeyboardNotifications];
}
-(void)viewWillDisappear:(BOOL)animated {
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillShowNotification object:nil];
}
// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
if(keyboardShown) {
[self keyboardWasHidden:nil];
}
orientation = interfaceOrientation;
CGRect viewFrame = [self.textView frame];
if(orientation == UIInterfaceOrientationPortrait || orientation == UIInterfaceOrientationPortraitUpsideDown) {
if(viewFrame.size.width > viewFrame.size.height) {
CGRect viewFrameFixed = CGRectMake(viewFrame.origin.x, viewFrame.origin.y, viewFrame.size.height, viewFrame.size.width);
self.textView.frame = viewFrameFixed;
}
} else {
if(viewFrame.size.width < viewFrame.size.height) {
CGRect viewFrameFixed = CGRectMake(viewFrame.origin.x, viewFrame.origin.y, viewFrame.size.height, viewFrame.size.width);
self.textView.frame = viewFrameFixed;
}
}
// Return YES for supported orientations
return YES;
}
#Alejandro above has the right idea, but his code does not work in landscape mode. I have amended his keyboardWasShown: method to work correctly in all orientations:
- (void)keyboardWasShown:(NSNotification *)notification {
if (self.textView != nil) {
NSDictionary* info = [notification userInfo];
CGRect keyboardRect = [self.textView convertRect:[[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue] fromView:nil];
CGSize keyboardSize = keyboardRect.size;
self.textView.contentInset = UIEdgeInsetsMake(0, 0, keyboardSize.height, 0);
self.textView.scrollIndicatorInsets = self.textView.contentInset;
}
}
Add Observer first in viewDidLoad.
- (void)viewDidLoad {
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasHidden:)
name:UIKeyboardWillHideNotification object:nil];
}
Call the methods
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, kbSize.height, 0.0);
self.textView.contentInset = contentInsets;
self.textView.scrollIndicatorInsets = contentInsets;
// If active text field is hidden by keyboard, scroll it so it's visible
// Your app might not need or want this behavior.
CGRect aRect = self.view.frame;
aRect.size.height -= kbSize.height;
if (!CGRectContainsPoint(aRect, self.textView.frame.origin) ) {
[self.textView scrollRectToVisible:self.textView.frame animated:YES];
}
}
// Called when the UIKeyboardWillHideNotification is sent
- (void)keyboardWasHidden:(NSNotification*)aNotification
{
UIEdgeInsets contentInsets = UIEdgeInsetsZero;
self.textView.contentInset = contentInsets;
self.textView.scrollIndicatorInsets = contentInsets;
}
if you have more then 1 textfield or you want to reduce your code then try this code
- (void)textFieldDidBeginEditing:(UITextField *)textField{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.35f];
CGRect frame = self.view.frame;
frame.origin.y = (self.view.frame.size.height - textField.frame.origin.y) - self.view.frame.size.height+60;
if (frame.origin.y<-162) {
frame.origin.y = -162;
}
[self.view setFrame:frame];
[UIView commitAnimations];
}
-(BOOL)textFieldShouldEndEditing:(UITextField *)textField{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.35f];
CGRect frame = self.view.frame;
frame.origin.y = 0;
[self.view setFrame:frame];
[UIView commitAnimations];
return YES;
}
Extending #alejandro & #Mani :
Th final answer:
- (void)keyboardWasShown:(NSNotification *)notification {
if (self.textView != nil) {
NSDictionary* info = [notification userInfo];
CGRect keyboardRect = [self.textNote convertRect:[[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue] fromView:nil];
CGSize keyboardSize = keyboardRect.size;
self.textView.contentInset = UIEdgeInsetsMake(0, 0, keyboardSize.height, 0);
self.textView.scrollIndicatorInsets = self.textView.contentInset;
}
}
- (void)keyboardWillBeHidden:(NSNotification*)notification {
self.textView.scrollIndicatorInsets = UIEdgeInsetsZero;
self.textView.scrollIndicatorInsets = UIEdgeInsetsZero;
}

Iphone: Is it possible to hide the TabBar? (Pre-iOS 8)

I have an application that uses a UITabBarController to switch between modes. When in a certain mode, I'd like to hide the tab bar until the steps of that mode have been completed. Note that I'm not using a navigation controller so I can't use the setHidesBottomBarWhenPushed method on the navigation controller to hide the tab bar.
Prior to iOS 8, When I attempt to hide the tarbar using:
self.tabBarController.tabBar.hidden = YES
the tab bar goes away, but it leaves a 50 pixel blank area at the bottom of the screen where the tab bar used to be. I can't seem to figure out how to fill that area. Anything in the UI that is in that area is clipped and cannot be seen.
Any ideas if this is even possible? I'd really like to stay away from the navigation controller.
Here's my code for that:
This is, of course, mucking with the goings on in the controller's view hierarchy. It could change/break. This uses defined APIs, so Apple won't care, but they won't care about breaking your code, either.
- (void)hideTabBar {
UITabBar *tabBar = self.tabBarController.tabBar;
UIView *parent = tabBar.superview; // UILayoutContainerView
UIView *content = [parent.subviews objectAtIndex:0]; // UITransitionView
UIView *window = parent.superview;
[UIView animateWithDuration:0.5
animations:^{
CGRect tabFrame = tabBar.frame;
tabFrame.origin.y = CGRectGetMaxY(window.bounds);
tabBar.frame = tabFrame;
content.frame = window.bounds;
}];
// 1
}
- (void)showTabBar {
UITabBar *tabBar = self.tabBarController.tabBar;
UIView *parent = tabBar.superview; // UILayoutContainerView
UIView *content = [parent.subviews objectAtIndex:0]; // UITransitionView
UIView *window = parent.superview;
[UIView animateWithDuration:0.5
animations:^{
CGRect tabFrame = tabBar.frame;
tabFrame.origin.y = CGRectGetMaxY(window.bounds) - CGRectGetHeight(tabBar.frame);
tabBar.frame = tabFrame;
CGRect contentFrame = content.frame;
contentFrame.size.height -= tabFrame.size.height;
}];
// 2
}
Edit:
An anonymous user has suggested the following addition for 7.0 (i have not tested this, and could not say whether it is a workaround or an ideal implementation):
// 1. To Hide the black line in IOS7 only, this extra bit is required
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"7.0")) {
[self.tabBarController.tabBar setTranslucent:YES];
}
// 2. For IOS 7 only
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"7.0")) {
[self.tabBarController.tabBar setTranslucent:NO];
}
Edit: Entirely untested in 8.x and likely lacking in some layouts.
Like Steve, I haven't found a clean way to do this (even though Apple Photopicker does something similar). Here is what I have done:
if (systemAction)
{
// Reveal tab bar back
CGRect bounds = [[UIScreen mainScreen] bounds];
CGRect tabBarFrame = self.tabBarController.tabBar.frame;
self.tabBarController.view.frame = CGRectMake(0,0,bounds.size.width,bounds.size.height);
self.toolBar.hidden = YES;
systemAction = NO;
}
else
{
//hide tab bar
CGRect bounds = [[UIScreen mainScreen] bounds];
CGRect tabBarFrame = self.tabBarController.tabBar.frame;
CGRect navigationBarFrame = self.navigationController.navigationBar.frame;
self.tabBarController.view.frame = CGRectMake(0,0,bounds.size.width,bounds.size.height+tabBarFrame.size.height);
self.toolBar.hidden = NO;
CGRect frame = self.toolBar.frame;
frame.origin.y = bounds.size.height - frame.size.height - navigationBarFrame.size.height;
self.toolBar.frame = frame;
systemAction = YES;
}
What it is doing is pushing the view down so I can display a toolbar (and not hiding it). Obviously this is for only the 'root view' of a tabbar + navigation controller. For any subsequent views you can set the 'hidesBottomBarWhenPushed' on the viewcontroller you are pushing.
I tried a number of the solutions above, but no joy in iOS 8. I find that setting in viewWillAppear the following works for me. Should work in iOS 7 as the extendedLayoutIncludesOpaqueBars was introduced then.
self.extendedLayoutIncludesOpaqueBars = true
self.tabBarController?.tabBar.isHidden = true
self.tabBarController?.tabBar.isOpaque = true
and if you need to turn tabBars on again when you leave to use the following in viewWillDisappear.
self.tabBarController?.tabBar.isHidden = false
self.tabBarController?.tabBar.isOpaque = false
I use this to allow a return from a transition to keep the TabBar hidden. Not used it in a button action but if like me you find nothing above now works, this could be the basis of a programmable solution.
It's a bit late in the day, but of all the answers to the question that I've trawled through this afternoon, this is the one that worked best for me.
How to hide uitabbarcontroller
// Method call
[self hideTabBar:self.tabBarController];
// Method implementations
- (void)hideTabBar:(UITabBarController *) tabbarcontroller
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
for(UIView *view in tabbarcontroller.view.subviews)
{
if([view isKindOfClass:[UITabBar class]])
{
[view setFrame:CGRectMake(view.frame.origin.x, 480, view.frame.size.width, view.frame.size.height)];
}
else
{
[view setFrame:CGRectMake(view.frame.origin.x, view.frame.origin.y, view.frame.size.width, 480)];
}
}
[UIView commitAnimations];
}
- (void)showTabBar:(UITabBarController *) tabbarcontroller
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
for(UIView *view in tabbarcontroller.view.subviews)
{
NSLog(#"%#", view);
if([view isKindOfClass:[UITabBar class]])
{
[view setFrame:CGRectMake(view.frame.origin.x, 431, view.frame.size.width, view.frame.size.height)];
}
else
{
[view setFrame:CGRectMake(view.frame.origin.x, view.frame.origin.y, view.frame.size.width, 431)];
}
}
[UIView commitAnimations];
}
I use only this single line to achieve this. I use prepareForSegue method before showing the view controller having the tab bar.
-(void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender{
if([segue.identifier isEqualToString:#"showLogin"]){
[segue.destinationViewController setHidesBottomBarWhenPushed:YES];
}
}
I had worked on almost the same case, actually used the code from http://www.developers-life.com/hide-uitabbarcontrolleruitabbar-with-animation.html and made it better according to my needs, this might help others too.
I am using a UISplitViewController as the root view controller and its detail portion is a UITabBarController, I had to hide the tabbar in portrait mode:
// In UITabBarController's custom implementation add following method,
// this method is all that will do the trick, just call this method
// whenever tabbar needs to be hidden/shown
- (void) hidetabbar:(NSNumber*)isHidden {
UITabBarController *tabBarController=self;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
CGRect tabbarFrame=CGRectZero;
for(UIView *theView in tabBarController.view.subviews) {
//NSLog(#"%#", view);
if([theView isKindOfClass:[UITabBar class]]) {
tabbarFrame=theView.frame;
if ([isHidden boolValue]) {
tabbarFrame=CGRectMake(tabbarFrame.origin.x,
tabBarController.view.frame.size.height,
tabbarFrame.size.width,
tabbarFrame.size.height);
} else {
tabbarFrame=CGRectMake(tabbarFrame.origin.x,
tabBarController.view.frame.size.height - tabbarFrame.size.height,
tabbarFrame.size.width,
tabbarFrame.size.height);
}
theView.frame=tabbarFrame;
break;
}
}
for(UIView *theView in tabBarController.view.subviews) {
if(![theView isKindOfClass:[UITabBar class]]) {
CGRect theViewFrame=theView.frame;
if ([isHidden boolValue]) {
theViewFrame=CGRectMake(theViewFrame.origin.x,
theViewFrame.origin.y,
theViewFrame.size.width,
theViewFrame.size.height + tabbarFrame.size.height);
} else {
theViewFrame=CGRectMake(theViewFrame.origin.x,
theViewFrame.origin.y,
theViewFrame.size.width,
theViewFrame.size.height - tabbarFrame.size.height);
}
theView.frame=theViewFrame;
}
}
[UIView commitAnimations];
}
I used following code to call the hidetabbar: method
//In my UISplitViewController's custom implementation
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
#synchronized(self){
//change the self.splitDetailController to your UITabBarController's object
[self.splitDetailController
performSelector:#selector(hidetabbar:)
withObject:[NSNumber numberWithBool:UIInterfaceOrientationIsLandscape(interfaceOrientation)]
afterDelay:0.5];
}
return YES;
}
I tested this code to work in simulator only, let me know if it works on device too ;-)
Do you have the autoResizingMask set on the sub view?
view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
Something like that should do the trick and allow the view sitting atop the stack to re-size.
The obvious solution, keeping your original architecture, would have been to present that view modally:
- (void)tabBarController:(UITabBarController *)tb
didSelectViewController:(UIViewController *)vc {
if (tb.selectedIndex == MODALONE) {
UIViewController* mod =
[[UIViewController alloc] initWithNibName: #"ModalView"
bundle: nil];
[tb presentModalViewController:mod animated:NO];
[mod release];
}
}
The view now covers the entire screen (except for the status bar is there is one) including the tab bar, so it looks as if the tab bar has gone away in response to the user pressing that tab bar item.
autoresizing mask has an enumeration. Try to set all the options and check if autoresize subviews option is checked in parent view
You can create Tabbar Category and show/Hide easily. and you can access full view.
create category #import "UITabBarController+HideTabBar.h"
#implementation UITabBarController (HideTabBar)
- (void)hideTabBarAnimated:(BOOL)animated
{
CGRect statusbarFrame = [UIApplication sharedApplication].statusBarFrame;
CGRect tabBarControllerFrame = self.view.frame;
if (statusbarFrame.size.height>20)
{
tabBarControllerFrame.size.height = screenSize.size.height + self.tabBar.frame.size.height - 20.0;
}
else
{
tabBarControllerFrame.size.height = screenSize.size.height + self.tabBar.frame.size.height ;
}
if (animated) {
[UIView animateWithDuration:0.2 animations:^{
[self.view setFrame:tabBarControllerFrame];
} completion:^(BOOL finished) {
}];
}
else
[self.view setFrame:tabBarControllerFrame];
}
- (void)showTabBarAnimated:(BOOL)animated {
CGRect statusbarFrame = [UIApplication sharedApplication].statusBarFrame;
CGRect tabBarControllerFrame = self.view.frame;
if (statusbarFrame.size.height>20)
{
tabBarControllerFrame.size.height = screenSize.size.height - 20.0;
}
else
{
tabBarControllerFrame.size.height = screenSize.size.height ;
}
if (animated) {
[UIView animateWithDuration:0.2 animations:^{
[self.view setFrame:tabBarControllerFrame];
} completion:^(BOOL finished) {
}];
}
else
[self.view setFrame:tabBarControllerFrame];
}
#end
Note : use statusbarFrame is used when hotspot or call is ON so tabbar would not cut down.
Now Import category in which you class you want to use methods and just call below methods to hide or show tabbar.
[self.tabBarController hideTabBarAnimated:YES];
[self.tabBarController showTabBarAnimated:YES];
Hope this Helps.
Hope this works.
#interface UITabBarController (Additions)
-(void)setTabBarHidden:(BOOL)hidden animated:(BOOL)animated;
#end
#implementation UITabBarController (Additions)
-(void)setTabBarHidden:(BOOL)hidden animated:(BOOL)animated
{
if (animated)
{
[UIView beginAnimations:nil context:nil];
}
if (hidden)
{
self.tabBar.frame = CGRectMake(self.tabBar.frame.origin.x, self.tabBar.superview.frame.size.height, self.tabBar.bounds.size.width, self.tabBar.bounds.size.height);
}
else
{
self.tabBar.frame = CGRectMake(self.tabBar.frame.origin.x, self.tabBar.superview.frame.size.height - self.tabBar.frame.size.height + 10, self.tabBar.bounds.size.width, self.tabBar.bounds.size.height);
}
if (animated)
{
[UIView commitAnimations];
}
}
Here is my solution (my tab view controller is inside navigation controller for good measure)... So I have subclassed UITabBarController and did this... exposing -setTabBarHidden: method
- (void)setTabBarHidden:(BOOL)hidden {
_tabBarHidden = hidden;
[UIView performWithoutAnimation:^{
[self adjustViews];
}];
}
- (void)adjustViews {
if ( _tabBarHidden ) {
CGRect f = self.tabBar.frame;
// move tab bar offscreen
f.origin.y = CGRectGetMaxY(self.view.frame);
self.tabBar.frame = f;
// adjust current view frame
self.selectedViewController.view.frame = self.view.frame;
} else {
CGRect f = self.tabBar.frame;
// move tab bar on screen
f.origin.y = CGRectGetMaxY(self.view.frame) - (CGRectGetMaxY(self.tabBar.bounds) + CGRectGetMaxY(self.navigationController.navigationBar.frame));
self.tabBar.frame = f;
// adjust current view frame
f = self.view.bounds;
f.size.height -= CGRectGetMaxY(self.tabBar.bounds);
self.selectedViewController.view.frame = f;
}
}
- (void)viewWillLayoutSubviews {
[super viewWillLayoutSubviews];
[UIView performWithoutAnimation:^{
[self adjustViews];
}];
}
- (void)viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
[UIView performWithoutAnimation:^{
[self adjustViews];
}];
}
put the statement in the init method of the UIViewController
override init(nibName nibNameOrNil: String?, bundle nibBundleOrNil: Bundle?) {
super.init(nibName: nibNameOrNil, bundle: nibBundleOrNil)
self.hidesBottomBarWhenPushed = true
setupDependencyConfigurator()
}
See this thread:
Show/Hide TabBarController in iphone
In summary, you can see an example of this behavior in this sample code:
http://developer.apple.com/iphone/library/samplecode/TheElements/index.html
Why are you not using a navigation controller. It's a lot easier to hide the nav bar than the tab bar...
Just made the following code in Monotouch inside a subclass of UITabBarController:
public void ShowTabBar()
{
UIView.BeginAnimations("Anim");
UIView.SetAnimationDuration(0.25f);
this.View.Subviews[0].Frame = new RectangleF(0f, 0f, 320f, 431f);
this.TabBar.Frame = new RectangleF(0f, 431f, 320f, 49f);
this.TabBar.Hidden = false;
UIView.CommitAnimations();
}
public void HideTabBar()
{
UIView.BeginAnimations("Anim");
UIView.SetAnimationDuration(0.25f);
this.View.Subviews[0].Frame = new RectangleF(0f, 0f, 320f, 480f);
this.TabBar.Frame = new RectangleF(0f, 481f, 320f, 510f);
this.TabBar.Hidden = true;
UIView.CommitAnimations();
}