How to position UIScrollView behing the keyboard when the orientation changes - iphone

I have a UIScrollView designed to enable scrolling when the keyboard is up. The positioning of the scroll view is fine in portrait mode; I have positioned it in Interface Builder, and set the contentSize in my code ...
CGSize scrollContentSize = CGSizeMake(360, 221);
self.scrollView.contentSize = scrollContentSize;
However, I am struggling to work out how to change the position of the scrollview so it works effectively when the orientation changes to landscape (and back). Do I somehow need to position it in Interface Builder for landscape(?), and then change the content size in my code dependent on the orientation?
Edit:
Im getting the keyboard size as follows, and changing the content size. This works when i move to Portrait, but the frame is positioned slightly wrong in landscape mode.
(void)keyboardWillShow:(NSNotification *)n{
if (keyboardIsShown) {
return;
}
NSDictionary* userInfo = [n userInfo];
CGRect _keyboardEndFrame;
[[userInfo valueForKey:UIKeyboardFrameEndUserInfoKey] getValue:&_keyboardEndFrame];
CGFloat _keyboardHeight;
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
if (orientation == UIDeviceOrientationPortrait || orientation == UIDeviceOrientationPortraitUpsideDown) {
_keyboardHeight = _keyboardEndFrame.size.height;
}
else {
_keyboardHeight = _keyboardEndFrame.size.width;
}
// resize the noteView
CGRect viewFrame = self.scrollView.frame;
viewFrame.size.height -= _keyboardHeight;
if (UIDeviceOrientationIsPortrait(orientation)){
CGSize scrollContentSize = CGSizeMake(360, 221);
self.scrollView.contentSize = scrollContentSize;
}
else if (UIDeviceOrientationIsLandscape(orientation)){
CGSize scrollContentSize = CGSizeMake(520, 275);
self.scrollView.contentSize = scrollContentSize;
}
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.3];
[self.scrollView setFrame:viewFrame];
[UIView commitAnimations];
keyboardIsShown = YES;
}

What you want to do is figure out the where the top of the keyboard is relative to the view that contains your scrollView. Fortunately, there is a function in UIView called convertRect:fromView: that will take the frame from one coordinate system and map it to another coordinate system. In your case, you know the frame of the keyboard relative to the main window, but would like to know where the top of the keyboard is relative to the view that contains your scrollView. Once you know where the top of the keyboard intersects with your view, you can modify the height of your scrollView to accommodate.
Below is a snippet of code I use, which I found somewhere online and don't take credit for. In your view controller you want to be notified of keyboard show and hide events:
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name: UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name: UIKeyboardWillHideNotification object:nil];
Then implement keyboardWillShow: and keyboardWillHide: like this:
// When the keyboard shows resize self.textView to touch the top of the keyboard.
-(void)keyboardWillShow:(NSNotification *)_notification {
NSDictionary *userInfo = [_notification userInfo];
NSTimeInterval animationDuration;
UIViewAnimationCurve animationCurve;
CGRect keyboardEndFrame;
[[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] getValue:&animationCurve];
[[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] getValue:&animationDuration];
[[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] getValue:&keyboardEndFrame];
// Here we figure out where the keyboard overlaps with self.view
// self.view contains self.textView
CGRect keyboardFrame = [self.view convertRect:keyboardEndFrame fromView:nil];
CGFloat textViewWidth = self.view.frame.size.width;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:animationDuration];
[UIView setAnimationCurve:animationCurve];
self.textView.frame = CGRectMake(0, 0, textViewWidth, keyboardFrame.origin.y);
[UIView commitAnimations];
}
// When the keyboard hides return self.textView to fullscreen
-(void)keyboardWillHide:(NSNotification *)_notification {
NSDictionary *userInfo = [_notification userInfo];
NSTimeInterval animationDuration;
UIViewAnimationCurve animationCurve;
CGRect keyboardEndFrame;
[[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] getValue:&animationCurve];
[[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] getValue:&animationDuration];
[[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] getValue:&keyboardEndFrame];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:animationDuration];
[UIView setAnimationCurve:animationCurve];
self.textView.frame = self.view.frame;
[UIView commitAnimations];
}
The snippet contains some extra stuff to animate the transition in sync with the keyboard animation.
In this snippet I use self.textView, which you will probably want to change to self.scrollView. What's great about this code is that it works in all orientations and on the iPad. Take a look at the code and hopefully it'll be self explanatory.

use this method to check orientation & change content Size of scrollView according to orientation
(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation

Related

Scroll view issues when key board moves up in UItextField / TextView iPhone

I have a scrollview on my view in that i have all the sub views as shown bellow
UIView
Scroll View
1.ImageView
2.Table view
3.Text View
√√ To move the scroll view when keyboard appears / dismiss I have implemented logic in textview delegate metods as follows √√
- (void)textViewDidBeginEditing:(UITextView *)textView;
{
//To move the view down
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.3];
[UIView setAnimationBeginsFromCurrentState:YES];
scrollView.frame = CGRectMake(scrollView.frame.origin.x, (scrollView.frame.origin.y - 120), scrollView.frame.size.width, scrollView.frame.size.height);
[UIView commitAnimations];
}
- (void)textViewDidEndEditing:(UITextView *)textView
{
//To move the view down
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.3];
[UIView setAnimationBeginsFromCurrentState:YES];
scrollView.frame = CGRectMake(scrollView.frame.origin.x, (scrollView.frame.origin.y + 120), scrollView.frame.size.width, scrollView.frame.size.height);
[UIView commitAnimations];
}
√√ This method helps alot to move the view up/down with respcet to keyboard,
But here is the problem of scrolling.
User can not scroll all the view in presensec of key board. The view scrolls up to some position as follows, we can't see the picture / first column of table.
If the user want to show the first column / profile pic in presence of keyboard doesn't possible. how to fix theis issue.
first set the scroll content like
scrollView.contentSize=CGSizeMake(320, 600);
and then animate there content when textView delegate method is called like
- (void)textViewDidBeginEditing:(UITextView *)textView;
{
[scrollView setContentOffset:CGPointMake(0, 120 ) animated:YES];
}
- (void)textViewDidEndEditing:(UITextView *)textView
{
[scrollView setContentOffset:CGPointMake(0, 0 ) animated:YES];
}
First of all, you don't want to use the textViewDidBeginEditing: method to show/hide the keyboard. You should register for the appropriate notifications to do so. This could be placed in your viewDidLoad.
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
Then if the keyboard is shown, make sure to not move your entire scroll view but shrink it's size.
- (void)keyboardWillShow:(NSNotification *)notif
{
CGSize kbSize = [[[notif userInfo] objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue].size;
double duration = [[[notif userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
// Shrink the scroll view's content
UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, kbSize.height, 0.0);
self.scrollView.contentInset = contentInsets;
self.scrollView.scrollIndicatorInsets = contentInsets;
// Scroll the text field to be visible (use own animation with keyboard's duration)
CGRect textFieldRect = [_activeTextField convertRect:_activeTextField.bounds toView:self.scrollView];
[UIView animateWithDuration:duration animations:^{
[self.scrollView scrollRectToVisible:CGRectInset(textFieldRect, 0.0, -10.0) animated:NO];
}];
}
This code has some additional functionality because I also had to move the content of the scroll view, but works to get you started. Then when the keyboard hides...
- (void)keyboardWillHide:(NSNotification *)notif
{
double duration = [[[notif userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
// Set content inset back to default with a nice little animation
[UIView animateWithDuration:duration animations:^{
UIEdgeInsets contentInsets = UIEdgeInsetsZero;
self.scrollView.contentInset = contentInsets;
self.scrollView.scrollIndicatorInsets = contentInsets;
}];
}
Apply content offset when keyboard is shown. And revert back when its hidden.
[scrollView setContentOffset:CGPointMake(0.0f, 120.0f) animated:YES];
After hiding the keyboard call.
[scrollView setContentOffset:CGPointZero animated:YES];
Just Change The ContentOffset of ScrollView No need to change the origin of ScrollView as you were doing in your code doing so scrollview will always scroll.
Doing so you need to set the ContentSize of upur ScrollViw atleast 550 just check what would be the Appropriate ContentSize. I have created a method in which you just need to call my method and pass required parameter appropriately
And One more Thing Set The ContentSIze Of UISCrollView More than the Height of It's SuperView at where you have created theScrollViewor inViewViewAppearmethod.
(CurrentView)
[contentScrollView setContentSize:CGSizeMake(320, 620)];
And Call This Method As you click on TextField or on the Screen(In Touch Ended when you need to readjust ContentOffset)
- (void)adjustContetOffset:(BOOL)yes withOffSet:(CGFloat)offSet
{
contentOffSetY = offSet ;
//By this you can track more suppose you have change the Orientation of Device then set Appropriate Offset.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.4];
if(yes){
isScrolledUp = TRUE;
contentScrollView.contentOffset = CGPointMake(0, contentOffSetY);
}
else
{
isScrolledUp = FALSE;
//by this flag you can Track that OffSet of ScrollView has changed
contentScrollView.contentOffset = CGPointMake(0, contentOffSetY);
}
[UIView commitAnimations];
}
//this methods 'll call whenever you 'll touch the SCreen
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
if(isScrolledUp){
[self adjustContetOffset:NO withOffSet: 0.0];
}
[searchTextField resignFirstResponder];
}
I hope it'll helpful to you.

Move the UIView when keyboard appear

I'm sorry about my English language.
I tried to find before it acts. But the problem is that ViewController in the landscape and created UIView half of the ViewController. In UIView have UITextView. But now when keyboard appear background in the ViewController scroll down below the keyboard. And see just UIView. If touch space, keyboard will disappear and background comeback. I want to just is move the UIView when keyboard appear.
Thank you very much.
try this
- (void)viewDidAppear:(BOOL)animated
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:nil];
}
- (void)keyboardWillShow:(NSNotification *)note
{
CGRect keyboardBounds;
NSValue *aValue = [note.userInfo objectForKey:UIKeyboardFrameBeginUserInfoKey];
[aValue getValue:&keyboardBounds];
keyboardHeight = keyboardBounds.size.height;
if (!keyboardIsShowing)
{
keyboardIsShowing = YES;
CGRect frame = view.frame;
frame.size.height -= 168;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.3f];
view.frame = frame;
[UIView commitAnimations];
}
}
- (void)keyboardWillHide:(NSNotification *)note
{
CGRect keyboardBounds;
NSValue *aValue = [note.userInfo valueForKey:UIKeyboardFrameEndUserInfoKey];
[aValue getValue: &keyboardBounds];
keyboardHeight = keyboardBounds.size.height;
if (keyboardIsShowing)
{
keyboardIsShowing = NO;
CGRect frame = view.frame;
frame.size.height += 168;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.3f];
view.frame = frame;
[UIView commitAnimations];
}
}
This answer looks like it might be what you're looking for.
In short:
Detect when the keyboard appears with UIKeyboardDidShowNotification.
The user info for that notification describes the frame of the keyboard.
Adjust the frame(s) of your view(s) to get them out from under the keyboard.

Keeping object on top of keyboard in the event of becomeFirstResponder or resignFirstResponder?

I currently have a UITextField on top of a keyboard. When you tap it, it should stick on top of the keyboard and move up smoothly. I don't know the exact duration and animation type of the keyboard, so it's really bumpy. Here's what I have:
[theTextView resignFirstResponder];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.25];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
// Frame changes go here (move down 216px)
[UIView commitAnimations];
[theTextView becomeFirstResponder];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.25];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
// Frame changes go here (move up 216px)
[UIView commitAnimations];
If anyone has done something like this before, I would like to know the settings you used to make the animation smooth and make it appear that the bar is "stuck" to the top of the keyboard.
UIKit posts UIKeyboardWillShowNotification when it shows the keyboard, and UIKeyboardWillHideNotification when it hides the keyboard. These notifications contain everything you need to properly animate your UITextField.
Let's say your UITextField is in a property called called myTextField.
First, you need to register for the notifications somewhere. Where you register depends on what object is responsible for moving myTextField. In my project, the field's superview is responsible, and since I load my UI from a nib, I do it in the superview's awakeFromNib:
- (void)awakeFromNib
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHideOrShow:) name:UIKeyboardWillHideNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHideOrShow:) name:UIKeyboardWillShowNotification object:nil];
}
If you use a UIViewController to move the field around, you'll probably want to do it in viewWillAppear:animated:.
You should unregister in your dealloc or viewWillDisappear:animated::
- (void)dealloc
{
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
Of course the tricky bit is in the keyboardWillHideOrShow: method. First I extract the animation parameters from the notification:
- (void)keyboardWillHideOrShow:(NSNotification *)note
{
NSDictionary *userInfo = note.userInfo;
NSTimeInterval duration = [[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
UIViewAnimationCurve curve = [[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] intValue];
CGRect keyboardFrame = [[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue];
The keyboardFrame is in the global coordinate system. I need to convert the frame to the same coordinate system as myTextField.frame, and myTextField.frame is in the coordinate system of myTextField.superview:
CGRect keyboardFrameForTextField = [self.myTextField.superview convertRect:keyboardFrame fromView:nil];
Next, I compute the frame that I want myTextField to move to. The bottom edge of the new frame should be equal to the top edge of the keyboard's frame:
CGRect newTextFieldFrame = self.myTextField.frame;
newTextFieldFrame.origin.y = keyboardFrameForTextField.origin.y - newTextFieldFrame.size.height;
Finally, I animate myTextField to its new frame, using the same animation parameters that the keyboard is using:
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionBeginFromCurrentState | curve animations:^{
self.myTextField.frame = newTextFieldFrame;
} completion:nil];
}
Here it is all put together:
- (void)keyboardWillHideOrShow:(NSNotification *)note
{
NSDictionary *userInfo = note.userInfo;
NSTimeInterval duration = [[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
UIViewAnimationCurve curve = [[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] intValue];
CGRect keyboardFrame = [[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue];
CGRect keyboardFrameForTextField = [self.myTextField.superview convertRect:keyboardFrame fromView:nil];
CGRect newTextFieldFrame = self.myTextField.frame;
newTextFieldFrame.origin.y = keyboardFrameForTextField.origin.y - newTextFieldFrame.size.height;
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionBeginFromCurrentState | curve animations:^{
self.myTextField.frame = newTextFieldFrame;
} completion:nil];
}
Set your text field (or a view holding the text field) as the inputAccessoryView of the field that you are editing. It will then automatically be attached to the top of the keyboard and animate appropriately.
in order to make the UITextField to dock to keyboard (with animation), you need to do offset calculations and apply offset changes on the scroll view (assuming UITextField is placed in UIScrollView) using setContentOffset:animation: method.
Use this code in your keyboard notification:
#objc func keyboardWillShowNotification(notification: Notification) {
let keyboardHeight = (notification.userInfo?[UIKeyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue.size.height ?? 216
let duration = notification.userInfo?[UIKeyboardAnimationDurationUserInfoKey] as? Double ?? 0.25
let curve = (notification.userInfo?[UIKeyboardAnimationCurveUserInfoKey] as? UInt ?? 7) << 16
tableViewBottomConstraint.constant = keyboardHeight - submitButtonContainer.frame.size.height
UIView.animate(withDuration: duration, delay: 0, options: [UIViewAnimationOptions(rawValue: curve)], animations: {
// Animation
}, completion: nil)
}

Scroll view when editing not working correctly

I am trying to make a UIScrollView scroll when the user starts editing a UITextField and the text field is hidden by the keyboard. I am using an example from the following thread.
How to make a UITextField move up when keyboard is present
I have four UITextFields in my view. When the keyboard is shown for the first time the view does not scroll automatically. If I click another text field with the keyboard shown, the UIScrollView scrolls as intended.
Hiding the keyboard (by tapping the "Done" button) and tapping a UITextField again the same issue occurs: the UIScrollView does not scroll at first but when changing focus to another text field it scrolls perfectly.
Can anyone please help me?
In viewDidLoad I set the size of the scrollView
keyboardIsShown = NO;
CGSize scrollContentSize = CGSizeMake(320, 350);
self.scrollView.contentSize = scrollContentSize;
I register for the keyboard notifications in viewWillAppear
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:self.view.window];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyboardWillHide:) name:UIKeyboardWillHideNotification object:self.view.window];
Then I unregister in viewWillDisappear
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillHideNotification object:nil];
The following two methods are called by the notifications.
- (void)keyboardWillShow:(NSNotification *)n {
if (keyboardIsShown) {
return;
}
NSDictionary *userInfo = [n userInfo];
NSValue *boundsValue = [userInfo objectForKey:UIKeyboardFrameBeginUserInfoKey];
CGSize keyboardSize = [boundsValue CGRectValue].size;
CGRect viewFrame = self.scrollView.frame;
viewFrame.size.height -= (keyboardSize.height - 50);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.3];
[self.scrollView setFrame:viewFrame];
[UIView commitAnimations];
keyboardIsShown = YES;
}
- (void)keyboardWillHide:(NSNotification *)n {
NSDictionary *userInfo = [n userInfo];
NSValue *boundsValue = [userInfo objectForKey:UIKeyboardFrameEndUserInfoKey];
CGSize keyboardSize = [boundsValue CGRectValue].size;
CGRect viewFrame = self.scrollView.frame;
viewFrame.size.height += (keyboardSize.height - 50);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.3];
[self.scrollView setFrame:viewFrame];
[UIView commitAnimations];
keyboardIsShown = NO;
}
If you want to show the textfeild when keyboard is visible then use the code below. Don't go with the scrollview. If it is compulsory to use a scrollView then neglect this answer.
#define kOFFSET_FOR_KEYBOARD 280.0
- (void)keyboardWillHide:(NSNotification *)notif {
[self setViewMoveUp:NO];
}
- (void)keyboardWillShow:(NSNotification *)notif{
[self setViewMoveUp:YES];
}
- (void)textFieldDidBeginEditing:(UITextField *)textField {
stayup = YES;
[self setViewMoveUp:YES];
}
- (void)textFieldDidEndEditing:(UITextField *)textField {
stayup = NO;
[self setViewMoveUp:NO];
}
//method to move the view up/down whenever the keyboard is shown/dismissed
-(void)setViewMoveUp:(BOOL)moveUp
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3]; // if you want to slide up the view
[UIView setAnimationBeginsFromCurrentState:YES];
CGRect rect = self.view.frame;
if (moveUp)
{
// 1. move the view's origin up so that the text field that will be hidden come above the keyboard
// 2. increase the size of the view so that the area behind the keyboard is covered up.
if (rect.origin.y == 0 ) {
rect.origin.y -= kOFFSET_FOR_KEYBOARD;
//rect.size.height += kOFFSET_FOR_KEYBOARD;
}
}
else
{
if (stayup == NO) {
rect.origin.y += kOFFSET_FOR_KEYBOARD;
//rect.size.height -= kOFFSET_FOR_KEYBOARD;
}
}
self.view.frame = rect;
[UIView commitAnimations];
}
Try this methods. Edit it according to your requirement.

Handling keyboard show/hide & orientation changes

I use the following method to resize the view after keyboard show/hide:
- (void)moveViewForKeyboard:(NSNotification*)aNotification up:(BOOL)up {
NSDictionary* userInfo = [aNotification userInfo];
// Get animation info from userInfo
NSTimeInterval animationDuration;
UIViewAnimationCurve animationCurve;
CGRect keyboardEndFrame;
[[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] getValue:&animationCurve];
[[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] getValue:&animationDuration];
[[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] getValue:&keyboardEndFrame];
// Animate up or down
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:animationDuration];
[UIView setAnimationCurve:animationCurve];
CGRect newFrame = self.view.frame;
CGRect keyboardFrame = [self.view convertRect:keyboardEndFrame toView:nil];
newFrame.size.height += (up? -1 : 1) * keyboardFrame.size.height;
self.view.frame = newFrame;
keyboardUp = up;
[UIView commitAnimations];
}
This works very good, until the screen orientation changes. What happens then is that the method resizes the view correctly, but after this method returns - something else resizes the view again to the maximum height of the screen.
Any ideas?
First you'll need to figure out what is resizing the view again. I would recommend putting a breakpoint into the above method so when it gets called that 2nd, unwanted time, you can look at the method call stack and see what is causing the 2nd call. Then you'll be able to stop it from happening, or change your code so that it doesn't cause a problem.