How can I change a cell's textLabel frame? - iphone

I've tried nearly everything, but I just can't seem to move the cell.textLabel property down a little bit. I've attached a screenshot below and I've tried nearly everything I could find.
I've tried changing the .frame property directly, attempted at modifying if via using the "- (void)tableView:(UITableView *)tableView willDisplayCell" method". I've also tried allocating a custom label. I could move the custom label, but it wouldn't go into separate lines like the original textLabel. I just need to move the pictured multi line label a bit down.
Any help is appreciated!

override layoutSubviews for your UITableViewCell...
- (void)layoutSubviews {
[super layoutSubviews];
CGSize size = self.bounds.size;
CGRect frame = CGRectMake(4.0f, 4.0f, size.width, size.height);
self.textLabel.frame = frame;
self.textLabel.contentMode = UIViewContentModeScaleAspectFit;
}
or you can simply make your own UILabel object, and add it to cell.contentView as a subview.
UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(4, 4, 30, 30)];
[cell.contentView addSubview:label];
[label release];

The only way to do this is to use a UITableViewCell subclass and override -layoutSubviews. In this method, you'll want to call [super layoutSubviews], and then do any frame tweaks that you want to the label.

I ended up adding a \n in the beginning of the string. Unfortunately I couldn't get anything else to work.

- (void)layoutSubviews {
[super layoutSubviews];
CGSize size = self.bounds.size;
CGRect frame = CGRectMake(4.0f, 4.0f, size.width, size.height);
self.textLabel.frame = frame;
self.textLabel.textAlignment = NSTextAlignmentCenter;
}

Related

How to add View below other view in ViewController in iOS?

In my app i am creating view controller with mixed of UILabel and UITextview which want to be scrollable because the text are dynamic and also exceeds vertical screen size.
I am currently having Scrollview which has subviews as below. Views are created in Xcode 4.3 Storyboard.
UILabel1(Say Heading)
UITextView1(Dynamic text which can be any size)
UILabel2(Second Heading)
UITextView2(Dynamic text which can be any size)
and so on.
The problem is
When the UITextView1 has more content then it overlaps with UILabel2 which i don't want.
I would like to have UILabel1 on top of scrollView and UITextView1 below the UILabel1. UILabel2 below UITextView1 and so on.
What i have to do to achieve this?
EDIT
In Storyboard
![enter image description here][1]
In Simulator
![enter image description here][2]
Thanks for your help guys. Much appreciated.
Code
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
[scrollView setScrollEnabled:YES];
[self.view addSubview:cockTailNameLabel];
[self.view insertSubview:txtIngredients belowSubview:cockTailNameLabel];
[self.view insertSubview:scrollView belowSubview:cockTailNameLabel];
//[scrollView]
[self.cockTailNameLabel setText:self.passcockTailName];
[_txtUse setText:self.passUse];
[_txtUse setEditable:NO];
[_txtUse setUserInteractionEnabled:NO];
CGRect useFrame = _txtUse.frame;
useFrame.size.height = _txtUse.contentSize.height;
_txtUse.frame = useFrame;
[txtIngredients setText:self.passIngredients];
[txtIngredients setEditable:NO];
[txtIngredients setUserInteractionEnabled:NO];
CGRect ingredientFrame = txtIngredients.frame;
ingredientFrame.size.height = txtIngredients.contentSize.height;
txtIngredients.frame = ingredientFrame;
[txtRecipe setText:self.passReceipe];
[txtRecipe setEditable:NO];
[txtRecipe setUserInteractionEnabled:NO];
CGRect recipeFrame = txtIngredients.frame;
recipeFrame.size.height = txtRecipe.contentSize.height;
txtRecipe.frame = recipeFrame;
[scrollView insertSubview:_txtUse belowSubview:cockTailNameLabel];
[scrollView insertSubview:titleIngredients belowSubview:_txtUse];
[scrollView insertSubview:txtIngredients belowSubview:titleIngredients];
[scrollView insertSubview:btnReceipe belowSubview:txtIngredients];
[scrollView insertSubview:btnHome belowSubview:txtIngredients];
[scrollView insertSubview:txtRecipe belowSubview:btnHome];
[scrollView insertSubview:btnfacebookShare belowSubview:txtRecipe];
[scrollView insertSubview:btnTwitterShare belowSubview:txtRecipe];
/*[scrollView addSubview:_txtUse];
[scrollView addSubview:titleIngredients];
[scrollView addSubview:txtIngredients];
[scrollView addSubview:btnReceipe];
[scrollView addSubview:btnHome];
[scrollView addSubview:txtRecipe];
[scrollView addSubview:btnfacebookShare];
[scrollView addSubview:btnTwitterShare];*/
[scrollView setContentSize:CGSizeMake(320, 1000)];
NSLog(#"RecipeName :%# ",passcockTailName);
}
In Storyboard or IB you can rearrange them freely.
In code you do - (void)insertSubview:(UIView *)view belowSubview:(UIView *)siblingSubview.
In code (in viewDidLoad):
UIScrollView *scroll =[[UIScrollView alloc] initWithFrame:CGrectMake(0,0 320, 480)];
[self.view addSubview:scroll];
// code to init your UI object
UILabel *uilabel1 = [[UIlabel alloc] initWithFrame:CGrectMake(10,10, 100, 40)]; // example
uilabel1.font = [UIFont systemFontOfSize:10];
uilabel1.text = #"UILabel1";
uilabel1.backgroundColor = [UIColor clearColor];
//
//
UILabel *uilabel2 = [[UIlabel alloc] initWithFrame:CGrectMake(10, 10 + 10 + uilabel1.frame.origin.y, 100, 40)]; // example
uilabel2.font = [UIFont systemFontOfSize:10];
uilabel2.text = #"UILabel2";
uilabel2.backgroundColor = [UIColor clearColor];
//
//
[scroll addSubview:uilabel1];
[uilabel1 releale];
[scroll addSubview:uilabel2];
[uilabel2 releale];
//
//
// in end
float offset = 10.0 * 2; // offset between uiobjects, N - number of objects
scroll.contentSize = CGSizeMake (0, 0, uilabel1.frame.size.height + uilabel2.frame.size.height + offset, 320);
Note that you may set frame (and other properties) of yours uiobjects and adds it in order to descend.
You can tell next view to start from the end of the first view like so:
startYOfNextView = firstView.frame.origin.y position + firstView.frame.size.height;
Do the same for the rest of the other view. If your view has variable text length, you may need to precaculate the height of the string based on a specific font e.g.:
CGSize maxSize = CGSizeMake(widthOfView, 9999999);
CGSize expectedSize = CGSizeMake(stringVar sizeWithFont:[UIFont fontWithName:#"Arial"] withMaxSize:maxSize lineBreakMode:UILineBreakModeWordWrap);
then tell your dynamic view to use the height of expectedSize variable like so:
myDynamicView = [[UILabel alloc] initWithFrame:CGRectMake(..., expectedSize.height)];
Your issue is labels are coming on top of the textview (Overlapped), right?
In This case, you are modifying the height of the textview dynamically. If its just for display purpose you can set the text to a UILabel with numberOfLines = 0 instead of UITextview; As its added to scrollview adding a label will be fine.
Also you need to modify the origin.y of the remaining views so that it will be properly aligned. ie, secondView.origin.y = firstView.origin.y + firstView.size.height + offset. Likewise modify the origin of the remaining views wrt the just above view. So that its origin will lie outside the previous view frame.
In my case I had to project it over the parent view, so remember there is also something,
- (void)insertSubview:(UIView *)view aboveSubview:(UIView *)siblingSubview
I think adding a transparent UI button is the fastest solution. You could add it once and then show / hide whenever you need to disable all views below the current one (assuming the "current" view, say a popup, was added last to your superview).
Declare an instance variable UIButton* _parentDisablingOverlay; in your popup view, then add this in its init or layoutSubviews method:
_parentDisablingOverlay = [[UIButton alloc] initWithFrame:CGRectMake(0,0, self.superview.frame.size.width, self.superview.frame.size.height)];
[self.superview insertSubview:_parentDisablingOverlay belowSubview:self];
_parentDisablingOverlay.hidden = true;
Later on, when you want to show the popup and disable everything below:
- (void) open {
self.hidden = false;
_parentDisablingOverlay.hidden = false;
}
Similarly to close and re-enable everything:
- (void) close {
self.hidden = true;
_parentDisablingOverlay.hidden = true;
}

iOS - UIScrollView is not working (it doesn't scroll at all - the image stays fixed)

I would like to display an image (width: 320 pixels, height: 1250 pixels) in an image view.
When I compile the application I get no scrolling at all. The view stays fixed.
What I did:
Added an UIScrollView via Interface Builder to my view.
Added an UIImageView via Interface Builder to my view.
Verified that UIImageView is below UIScrollView in Interface Builder.
Set the size of the UIScrollView with ViewDidLoad.
How do I do this?
Code:
- (void)viewDidLoad
{
[super viewDidLoad];
scrollView.contentSize = CGSizeMake(320, 1250);
}
Screenshots:
ImageView:
ScrollView:
I just have done the same task..
Try this one.....
scrollView.delegate = self;
scrollView.scrollEnabled = YES;
int scrollWidth = 120;
scrollView.contentSize = CGSizeMake(scrollWidth,80);
int xOffset = 0;
imageView.image = [UIImage imageNamed:[imagesName objectAtIndex:0]];
for(int index=0; index < [imagesName count]; index++)
{
UIImageView *img = [[UIImageView alloc] init];
img.bounds = CGRectMake(10, 10, 50, 50);
img.frame = CGRectMake(5+xOffset, 0, 50, 50);
NSLog(#"image: %#",[imagesName objectAtIndex:index]);
img.image = [UIImage imageNamed:[imagesName objectAtIndex:index]];
[images insertObject:img atIndex:index];
scrollView.contentSize = CGSizeMake(scrollWidth+xOffset,110);
[scrollView addSubview:[images objectAtIndex:index]];
xOffset += 70;
}
Also set this one....
imagesName = [[NSArray alloc]initWithObjects:#"image1.jpg",#"image2.jpg",#"image3.jpg",#"image4.jpg",#"image5.jpg",#"image6.png",#"image7.png",#"image9.png",nil];
images = [[NSMutableArray alloc]init];
So for me the problem was that setting the content size didn't work in viewDidLoad(). I tried everything and I didn't understand why it wouldn't want to work, and then I tried the same stuff in viewDidAppear() and it magically worked...
From you last screenshot and from your comments it looks like your scrollView is way to big.
The scrollview must be visible on screen completely. For example a full screen UIScrollView on iPhone would have a size of 320 x 460.
If the scrollview is the same size as its content you can't scroll.
The greenish rectangle shows the size of your scrollview, the pinkish the size of your content (your image):
Xcode 11+, Swift 5
You can find the complete solution here.
I came across this same issue on iOS6 and the solution was to programmatically adjust the ContentSize.
So I will just quote from Raja (above) to show this:
CGSize scrollViewContentSize = CGSizeMake(320, 400);
[self.scrollView setContentSize:scrollViewContentSize];
NOTE: I was not having this issue on iOS5.. seems like iOS6 decided to do alot of prank just like the rotation/orientation saga
Since Xcode 5 it does not work like before. Also scrolling to the end of a scrollable text field makes problems. There are also differences between doing it on iPhone or iPad. On iPhone it worked without delayed timer.
This worked for me:
- (void)viewDidLoad
{
[super viewDidLoad];
NSTimer *timerforScrollView;
timerforScrollView =[NSTimer scheduledTimerWithTimeInterval:0.1
target:self selector:#selector(forScrollView)userInfo:nil repeats:NO];
}
- (void) forScrollView {
[scrollviewPad setScrollEnabled:YES];
[scrollviewPad setContentSize:CGSizeMake(768, 1015)]; // must be greater then the size in Storyboard
}
I found I had a similar problem but none of the above code worked. The issue was due to autolayout. I found that if I turned off autolayout by going to the storyboard clicking on Utilities -> File Inspector and unchecked Use Autolayout the scrolling did work (I also set scroll.contentSize = ...).
Sometimes autoLayout checkbox is ticked in the xib. That also creates this issue in xcode 5. Which makes the UIScrollView scrolling off.
Don't forget to add the category protocol to the interface, like this
#interface MyViewController : <UIScrollViewDelegate>
If you don't, you will not be able to set the scroll view delegate to self
(i.e. [MyScrollView setDelegate:self];)
If you do this, it should work.
My code is:
-(void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[contentScrollView setDelegate:self];
[contentScrollView setScrollEnabled:YES];
contentScrollView.contentSize = CGSizeMake(310, 500);
contentScrollView.frame = CGRectMake(5, 188, 310, 193);
}
Did you assign the scroll's view delegate? Always remember these:
[self.scrollView setDelegate:self];
[self.scrollView setScrollEnabled:YES];
The image view has to be a subview (so inside AND below) of the scrollview. From your description it seems they are paralell
You forgot one line. Add this to your view load function:
[scrollView setScrollEnabled:YES];
You could try disabling AutoLayout. In XCode 5 I tested all the above answers and I could only scroll it by disabling autolayout and activating all autosizing masks under the Size Inspector. The following code was used too:
self.scrollView.contentSize = CGSizeMake(320, 900);
self.scrollView.delegate = self;
self.scrollView.scrollEnabled = YES;
self.scrollView.frame = self.view.frame;
CGRect scrollViewFrame = CGRectMake(0, 0, 320, 400);
self.scrollView = [[UIScrollView alloc] initWithFrame:scrollViewFrame];
[self.view addSubview:self.scrollView];
CGSize scrollViewContentSize = CGSizeMake(320, 400);
[self.scrollView setContentSize:scrollViewContentSize];
scrollView.delegate = self;
[self.scrollView setBackgroundColor:[UIColor blackColor]];
[scrollView setCanCancelContentTouches:NO];
scrollView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
scrollView.clipsToBounds = YES;
scrollView.scrollEnabled = YES;
scrollView.pagingEnabled = YES;
NSUInteger nimages = 0;
CGFloat cx = 0;
for (; ; nimages++) {
NSString *imageName = [NSString stringWithFormat:#"image%d.jpg", (nimages + 1)];
UIImage *image = [UIImage imageNamed:imageName];
if (image == nil) {
break;
}
UIImageView *imageView = [[UIImageView alloc] initWithImage:image];
CGRect rect = imageView.frame;
rect.size.height = image.size.height;
rect.size.width = image.size.width;
rect.origin.x = ((scrollView.frame.size.width - image.size.width) / 2) + cx;
rect.origin.y = ((scrollView.frame.size.height - image.size.height) / 2);
imageView.frame = rect;
[scrollView addSubview:imageView];
[imageView release];
cx += scrollView.frame.size.width;
}
[scrollView setContentSize:CGSizeMake(cx, [scrollView bounds].size.height)];
Assuming that scrollView is a subview of view and fills it entirely you can use the following in viewDidLoad:
[scrollView setContentSize: CGSizeMake(self.view.frame.size.width, self.view.frame.size.height)];
I had a UIScrollView that was not scrolling and this allowed it to scroll.
Just add code
scrollView.contentSize = CGSizeMake(WIDTH,HEIGHT);
to method -(void)viewDidLayoutSubviews.
For more information checkout Stanford CS193p Lecture No 8 to understand View Controller Life cycle.
I had the same issue and was looking for the answer in this thread. I tried all the stuff, but nothing works. Then I found this:
.
You just need to deselect "Use Auto Layout" in File Inspector of your ViewController. Ta-Da, it works immediately for me. Enjoy.

Is it possible to add fixed content to a UIScrollView?

I want to create a subclass of UITableView or UIScrollView that will have some shading at the top when the content offset is > 0 to indicate that the content is scrollable. (See image attached)
The way I'm implementing it right now is using the UIViewController that is the delegate of the tableView. I simply have a GradientView on top of the tableView, and I intercept scrollViewDidScroll: to animate the visibility of that top gradient.
My problem with this implementation is that it's not "clean". I want my UIViewControllers to take care of logic, and not to deal with applying gradients and stuff. I wish I could just drop a subclass of UITableView that will do that for me.
The challenge for me is that I can't figure out how the tableView could add to itself a fixed content on top of the scrollable content.
Another question is what method/s of UIScrollView should I override to intercept the scrolling event. Obviously I don't want the tableView to be the delegate of itself...
Any ideas?
Thanks!
Ok, so I found the solution on Apple's WWDC 2011 Session 104 video - Advanced Scroll View Techniques.
There is a whole section in this video about "Stationary Views" inside a scroll view.
According to Apple, the way to go here is to override layoutSubviews and put there all the code to position whatever you want - wherever you want.
I tried it and it's actually pretty easy and it's working as expected.
So for example if I would like a shadowed header on top of the table when the content is being scrolled, this is the code I should write:
-(void) layoutSubviews
{
[super layoutSubviews];
[self positionTopShadow];
}
-(void) positionTopShadow
{
CGFloat yOffset = self.contentOffset.y;
// I'm doing some limiting so that the maximum height of the shadow view will be 40 pixels
yOffset = MIN(yOffset, 40);
yOffset = MAX(0, yOffset);
CGRect frame = self.topShadowView.frame;
// The origin should be exactly like the content offset so it would look like
// the shadow is at the top of the table (when it's actually just part of the content)
frame.origin = CGPointMake(0, self.contentOffset.y);
frame.size.height = yOffset;
frame.size.width = self.frame.size.width;
self.topShadowView.frame = frame;
if (self.topShadowView.superview == nil)
{
[self addSubview:self.topShadowView];
}
[self bringSubviewToFront:self.topShadowView];
}
I've managed to figure out a much simpler way of doing this then what Avraham did.
I use the fact that the UIScrollView calls scrollViewDidScroll: ever pixel the scrolling changes to set the object at the location of the offset. Below is my full code to keep a gray bar at the top of the scrollview as you move around:
- (void)viewDidLoad {
UIScrollView* scrollView = [[UIScrollView alloc] initWithFrame:CGRectMake(5.0, 50.0, self.bounds.size.width - 15.0, self.bounds.size.height - 60.0)];
[scrollView setBackgroundColor:[UIColor colorWithRed:251.0/255.0 green:251.0/255.0 blue:251.0/255.0 alpha:1.0]];
[scrollView setContentSize:CGSizeMake(scrollView.frame.size.width + 500, 1000.0)];
[scrollView setDelegate:self];
[self addSubview:scrollView];
UIView* header = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, scrollView.contentSize.width, 40.0)];
[header setTag:100];
[header setBackgroundColor:[UIColor darkGrayColor]];
[scrollView addSubview:header];
}
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
UIView* header = [self viewWithTag:100];
[header setFrame:CGRectMake(0.0, scrollView.contentOffset.y, header.bounds.size.width, header.bounds.size.height)];
}
You could try using viewForHeaderInSection method of tableView for the shaded view(and also heightForHeaderInSection)... Make the shaded portion as a header.That way there is a fixed content on top of the scrollable content.
#define kImageOriginHight 300
- (void)scrollViewDidScroll:(UIScrollView *)scrollView1{
CGFloat yOffset = scrollView1.contentOffset.y;
// NSLog(#" y offset := %f", yOffset);
//zoom images and hide upper view while scrooling to down position
if (yOffset < 0) {//-kImageOriginHight
CGRect f = imgV.frame;
f.origin.y = yOffset;
f.size.height = -yOffset + kImageOriginHight;
imgV.frame = f;
//viewTableUpperView.alpha = 1.5 - (yOffset/-kImageOriginHight);
//viewTableUpperView.userInteractionEnabled = NO;
if(yOffset+0.5 == -kImageOriginHight){
[UIView animateWithDuration:0.1 animations:^{
//viewTableUpperView.alpha = 1.0;
}];
//viewTableUpperView.userInteractionEnabled = YES;
}
}
}

UITableViewCell Puzzle?

I'm using the TableView and use the tableViewCell property for dispalying the image in the cell
cell.imageView.image = aNewsInfo.smallImageData;
but it shows the same image size which we get by the parser because of the different size of images i want to set the size this image frame in the cell to display all the images with same alignment. For this is also try this
cell.imageView.frame = CGRectMake(0, 0, 30, 30);
cell.imageView.image = aNewsInfo.smallImageData;
but it won't work .Plz suggest the best way for solving this one...
Thanks in Advance.
Use
cell.imageView.contentMode = UIViewContentModeScaleAspectFit;
From Apple UIView Documentation.
UIViewContentModeScaleAspectFit:
Scales the content to fit the size of
the view. This option maintains the
aspect ratio of the content. Any
remaining area of the view’s bounds is
transparent.
UIImageView *myImageView;
- (id)initWithFrame:(CGRect)frame reuseIdentifier:(NSString *)reuseIdentifier {
if (self = [super initWithFrame:frame reuseIdentifier:reuseIdentifier]) {
[self.contentView addSubview:myImageView];
}
- (void)layoutSubviews {
frame= CGRectMake(0 ,0, 50, 50);
myImageView.frame = frame;
}
// in cell for row at indexpath
cell.myImageView.image = [UIImage imageNamed:#"calendar_color.png"];
stolen from here

Resizing UITextView

I have a UITextView added on my UIView. The textview added is not editable, it is just to display some data. The data displayed in the textview is dynamic. Thats is the number of lines is not fixed. It may vary. So if the number of line increases, the size of the textview also needs to be increased. I have no clue how to do this. Please give me some ideas.
UPDATE:
Here's what I'm doing:
UIView *baseView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 300, 200)];
baseView.backgroundColor = [UIColor grayColor];
[window addSubview:baseView];
UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(5, 30, 100, 30)];
textView.autoresizingMask = UIViewAutoresizingFlexibleHeight;
textView.text = #"asdf askjalskjalksjlakjslkasj";
[textView sizeToFit];
[baseView addSubview:textView];
There is an answer posted at How do I size a UITextView to its content?
CGRect frame = _textView.frame;
frame.size.height = _textView.contentSize.height;
_textView.frame = frame;
or better(taking into account contentInset thanks to kpower's comment)
CGRect frame = _textView.frame;
UIEdgeInsets inset = textView.contentInset;
frame.size.height = _textView.contentSize.height + inset.top + inset.bottom;
_textView.frame = frame;
note: If you are going to reference a property of an object many times(e.g. frame or contentInset) it's better to assign it to a local variable so you don't trigger extra method calls(_textView.frame/[_textView frame] are method calls). If you are calling this code a lot(100000s of times) then this will be noticeably slower(a dozen or so method calls is insignificant).
However... if you want to do this in one line without extra variables it would be
_textView.frame = CGRectMake(_textView.frame.origin.x, _textView.frame.origin.y, _textView.frame.size.width, _textView.contentSize.height + _textView.contentInset.top + _textView.contentInset.bottom);
at the expense of 5 extra method calls.
You can use setFrame: or sizeToFit.
UPDATE:
I use sizeToFit with UILabel, and it works just fine, but UITextView is a subclass of UIScrollView, so I can understand why sizeToFit doesn't produce the desired result.
You can still calculate the text height and use setFrame, but you might want to take advantage of UITextView's scrollbars if the text is too long.
Here's how you get the text height:
#define MAX_HEIGHT 2000
NSString *foo = #"Lorem ipsum dolor sit amet.";
CGSize size = [foo sizeWithFont:[UIFont systemFontOfSize:14]
constrainedToSize:CGSizeMake(100, MAX_HEIGHT)
lineBreakMode:UILineBreakModeWordWrap];
and then you can use this with your UITextView:
[textView setFont:[UIFont systemFontOfSize:14]];
[textView setFrame:CGRectMake(5, 30, 100, size.height + 10)];
or you can do the height calculation first and avoid the setFrame line:
UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(5, 30, 100, size.height + 10)];
sizeToFit Does Work
If you call sizeToFit after you set the text the first time it resizes. So after the first time you set it subsequent calls to set text will result in no change in size. Even if you call sizeToFit.
However, you can force it to resize like this:
Set the text.
Change the textView frame height to be CGFLOAT_MAX.
Call sizeToFit.
textView.contentSize.height in the textViewDidChange can only resize after text actually grows. For best visual result better to resize beforehand. After several hours I've figured out how to make it the same perfectly as in Instagram (it has the best algorithm among all BTW)
Initialize with this:
// Input
_inputBackgroundView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0f, size.height - _InputBarHeight, size.width, _InputBarHeight)];
_inputBackgroundView.autoresizingMask = UIViewAutoresizingNone;
_inputBackgroundView.contentMode = UIViewContentModeScaleToFill;
_inputBackgroundView.userInteractionEnabled = YES;
[self addSubview:_inputBackgroundView];
[_inputBackgroundView release];
[_inputBackgroundView setImage:[[UIImage imageNamed:#"Footer_BG.png"] stretchableImageWithLeftCapWidth:80 topCapHeight:25]];
// Text field
_textField = [[UITextView alloc] initWithFrame:CGRectMake(70.0f, 0, 185, 0)];
_textField.backgroundColor = [UIColor clearColor];
_textField.delegate = self;
_textField.contentInset = UIEdgeInsetsMake(-4, -2, -4, 0);
_textField.showsVerticalScrollIndicator = NO;
_textField.showsHorizontalScrollIndicator = NO;
_textField.font = [UIFont systemFontOfSize:15.0f];
[_inputBackgroundView addSubview:_textField];
[_textField release];
[self adjustTextInputHeightForText:#""];
Fill UITextView delegate methods:
- (void) textViewDidBeginEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (void) textViewDidEndEditing:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
- (BOOL) textView:(UITextView*)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString*)text {
if ([text isEqualToString:#"\n"])
{
[self performSelector:#selector(inputComplete:) withObject:nil afterDelay:.1];
return NO;
}
else if (text.length > 0)
{
[self adjustTextInputHeightForText:[NSString stringWithFormat:#"%#%#", _textField.text, text]];
}
return YES;
}
- (void) textViewDidChange:(UITextView*)textView {
[self adjustTextInputHeightForText:_textField.text];
}
And the trick is...
- (void) adjustTextInputHeightForText:(NSString*)text {
int h1 = [text sizeWithFont:_textField.font].height;
int h2 = [text sizeWithFont:_textField.font constrainedToSize:CGSizeMake(_textField.frame.size.width - 16, 170.0f) lineBreakMode:UILineBreakModeWordWrap].height;
[UIView animateWithDuration:.1f animations:^
{
if (h2 == h1)
{
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - _InputBarHeight, self.frame.size.width, _InputBarHeight);
}
else
{
CGSize size = CGSizeMake(_textField.frame.size.width, h2 + 24);
_inputBackgroundView.frame = CGRectMake(0.0f, self.frame.size.height - size.height, self.frame.size.width, size.height);
}
CGRect r = _textField.frame;
r.origin.y = 12;
r.size.height = _inputBackgroundView.frame.size.height - 18;
_textField.frame = r;
} completion:^(BOOL finished)
{
//
}];
}
This works perfectly for me:
#define MAX_HEIGHT 2000
CGSize size = [text sizeWithFont:[UIFont systemFontOfSize:14]
constrainedToSize:CGSizeMake(100, MAX_HEIGHT)
lineBreakMode:UILineBreakModeWordWrap];
[textview setFont:[UIFont systemFontOfSize:14]];
[textview setFrame:CGRectMake(45, 6, 100, size.height + 10)];
textview.text = text;
Do the following:
_textView.text = someText;
[_textView sizeToFit];
_textView.frame.height = _textView.contentSize.height;
Addressing the similar issue I just created a an auto-layout based light-weight UITextView subclass which automatically grows and shrinks based on the size of user input and can be constrained by maximal and minimal height - all without a single line of code.
https://github.com/MatejBalantic/MBAutoGrowingTextView
The answer given by #Gabe doesn't work in iOS7.1 seemingly until after viewDidAppear. See my tests below.
UPDATE: Actually, the situation is even more complicated. If you assign textView.text in the resizeTheTextView method, in iOS7, the resizing amounts to allowing for only a single line of text. Seriously odd.
UPDATE2: See also UITextView content size different in iOS7
UPDATE3: See my code at the very bottom for what I'm using now. Seems to do the job.
#import "ViewController.h"
#interface ViewController ()
{
UITextView *textView;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
textView = [[UITextView alloc] initWithFrame:CGRectMake(50, 50, 200, 1)];
[self.view addSubview:textView];
CALayer *layer = textView.layer;
layer.borderColor = [UIColor blackColor].CGColor;
layer.borderWidth = 1;
textView.text = #"hello world\n\n";
// Calling the method directly, after the view is rendered, i.e., after viewDidAppear, works on both iOS6.1 and iOS7.1
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button setTitle:#"Change size" forState:UIControlStateNormal];
[button addTarget:self action:#selector(resizeTheTextView) forControlEvents:UIControlEventTouchUpInside];
[button sizeToFit];
CGRect frame = button.frame;
frame.origin.y = 400;
button.frame = frame;
[self.view addSubview:button];
// Works on iOS6.1, but does not work on iOS7.1
//[self resizeTheTextView];
}
- (void) viewWillAppear:(BOOL)animated
{
// Does not work on iOS7.1, but does work on iOS6.1
//[self resizeTheTextView];
}
- (void) viewDidAppear:(BOOL)animated
{
// Does work on iOS6.1 and iOS7.1
//[self resizeTheTextView];
}
- (void) resizeTheTextView
{
NSLog(#"textView.frame.size.height: %f", textView.frame.size.height);
NSLog(#"textView.contentSize.height: %f", textView.contentSize.height);
// 5) From https://stackoverflow.com/questions/728704/resizing-uitextview
CGRect frame = textView.frame;
UIEdgeInsets inset = textView.contentInset;
frame.size.height = textView.contentSize.height + inset.top + inset.bottom;
textView.frame = frame;
NSLog(#"inset.top: %f, inset.bottom: %f", inset.top, inset.bottom);
NSLog(#"textView.frame.size.height: %f", textView.frame.size.height);
NSLog(#"textView.contentSize.height: %f", textView.contentSize.height);
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
UPDATE3:
if ([[UIDevice currentDevice] majorVersionNumber] < 7.0) {
CGRect frame = _abstractTextView.frame;
UIEdgeInsets inset = _abstractTextView.contentInset;
frame.size.height = _abstractTextView.contentSize.height + inset.top + inset.bottom;
_abstractTextView.frame = frame;
}
else {
CGSize textViewSize = [_abstractTextView sizeThatFits:CGSizeMake(_abstractTextView.frame.size.width, FLT_MAX)];
_abstractTextView.frameHeight = textViewSize.height;
}
After you add the UITextView to its parent if you set a Content Mode on it then it seems to resize itself automatically.
This means you don't need to work out the height manually and apply a height contraint. It just seems to work!! Tested in iOS7 and iOS8 on iPad.
e.g.
--
textView.contentMode = UIViewContentMode.Center;
--
If anyone can explain why this works it would be much appreciated.. I found it by accident when messing with options in interface builder.
Just set scrollEnabled to NO, or uncheck Scrolling Enabled in the Scroll View section in IB and the UITextView will self-size.