I'm trying to hide the number pad, but I do not want to implement a button.
Is there a way to dismiss the number pad when the user taps outside the textfield?
This is one of those questions where you read it and say "That's easy you just..". And then you go to do it and make it super complicated. And then realize it doesn't have to be that complicated.
The answer I've come up with, and I'm sure it will help someone else, Is to use an invisible UIView that never interacts but acts on other views and maybe not in the way you'd think.
The typical answer to a question about dismissing the UIKeyboardTypeNumberPad keyboard is to add a bar that has a button as the inputAccessoryView to dismiss the keyboard. If a bar and button are undesirable generally you just listen for touch events on the background and your good to go but this question is about a tableview and that makes this much harder.
But this inputAccessoryView feature is still awesome. It allows you to define a UIView or UIView subclass to be displayed when the keyboard is shown. More importantly when the keyboard is shown due to a textfield for which it is the inputAccessoryView becoming first responder.
I could yammer on but first here is some code for a lightweight class that actually performs very well in testing.
The contents of NJ_KeyboardDismisser.h are:
#import <UIKit/UIKit.h>
// For some reason neither inputView or inputAccessoryView are IBOutlets, so we cheat.
#interface UITextField (WhyDoIHaveToDoThisApple)
#property (readwrite, retain) IBOutlet UIView *inputAccessoryView;
#end
#interface NJ_KeyboardDismisser : UIView
#property (nonatomic, weak) IBOutlet UIView *mainView;
-(id)initWithMainView:(UIView *)view; // convienience method for code
#end
And the contents of NJ_KeyboardDismisser.m are:
#import "NJ_KeyboardDismisser.h"
#implementation NJ_KeyboardDismisser {
UITapGestureRecognizer *_tapGR;
}
#synthesize mainView = _mainView;
-(void)setMainView:(UIView *)view{
if (_tapGR) [_tapGR.view removeGestureRecognizer:_tapGR];
_mainView = view;
_tapGR = [[UITapGestureRecognizer alloc] initWithTarget:_mainView action:#selector(endEditing:)];
}
-(id)initWithMainView:(UIView *)view{
if ((self = [super initWithFrame:CGRectMake(0, 0, 0, 0)])){
self.mainView = view;
}
return self;
}
-(void)didMoveToWindow{ // When the accessory view presents this delegate method will be called
[super didMoveToWindow];
if (self.window){ // If there is a window one of the textfields, for which this view is inputAccessoryView, is first responder.
[self.mainView addGestureRecognizer:_tapGR];
}
else { // If there is no window the textfield is no longer first responder
[self.mainView removeGestureRecognizer:_tapGR];
}
}
#end
You may recognize the endEditing: method, as mentioned by Cosique, it is a UIView extension method that asks a views nested textfield to resign. Sound handy? It is. By calling it on the tableview the textfield it contains resigns first responder. Since this technique works on all UIViews there is no need to artificially limit this outlet to only UITableViews so the outlet is just UIView *mainView.
The final moving part here is the UITapGestureRecognizer. We don't want to add this recognizer full time for fear of screwing up the tableview's workings. So we take advantage of UIView's delegate method didMoveToWindow. We don't really do anything with the window we just check to see if we are in one; If we are then one of our textfields is first responder, if not then it's not. We add and remove our gesture recognizer accordingly.
Okay straightforward enough, but how do you use it? Well if instantiating in code you could do it like this, in tableView:cellForRowAtIndexPath::
if (cell == nil) {
cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:#"Cell"];
UITextField *field = [[UITextField alloc] initWithFrame:CGRectMake(20, 6, 100, 31)];
[cell.contentView addSubview:field];
field.keyboardType = UIKeyboardTypeNumberPad;
field.inputAccessoryView = [[NJ_KeyboardDismisser alloc] initWithMainView:self.view];
}
If you are using static cells in a storyboard then the technique is different (obviously). First drag out a generic NSObject and place it in the dark grey strip below the view (where the other objects such as the view controller are). Then change this new object's class to be NJ_KeyboardDismisser. Then connect the "Keyboard Dismisser"'s mainView property to that view (generally a tableview). Then connect the inputAccessoryView property from any each text field in that scene you wish to the "Keyboard Dismisser".
Give it a try! The tableview acts normally. Apple's tap recognizer is smart enough to ignore the swipes on the table, so you can scroll. It also ignores touches in the textfields so you can edit and select other textfields. But tap outside a textfield and the keyboard is gone.
Note: This class's use is not limited to tableviews. If you want to use it on a regular view, just set the mainView property to be the same as the view controller's view.
The easiest way is to do this in your view controller:
[self.view endEditing: YES];
You can resign the responder inside the below function for your view:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
Make sure your view is enabled for user interaction.
when creating the text field add a tag to it.
like this Yourtextfield.tag = 1;
and in you touchesEnded method
do this :
UITextField *resignTextField = (UITextField *)[self.view viewWithTag:1];
[resignTextField resignFirstResponder];
Related
I have an scrollview in my app.
If I click on a Button on one Page, a Subview is added. I want to remove this subview when the user scrolls the view. This function is called:
-(void) DisableViews {
[Annimation removeFromSuperview];
NSLog(#"scroll");
}
I get the NSLog many times, but the view also is Subview when i come back to the page.
I think this will happen, because the view with the subview is not the present view at this time, so i can't remove the subview.
Is there any possibility to remove a subview from any view on the subview?
edit:
ViewController.h
#interface ViewController : UIViewController {
//...
UIView *Annimation;
}
#property (nonatomic,retain) UIView *Annimation;
Implementation:
ViewController.m
#import "ViewController.h"
#import "AppDelegate.h"
#implementation ViewController
#synthesize Annimation;
//...
- (void) Bild1ButtonKlickt{
Annimation = [[UIView alloc]initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)];
Annimation.backgroundColor = [UIColor blackColor];
[self.view addSubview:Annimation];
}
Most likely "Annimation" (which I assume is an ivar) is nil at this point, and so nothing is happening when you try to remove it.
(As a note, don't access your ivars directly this way. Your property should be called animationView (to make it clear it's a view and not an NSAnimation, and you should access it via self.animationView. Also, methods should always have a leading lowercase. ObjC is very sensitive to method and property naming. Proper naming matters for the runtime; it's not just stylistic.)
As requested as answer: Is that the only subview in that scrollview? Anyway, one of the answers from how to remove subviews from scrollview? should work.
Now which answer from the above page did fix it?
I have a simple question, how to connect a textfield to another Control view, if I click on the textfield, instead of show the keyboard it jump to another view
Thanks for answers
In the delegate method of the TextField, wich is textFieldShouldBeginEditing, add code that go from current View to another View.
Or you can use tap gasture recognizer on TextField to get the touch.
Here is the code:
create a TextFied in your IB and connect it to .h file
#interface ViewController : UIViewController<UITextFieldDelegate>
#property (strong, nonatomic) IBOutlet UITextField *firstTF;
And in .m file add this
#synthesize firstTF;
- (void)viewDidLoad
{
[super viewDidLoad];
firstTF.delegate= self;
}
-(BOOL)textFieldShouldBeginEditing:(UITextField *)textField{
secondViewController *ainfoController = [[secondViewController alloc] initWithNibName:#"secondViewController" bundle:nil];
[self presentModalViewController:ainfoController animated:YES];
return YES;
}
If you are adding the Textfield by code then,
UITextField *textField = [[UITextField alloc] initWithFrame:CGRectMake(x, y, width, height)];
textField.delegate = self;
[self.view addSubview:textField];
and add this method
- (BOOL) textFieldShouldBeginEditing:(UITextField *)textField{
// you can add the code for present a new viewController here
return NO;
}
make sure you have added UITextFieldDelegate in your .h file
I really don't get in why you need this but as a developer we do firmly believe to implement all scenarios, so in your case, you can achieve the same by following the any one beneath mentioned tacts:
1) In this approach, you need to override the textfieldshouldbegin delegate and use the navigate code for moving from one screen to another and don't forget to call resignFirstResponder here.
2) While in this second approach what you can do, just overlap a custom button(with neither image nor any text) and just on his click event method write your navigation code to move another screen.
Do that stuff, you'll get what you want and in case still you find any difficulty just shout over me.
Does anyone know how to cancel (resign First Responder) out of a UISearchBar when you tap below the search text box and above the keyboard? Can anyone help post some code to handle this?
Thanks
Add a tap gesture in the parent view (of the UISearchbar)
[self addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:searchBar action:#selector(resignFirstResponder)]];
I accomplished this by using a UITapGestureRecognizer:
UIGestureRecognizer* cancelGesture;
- (void) backgroundTouched:(id)sender {
[self.view endEditing:YES];
}
#pragma mark - UISearchBarDelegate
-(void)searchBarTextDidBeginEditing:(UISearchBar *)searchBar {
cancelGesture = [UITapGestureRecognizer new];
[cancelGesture addTarget:self action:#selector(backgroundTouched:)];
[self.view addGestureRecognizer:cancelGesture];
}
-(void)searchBarTextDidEndEditing:(UISearchBar *)searchBar {
if (cancelGesture) {
[self.view removeGestureRecognizer:cancelGesture];
[cancelGesture release];
cancelGesture = nil;
}
}
The code is a bare, but you can see the intent. When the SearchBar starts editing, you attach a tap gesture recognizer to the view controller's view, and remove it when it stops editing.
There are a couple caveats that you can work around: doing this will make it so if you click anything besides the keyboard or the search bar's text field, the recognizer traps the click -- so if you use the clear, cancel, scope or results button they won't respond correctly.
In my particular scenario, I had a UITableView that was covering the exposed area of the view so I attached the gesture recognizer to it instead of the view controllers main view, isolating the area to which the gesture would respond.
An alternative idea I got from iphonedevbook, sample code project 04, was to use one big transparent button that lies behind all other controls which does nothing but resign all first responders if tapped. I.e. if the user taps anywhere where there isn't a more important control - which is the intuitive behavior - the search bar and keyboard disappear.
I ended up using a hybrid of Hauke's and Beau Scott's approach. There were two problems I ran into using their solutions:
1) If there's anything else on the screen, tapping it won't result in resignFirstResponder being called. For example, if the user taps a button rather than the space around the button, the button will eat the event. Beau Scott's solution addresses this issue, however.
2) Tapping the search bar itself will result in resignFirstResponder getting called. Clearly you don't want the keyboard to disappear when you tap UISearchBar. A small change described below addresses this.
I ended up setting up my view as follows. The parent view has two children - the UISearchBar and a subview which holds the rest of my UI elements. The subview takes up the entire screen below the UISearchBar. Then I used Beau Scott's exact code to add and remove the gesture recognizer, but instead of adding it to self.view I added it to the subview:
IBOutlet UIView *gestureRecognizer;
...
-(void)searchBarTextDidBeginEditing:(UISearchBar *)searchBar {
cancelGesture = [UITapGestureRecognizer new];
[cancelGesture addTarget:self action:#selector(backgroundTouch:)];
[gestureRecognizer addGestureRecognizer:cancelGesture];
}
-(void)searchBarTextDidEndEditing:(UISearchBar *)searchBar {
if (cancelGesture) {
[gestureRecognizer removeGestureRecognizer:cancelGesture];
[cancelGesture release];
cancelGesture = nil;
}
}
First, you need a reference to the search bar. Let's assume that your controller object has an object reference UISearchBar *theSearchBar, and that you assign it when you create the UISearchBar object.
Next, you need to detect that the containing view has been touched. The view that is touched "knows", but you need get that information to the controller. Sadly, Apple didn't provide a simple way to do this, but it's not that hard either.
My solution is to replace the standard UIView that a UIViewController object normally creates with a UIControl, and then make the UIViewController respond to touch events.
MainController.m
- (void) loadView {
UIControl *control = [[UIControl alloc] initWithFrame: <desired frame>];
[control addTarget: self action: #selector(touchUpInside)
forControlEvents: UIControlEventTouchUpInside];
// or touch down events, or whatever you like
self.view = control;
[control release];
}
- (void) viewDidLoad {
[super viewDidLoad];
theSearchBar = [[UISearchBar alloc] initWithFrame: <desired frame>];
// insert code to finish customizing the search bar
[self.view addSubview: theSearchBar];
}
- (void) touchUpInside {
if [theSearchBar isFirstResponder] {
// grab any data you need from the search bar
[theSearchBar resignFirstResponder];
}
}
MainController.h
#interface MainController : UIViewController
{
UISearchBar *theSearchBar;
}
Clarification:
There is only a single object -- let's call the class MainController -- which is a subclass of UIViewController. All of the methods listed above are implemented in MainController. theSearchBar is declared as a UISearchBar* in the .h file.
Are you defining your view and controller using Interface Builder? If so, I suggest you learn how to NOT use it -- once you get into the kind of tricks we are discussing here, it becomes more of a hindrance than a help -- I don't use it at all, ever.
#Gia Dang's answer is the simplest, but I don't subclass the UIView, only the UIViewController, so my call is slightly different. Also, since I don't know the overhead for actually calling resignFirstResponder, I prefer to check first. It's more code, but since all of this is done on the main thread (which can slow down the UI), I'd rather check first.
#implementation MyController : UIViewController {
#private
UISearchController *_uiSearchController;
}
- (void)viewDidLoad {
// add tap on view to resign the responder if we're in the middle of typing in the search
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(closeKeyboardIfNeeded)];
[self.view addGestureRecognizer:tapGestureRecognizer];
}
- (void)closeKeyboardIfNeeded {
if (![_uiSearchController.searchBar isFirstResponder]) {
return;
}
[_uiSearchController.searchBar resignFirstResponder];
}
#end
As for the other answers, be careful about constantly recreating objects. There is always a performance hit, whether it's the creation itself or the garbage collection through ARC, and these things will slow down your main thread. Depending on what you're doing also on the main thread, it may have a significant performance impact.
Without using Interface builder or xib files, what is the correct way to instantiate two classes which inherit from UIView such that they can switch between themselves using UIButtons located on the views themselves?
I think this involves setting up a UIViewController from the app delegate and adding two instances of my classes which implement UIView into the controller (perhaps from inside the controller?)
I'm also not sure how to raise events from UIButtons on the custom UIViews to switch the views. I suspect I would need to add a method to the view controller but I'm not sure how to get a reference to the view controller from inside the scope of my UIView.
Also, I'm wondering that,if the use of a UIViewController is necessary, should the switch method could be in the scope of the main app delegate?
Some code examples would be great!
Your main problem is that you don't conceptually understand the role of UIViewControllers versus UIViews. Most people don't when they first start out.
Views are stupid and ideally, they should be composed of generic objects. They contain virtually none of the logic of the interface. They do not know or care about the existence of other views. The only logic you put in views is logic that pertains to the immediate and generic functioning of the view itself, regardless of the data it displays or the state of other parts of the app. You seldom need to subclass UIView. This is why views can be completely configured in Interface builder without any code.
ViewControllers contain the logic of the interface and connect the interface to the data (but they do not contain or logically manipulate the data.) They are "intelligent" and highly customized. The viewControllers do understand the place of the view in the context of the app. The viewControllers load and configure the views either from nib or programmatically. The viewControllers control when the views are displayed or hidden and it what order. The viewControllers determine what action is taken in response to events and what data gets displayed where.
VictorB's example code shows how this is all done pragmatically. The important thing to note is that the viewController and view are entirely separate objects from two entirely separate classes. There is no overlap and no need to subclass UIView. All the customization is in the controller.
All this is because of the MVC design patter. It decouples the interface from the data model, making them both modular and independent of each other. This makes it easy to design, debug, and reuse each independent module.
If you want to get it done in code, here is an example I just drummed up using lazy loaded UI elements. I'm only making one button here and swapping it between whichever view is active. It's slightly awkward, but it reduces the amount of code necessary to demonstrate this.
I've created two UIViews to represent your custom classes, one with a blue background and one with a red. The button swaps between the two. If you have a unique button already in each of your custom views, you just need to either expose those buttons as properties of your UIView subclasses so your view controller can access them, or add the view controller as a target for the button's action from within your UIView's loading code.
I've tested this code in my simulator and it seems to work fine, but you really should try to understand what's going on here so you can implement it yourself.
ToggleViewController.h:
#import <UIKit/UIKit.h>
#interface ToggleViewController : UIViewController {
UIView *firstView;
UIView *secondView;
UIButton *button;
}
- (void)addButton;
- (void)toggleViews;
#property (nonatomic, readonly) UIView* firstView;
#property (nonatomic, readonly) UIView* secondView;
#property (nonatomic, readonly) UIButton* button;
#end
ToggleViewController.m:
#import "ToggleViewController.h"
#implementation ToggleViewController
// assign view to view controller
- (void)loadView {
self.view = self.firstView;
}
// make sure button is added when view is shown
- (void)viewWillAppear:(BOOL)animated {
[self addButton];
}
// add the button to the center of the view
- (void)addButton {
[self.view addSubview:self.button];
button.frame = CGRectMake(0,0,150,44);
button.center = self.view.center;
}
// to toggle views, remove button from old view, swap views, then add button again
- (void)toggleViews {
[self.button removeFromSuperview];
self.view = (self.view == self.firstView) ? self.secondView : self.firstView;
[self addButton];
}
// generate first view on access
- (UIView *)firstView {
if (firstView == nil) {
firstView = [[UIView alloc] initWithFrame:CGRectZero];
firstView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
firstView.backgroundColor = [UIColor redColor];
}
return firstView;
}
// generate second view on access
- (UIView *)secondView {
if (secondView == nil) {
secondView = [[UIView alloc] initWithFrame:CGRectZero];
secondView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
secondView.backgroundColor = [UIColor blueColor];
}
return secondView;
}
// generate button on access
- (UIButton *)button {
if (button == nil) {
// create button
button = [[UIButton buttonWithType:UIButtonTypeRoundedRect] retain];
// set title
[button setTitle:#"Toggle Views"
forState:UIControlStateNormal];
// set self as a target for the "touch up inside" event of the button
[button addTarget:self
action:#selector(toggleViews)
forControlEvents:UIControlEventTouchUpInside];
}
return button;
}
// clean up
- (void)dealloc {
[button release];
[secondView release];
[firstView release];
[super dealloc];
}
#end
Use Interface Builder. It's there for a reason.
I am trying to recreate something similar to the popup keyboard used in safari.
I am able to visually reproduce it by placeing a toolbar over my view and the appropriate buttons, however i cant figure out any way to dismiss the keyboard once the user has touched the done button.
There is a couple of things you need to remember. The number #1 part developers forget to set is the delegate of the textField.
If you are using the Interface Builder, you must remember that you need to set the delegate of the textField to the file Owner.
If you are not using Interface Builder then make sure you set the delegate of the textfield to self. I also include the returnType. For Example if the textField was called gameField:
gameField.delegate = self;
gameField.returnKeyType = UIReturnKeyDone;
You must also implement the UITextFieldDelegate for your ViewController.
#interface YourViewController : UIViewController <UITextFieldDelegate>
Finally you need to use the textFieldShouldReturn method and call [textField resignFirstResponder]
-(BOOL) textFieldShouldReturn:(UITextField*) textField {
[textField resignFirstResponder];
return YES;
}
All your textFields will use this same method so you only need to have this setup once. As long as the delegate is set for the textField, the UITextFieldDelegate is implemented for the interface, you add the textFieldShouldReturn method and call the
resignFirstResponder your set.
Have you tried:
[viewReceivingKeys resignFirstResponder];
where viewReceivingKeys is the UIView that is receiving the text input?
If your building your own views in Interface Builder, set your view controller to be delegate for the text field and implement textFieldShouldReturn: from UITextFieldDelegate in your views controller.
- (BOOL)textFieldShouldReturn:(UITextField *)theTextField
{
NSLog(#"%# textFieldShouldReturn", [self class]);
[theTextField resignFirstResponder];
// do stuff with the text
NSLog(#"text = %#", [theTextField text]);
return YES;
}
UITextFieldDelegate textFieldShouldReturn: in the iphone cocoa docs
If you're talking about dismissing the keyboard from a UITextField rather than a UITextView. Your question isn't that clear? If you are then ensure your class is marked as a UITextFieldDelegate in the interface file,
#interface MyController: UIViewController <UITextFieldDelegate> {
UITextField *activeTextField;
// ...remainder of code not show ...
}
and then you should implement the two delegate methods as below,
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField {
activeTextField = textField;!
return YES;
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField {
activeTextField = nil;
[textField resignFirstResponder];
return YES;
}
However if you're using a UITextView then things are a bit more complicated. The UITextViewDelegate protocol lacks the equivalent to the textFieldShouldReturn: method, presumably since we shouldn’t expect the Return key to be a signal that the user wishes to stop editing the text in a multi-line text entry dialog (after all, the user may want to insert line breaks by pressing Return).
However, there are several ways around the inability of the UITextView to resign as first responder using the keyboard. The usual method is to place a Done button in the navigation bar when the UITextView presents the pop-up keyboard. When tapped, this button asks the text view to resign as first responder, which will then dismiss the keyboard.
However, depending on how you’ve planned out your interface, you might want the UITextView to resign when the user taps outside the UITextView itself. To do this, you’d subclass UIView to accept touches, and then instruct the text view to resign when the user taps outside the view itself.
Create a new class,
#import <UIKit/UIKit.h>
#interface CustomView : UIView {
IBOutlet UITextView *textView;
}
#end
Then, in the implementation, implement the touchesEnded:withEvent: method and ask the UITextView to resign as first responder.
#import "CustomView.h"
#implementation CustomView
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Initialization code
}
return self;
}
- (void) awakeFromNib {
self.multipleTouchEnabled = YES;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"touches began count %d, %#", [touches count], touches);
[textView resignFirstResponder];
[self.nextResponder touchesEnded:touches withEvent:event];
}
#end
Once you’ve added the class, you need to save all your changes, then go into Interface Builder and click on your view. Open the Identity inspector in the Utility pabel and change the type of the view in your nib file to be your CustomView rather than the default UIView class. Then in the Connections Inspector, drag the textView outlet to the UITextView. After doing so, and once you rebuild your application, touches outside the active UI elements will now dismiss the keyboard. Note however that if the UIView you are subclassing is “behind” other UI elements, these elements will intercept the touches before they reach the UIView layer. So while this solution is elegant, it can be used in only some situations. In many cases, you’ll have to resort to the brute force method of adding a Done button to the navigation bar to dismiss the keyboard.
use a navigation controller and pop the view when done?
for example, I use code like this to slide an about box in:
[[self navigationController] presentModalViewController:modalViewController animated:YES];
and then when the button in that about box is clicked, I use this to get rid of it:
[self.navigationController dismissModalViewControllerAnimated:YES];
In my case the about box occupies the whole screen, but I don't think it would have to for this to work.
edit: I think I may have misunderstood your question. Something along the lines of my code would be if you are faking the whole keyboard view yourself. I think that resign first responder is the right way to do it if it is the normal keyboard with your toolbar added on top.