iPhone Keyboard hiding fields in UIWebView - iphone

I am a beginner at iPhone development and am hoping someone can help me with my question.
I have a UIWebView displaying a web page. If the user taps inside a textbox on the web page then the keyboard pops up. This is great, but it hides the field that the user tapped on. I have looked around and found code samples to deal with this, but none that specifically deal with the UIWebView. I have implemented UIKeyboardDidShowNotification and UIKeyboardDidHideNotification but am not sure how to resize the UIWebView properly. I have tried putting the UIWebView in a UIScrollView but not had any success with that. The code below seems to adjust the UIWebView but won't let it scroll to the field.
-(void) keyboardDidShow: (NSNotification *)notif{
if (keyboardShown) return;
NSLog(#"Keyboard Show");
NSDictionary *info = [notif userInfo];
NSValue *aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey];
CGSize keyboardSize = [aValue CGRectValue].size;
CGRect viewFrame = webBrowser.frame;
viewFrame.size.height -= keyboardSize.height;
webBrowser.frame = viewFrame;
keyboardShown = YES;
}
-(void) keyboardDidHide: (NSNotification *)notif{
NSLog(#"Keyboard hide");
keyboardShown = NO;
}
Hopefully someone can help me or point me in the right direction.
Thanks!
Pete

I think you need to change the center position of the view rather than the height of it if you want to do it manually. That is, set a new y position for webBrowser.frame which is minus keyboardSize.height.

You can make a UIAnimation that will move the UIWebview up with the keyboard and then use its delegate to make another UIAnimation when typing is over to move back the UIWebview to its original location.

You could try if making the bounds of the UIWebView smaller would solve the problem.
CGRect viewFrame = webBrowser.frame;
viewFrame.size.height -= keyboardSize.height;
webBrowser.bounds = viewFrame;

Related

Keyboard "WillShow" and "WillHide" vs. Rotation

I've got a view controller listening for both UIKeyboardWillShowNotification and UIKeyboardWillHideNotification. The handlers for these notifications adjust various parts of the view, which is standard procedure.
The following code is used to convert the keyboard rect from screen coordinates:
CGRect keyboardBounds = [self.view convertRect:[keyboardBoundsValue CGRectValue] fromView:nil];
Again, standard procedure. Unfortunately, there is a critical situation where this conversion fails. Look at what happens when an iPhone is rotated from portrait to landscape while the keyboard is deployed:
1) iOS automatically fires UIKeyboardWillHideNotification; self.interfaceOrientation is reported as portrait; keyboardBounds.height is 216.0. This makes sense. Why? Because the notification handler is given the chance to "clean up" before the view switches to landscape mode.
2) iOS automatically fires UIKeyboardWillShowNotification; self.interfaceOrientation is reported as portrait; keyboardBounds.height is 480.0. This does NOT make sense. Why not? Because the notification handler is going to do its work thinking that the height of the keyboard is 480.0!
Did Apple drop the ball on this one, or am I doing something wrong?
Please note that listening instead for UIKeyboardDidShowNotification is not a valid solution, because it significantly degrades the user experience. Why? Because animating my changes to the view after the keyboard deployment animation occurs is... well, pretty terrible-looking.
Has anyone managed to get autorotation working perfectly while the keyboard is deployed? It seems like an explosion of chaos that Apple has completely overlooked. >:|
Maybe a bit late, but I've just run into the same issue and have a nice solution for it that avoids any kind of work arounds (unless of course apple change things)
Basically, when the notification center calls your method for UIKeyboardWillShowNotification (or any of the other notifications), the frame that it gives you for UIKeyboardFrameBeginUserInfoKey is in context of the window, NOT your view. The problem with this, is that the windows coordinate system is always in portrait, regardless of the devices orientation, hence you're finding the width and height the wrong way round.
If you want to avoid your work around, simply convert the rectangle into the coordinate system of your view (which does change according to the orientation). To do this, do something like the following :
- (void) keyboardWillShow:(NSNotification *)aNotification
{
CGRect keyboardFrame = [[[aNotification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue];
CGRect convertedFrame = [self.view convertRect:keyboardFrame fromView:self.view.window];
......
/* Do whatever you want now with the new frame.
* The width and height will actually be correct now
*/
......
}
Hopefully this should be what you're after :)
Recently I've wrote a blog post about this exact problem you've described and how to solve it with a short and elegant way. Here is the link to the post: Synchronizing rotation animation between the keyboard and the attached view
If you don't want to dive into the long explanation described in the blog post here is a short description with a code example:
The basic principle is to use the same method that everyone uses - observing keyboard notifications to animate the attached view up and down. But in addition to that, you have to cancel these animations when the keyboard notifications are fired as a consequence of interface orientation change.
Rotation example without animation cancellation custom on interface orientation change:
Rotation example with animation cancellation on interface orientation change:
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[[NSNotificationCenter defaultCenter]
addObserver:self selector:#selector(adjustViewForKeyboardNotification:)
name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter]
addObserver:self selector:#selector(adjustViewForKeyboardNotification:)
name:UIKeyboardWillHideNotification object:nil];
}
- (void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear:animated];
[[NSNotificationCenter defaultCenter]
removeObserver:self name:UIKeyboardWillShowNotification object:nil];
[[NSNotificationCenter defaultCenter]
removeObserver:self name:UIKeyboardWillHideNotification object:nil];
}
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
[super willRotateToInterfaceOrientation:toInterfaceOrientation duration:duration];
self.animatingRotation = YES;
}
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
[super didRotateFromInterfaceOrientation:fromInterfaceOrientation];
self.animatingRotation = NO;
}
- (void)adjustViewForKeyboardNotification:(NSNotification *)notification {
NSDictionary *notificationInfo = [notification userInfo];
// Get the end frame of the keyboard in screen coordinates.
CGRect finalKeyboardFrame = [[notificationInfo objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue];
// Convert the finalKeyboardFrame to view coordinates to take into account any rotation
// factors applied to the window’s contents as a result of interface orientation changes.
finalKeyboardFrame = [self.view convertRect:finalKeyboardFrame fromView:self.view.window];
// Calculate new position of the commentBar
CGRect commentBarFrame = self.commentBar.frame;
commentBarFrame.origin.y = finalKeyboardFrame.origin.y - commentBarFrame.size.height;
// Update tableView height.
CGRect tableViewFrame = self.tableView.frame;
tableViewFrame.size.height = commentBarFrame.origin.y;
if (!self.animatingRotation) {
// Get the animation curve and duration
UIViewAnimationCurve animationCurve = (UIViewAnimationCurve) [[notificationInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] integerValue];
NSTimeInterval animationDuration = [[notificationInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];
// Animate view size synchronously with the appearance of the keyboard.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:animationDuration];
[UIView setAnimationCurve:animationCurve];
[UIView setAnimationBeginsFromCurrentState:YES];
self.commentBar.frame = commentBarFrame;
self.tableView.frame = tableViewFrame;
[UIView commitAnimations];
} else {
self.commentBar.frame = commentBarFrame;
self.tableView.frame = tableViewFrame;
}
}
This answer was also posted in similar question: UIView atop the Keyboard similar to iMessage App
I met the same problem. iOS gaves me incorrect width/height of the keyboard. I used the following snipped in a keyboardDidShow handler:
CGSize keyboardSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
CGSize keyboardSize2 = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue].size;
LogDbg(#"keyboard size: frameBegin=%#; frameEnd=%#", NSStringFromCGSize(keyboardSize), NSStringFromCGSize(keyboardSize2));
and for portrait and landscape modes of iPad I got respectively:
2012-06-14 04:09:49.734 -[LoginViewController keyboardDidShow:] 132 [DBG]:keyboard size: frameBegin={768, 264}; frameEnd={768, 264}
2012-06-14 04:10:07.971 -[LoginViewController keyboardDidShow:] 132 [DBG]:keyboard size: frameBegin={352, 1024}; frameEnd={352, 1024}
Guessing that the width of the keyboard should be greater then the height (yep, i'm so naive) I made a workaround like following:
if (keyboardSize.width < keyboardSize.height)
{
// NOTE: fixing iOS bug: http://stackoverflow.com/questions/9746417/keyboard-willshow-and-willhide-vs-rotation
CGFloat height = keyboardSize.height;
keyboardSize.height = keyboardSize.width;
keyboardSize.width = height;
}
Well, try looking at keyboard width. If it is the value that you are expecting, then I assume that the values are simply switched ;). 480 makes sense as a keyboard width for going into landscape, which is what gives me this hunch.
If that fails, just store the portrait and landscape rectangles separately. They are well documented ;)
I know this a very very late reply. Now only I came on this situation and find the unanswered question. So I thought I'll share my solution. There will be some other better way, but the following way also we can solve this.
The KBKeyboardHandler that I used is from: UITextField: move view when keyboard appears
I just changed my delegate as following:
- (void)keyboardSizeChanged:(CGSize)delta
{
CGRect frame = self.view.frame;
UIInterfaceOrientation interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
switch (interfaceOrientation) {
case UIInterfaceOrientationPortrait:
frame.origin.y-=delta.height;
break;
case UIInterfaceOrientationPortraitUpsideDown:
frame.origin.y+=delta.height;
break;
case UIInterfaceOrientationLandscapeLeft:
frame.origin.x-=delta.height;
break;
case UIInterfaceOrientationLandscapeRight:
frame.origin.x+=delta.height;
break;
default:
break;
}
self.view.frame = frame;
}
And it was working fine.
Here is my workaround:
CGSize keyboardSize = [[[notification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
float keyboardHeight = self.interfaceOrientation == UIInterfaceOrientationPortrait ? keyboardSize.height : keyboardSize.width;
Hope this helps :)
I use the following code to get the size of the keyboard which works fine for all rotations
NSDictionary *info = [aNotification userInfo];
if (UIInterfaceOrientationIsLandscape(self.interfaceOrientation))
kbHeight = [[NSNumber numberWithFloat:[[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size.width] floatValue];
else
kbHeight = [[NSNumber numberWithFloat:[[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size.height] floatValue];
NSLog(#"keyboard height = %F",kbHeight);
I then test for the orientation using the status bar orientation (which works in the first launch case for the iPad) and shift the view in the relative direction needed to make space for the keyboard. This works perfectly, if the keyboard is visible then it relocates to the correct position on rotations.
UIDeviceOrientation orientation = [UIApplication sharedApplication].statusBarOrientation;
if (orientation == UIDeviceOrientationPortrait)
{
NSLog(#"Orientation: portrait");
self.originalCenter = self.view.center;
self.view.center = CGPointMake(self.originalCenter.x, self.originalCenter.y-kbHeight);
}
if (orientation == UIDeviceOrientationPortraitUpsideDown)
{
NSLog(#"Orientation: portrait upside down");
self.originalCenter = self.view.center;
self.view.center = CGPointMake(self.originalCenter.x, self.originalCenter.y+kbHeight);
}
if (orientation == UIDeviceOrientationLandscapeLeft)
{
NSLog(#"Orientation: landscape left");
self.originalCenter = self.view.center;
self.view.center = CGPointMake(self.originalCenter.x+kbHeight,self.originalCenter.y);
}
if (orientation == UIDeviceOrientationLandscapeRight)
{
NSLog(#"Orientation: landscape right");
self.originalCenter = self.view.center;
self.view.center = CGPointMake(self.originalCenter.x-kbHeight,self.originalCenter.y);
}
You can return the view to its original position when the keyboard disappears or via a textFileDidEndEditing function.

How can I make a UIScrollView scroll to a UITextView's cursor position?

I have a view which is similar to the notes app - i.e. typing on a lined piece of paper. To make the text and the paper scroll simultaneously, I have disabled the UITextView's scrolling, and instead placed both my UITextView and my UIImageView inside a UIScrollView.
The only problem with this is that, when the user types, the text disappears below the keyboard, because obviously the UIScrollView does not know to scroll to the cursor position.
Is there any simple way I can retrieve the cursor position and tell the UIScrollView to scroll there?
---EDIT---
Starting from something similar here (where someone was trying to do something similar with a UITableView), I have managed to make a growing, editable UITextView with a fixed background that almost scrolls perfectly. The only issues now are:
There is a slight judder as the text moves up if the user types particularly fast.
If the user hides the keyboard, selects text at the bottom of the screen, and then shows the keyboard again, they have to type a couple of letters before the text becomes visible again - it doesn't scroll up immediately.
When the user hides the keyboard, the animation as the scroll view's frame fills the screen doesn't feel quite right somehow.
Here is the code - I'd be really grateful if anyone can refine it further...
#import "NoteEditViewController.h"
#import "RLWideLabelTableCell.h"
#implementation NoteEditViewController
#synthesize keyboardSize;
#synthesize keyboardHideDuration;
#synthesize scrollView;
#synthesize noteTextView;
//
// Dealloc and all that stuff
//
- (void)loadView
{
[super loadView];
UIScrollView *aScrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds];
self.scrollView = aScrollView; [aScrollView release];
self.scrollView.contentSize = CGSizeMake(self.view.frame.size.width, noteTextView.frame.size.height);
[self.view addSubview:scrollView];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Get notified when keyboard is shown. Don't need notification when hidden because we are
// using textViewDidEndEditing so we can start animating before the keyboard disappears.
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(keyboardWasShown:)
name:UIKeyboardDidShowNotification object:nil];
// Add the Done button so we can test dismissal of the keyboard
UIBarButtonItem *doneButton = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemDone
target:self
action:#selector(doneButton:)];
self.navigationItem.rightBarButtonItem = doneButton; [doneButton release];
// Add the background image that will scroll with the text
CGRect noteImageFrame = CGRectMake(self.view.bounds.origin.x,
noteTitleImageFrame.size.height,
self.view.bounds.size.width, 500);
UIView *backgroundPattern = [[UIView alloc] initWithFrame:noteImageFrame];
backgroundPattern.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"Notepaper-iPhone-Line"]];
[self.scrollView addSubview:backgroundPattern];
[self.view sendSubviewToBack:backgroundPattern];
[backgroundPattern release];
// Add the textView
CGRect textViewFrame = CGRectMake(noteImageFrame.origin.x+27,
noteImageFrame.origin.y-3,
noteImageFrame.size.width-35,
noteImageFrame.size.height);
RLTextView *textView = [[RLTextView alloc] initWithFrame:textViewFrame];
self.noteTextView = textView; [textView release];
self.noteTextView.font = [UIFont fontWithName:#"Cochin" size:21];
self.noteTextView.backgroundColor = [UIColor clearColor];
self.noteTextView.delegate = self;
self.noteTextView.scrollEnabled = NO;
[self.scrollView addSubview:self.noteTextView];
}
- (void)doneButton:(id)sender
{
[self.view endEditing:TRUE];
}
// When the keyboard is shown, the UIScrollView's frame shrinks so that it fits in the
// remaining space
- (void)keyboardWasShown:(NSNotification*)aNotification
{
NSDictionary* info = [aNotification userInfo];
CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
float kbHideDuration = [[info objectForKey:UIKeyboardAnimationDurationUserInfoKey] floatValue];
self.keyboardHideDuration = kbHideDuration;
self.keyboardSize = kbSize;
self.scrollView.frame = CGRectMake(self.view.bounds.origin.x,
self.view.bounds.origin.y,
self.view.bounds.size.width,
self.view.bounds.size.height - kbSize.height);
}
// When the user presses 'done' the UIScrollView expands to the size of its superview
// again, as the keyboard disappears.
- (void)textViewDidEndEditing:(UITextView *)textView
{
[UIScrollView animateWithDuration:keyboardHideDuration animations:^{self.scrollView.frame = self.view.bounds;}];
}
// This method needs to get called whenever there is a change of cursor position in the text box
// That means both textViewDidChange: and textViewDidChangeSelection:
- (void)scrollToCursor
{
// if there is a selection cursor…
if(noteTextView.selectedRange.location != NSNotFound) {
NSLog(#"selectedRange: %d %d", noteTextView.selectedRange.location, noteTextView.selectedRange.length);
// work out how big the text view would be if the text only went up to the cursor
NSRange range;
range.location = noteTextView.selectedRange.location;
range.length = noteTextView.text.length - range.location;
NSString *string = [noteTextView.text stringByReplacingCharactersInRange:range withString:#""];
CGSize size = [string sizeWithFont:noteTextView.font constrainedToSize:noteTextView.bounds.size lineBreakMode:UILineBreakModeWordWrap];
// work out where that position would be relative to the textView's frame
CGRect viewRect = noteTextView.frame;
int scrollHeight = viewRect.origin.y + size.height;
CGRect finalRect = CGRectMake(1, scrollHeight, 1, 1);
// scroll to it
[self.scrollView scrollRectToVisible:finalRect animated:YES];
}
}
// Whenever the text changes, the textView's size is updated (so it grows as more text
// is added), and it also scrolls to the cursor.
- (void)textViewDidChange:(UITextView *)textView
{
noteTextView.frame = CGRectMake(noteTextView.frame.origin.x,
noteTextView.frame.origin.y,
noteTextView.frame.size.width,
noteTextView.contentSize.height);
self.scrollView.contentSize = CGSizeMake(self.scrollView.contentSize.width,
noteTextView.frame.size.height+200);
[self scrollToCursor];
}
// The textView scrolls to the cursor whenever the user changes the selection point.
- (void)textViewDidChangeSelection:(UITextView *)aTextView
{
[self scrollToCursor];
}
// PROBLEM - the textView does not scroll until the user starts typing - just selecting
// it is not enough.
- (void)textViewDidBeginEditing:(UITextView *)textView
{
[self scrollToCursor];
}
Cool that you found my post about it, glad it was helpful!
I believe you may not be seeing the bottom line because of this line:
CGRect finalRect = CGRectMake(1, scrollHeight, 1, 1);
You're creating a 1x1 point box. A single line of text might be something like 20 or 30 points tall (depending on font size). So if you're scrolling this point to visible, it may only be showing the very top pixel of the bottom line - making the bottom line effectively invisible! If you make finalRect a little taller so it covers the whole line, it might work better:
CGRect finalRect = CGRectMake(1, scrollHeight, 1, 30);
Also, you may be calling your scrollRectToVisible code multiple times at once, which can cause "judders". In my code, I only run scrollRectToVisible from textViewDidChangeSelection, and resize the UITextView (if needed) in textViewDidChange. UIScrollView (and by inheritance UITableView) has built-in support to scroll the actively selected element to be visible, which in my testing worked well when simply resizing the UITextView while typing (but not when selecting a specific point inside with a touch).
There is no easy way to find the screen coordinates for any text or cursor in a UITextView.
What you should do is registering for UIKeyboardWillShowNotification and UIKeyboardWillShowNotification. And in the callbacks you adjust the size or contentInsets of the UIScrollView to adjust for the size of the keyboard.
The size of the keyboard, and even the animation duration is provided in the notifications userInfo, so you can do it in a nice animated fashion.
You find more information and sample code here: http://developer.apple.com/library/ios/#documentation/StringsTextFonts/Conceptual/TextAndWebiPhoneOS/KeyboardManagement/KeyboardManagement.html
Not strictly an answer to your question, but here's a different approach to the notes lined background trick: http://www.cocoanetics.com/2010/03/stuff-you-learn-from-reverse-engineering-notes-app/
I've used it and it works well.

iPhone - How may I scroll a UITextField and resize a UITextView when keybord appears

I have a UIScrollView inside which I have a UITextField and a UITextView.
I want to prevent the keyboard to hide the field we are working on.
If my user tap on the TextField, I want it to scroll to top of the screen.
If my user tap on the TextView, I want it to resize to the empty place left on the top of the keyboard.
My keyboard has an accessory view (a toolbar).
For now, I catch the UIKeyboardWillShowNotification notification, and I use this code, that does not really work (the textview is resized, but is still behind the keyboard) :
This code worked well when I hadn't the UIScrollView.
- (void)keyboardWillShow:(NSNotification *)notification {
if ([self.noteView isFirstResponder] == NO) return;
/*
Reduce the size of the text view so that it's not obscured by the keyboard.
Animate the resize so that it's in sync with the appearance of the keyboard.
*/
NSDictionary *userInfo = [notification userInfo];
NSValue* aValue = [userInfo objectForKey:UIKeyboardFrameEndUserInfoKey]; // Get the origin of the keyboard when it's displayed.
NSValue *animationDurationValue = [userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey]; // Get the duration of the animation.
// Get the top of the keyboard as the y coordinate of its origin in self's view's coordinate system. The bottom of the text view's frame should align with the top of the keyboard's final position.
CGRect keyboardRect = [aValue CGRectValue];
keyboardRect = [self.view convertRect:keyboardRect fromView:nil];
CGFloat keyboardTop = keyboardRect.origin.y;
CGRect newTextViewFrame = self.view.bounds;
newTextViewFrame.size.height = keyboardTop - self.view.frame.origin.y; // Using bounds here does not help
NSTimeInterval animationDuration;
[animationDurationValue getValue:&animationDuration];
// Animate the resize of the text view's frame in sync with the keyboard's appearance.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:animationDuration];
self.noteView.frame = newTextViewFrame;
[UIView commitAnimations];
}
So could you help me to :
make this work for the textview ?
make the Textview go back to its original position ?
How may I do to scroll the TextField without any resizing feature ?
Thank you
Could you just programmatically scroll the uiscrollview using this:
- (void)scrollRectToVisible:(CGRect)rect animated:(BOOL)animated
Not sure if this will work for your application or not.

Iphone -ScrollView smearing the view and the text

I registerd for the keyboard show event, and implemented the method like this :
-(void) KeyboardDidShow:(NSNotification*)notif{
if (KeyboardVisible)
{
NSLog(#"Keyboard is already visible");
return;
}
NSDictionary* info = [notif userInfo];
NSValue* value = [info objectForKey:UIKeyboardBoundsUserInfoKey];
CGSize keyboardSize = [value CGRectValue].size;
CGRect ViewFrame = self.view.frame;
ViewFrame.size.height-=keyboardSize.height;
scrollView.frame = ViewFrame;
KeyboardVisible = YES;
}
Within my view I have 2 textViews.
The problem I have is :
When I put the cursor within the textView and the keyboard pops, If I play with the view cursor up and down all text is getting smeared and it looks like the 2 textviews mix.
Is there something wrong with this code ? (It is actually taken from a book i'm reading).
Worth mentioning is that initially the view was implemented without scrolling, and then scrolling abilities were added using the "Embed objects in Scroll View" command.
Is self.view the same as scrollView? You should probably be using the scroll view's frame as the starting point of your change:
CGRect ViewFrame = scrollView.frame;
instead of
CGRect ViewFrame = self.view.frame;
Also double check your xib file to ensure that both of your text views are subviews of the scroll view and not sibling views. Perhaps you only embedded one of the text views?

UIPopoverController animates when keyboard pops up

Heey,
In my iPad application I have a UIPopoverController with a UIViewController containing some textfields.
When the keyboard comes up, the Popover gets animated to fit. Does anybody know how to disable this?
Thanks
I dont think you can except make the popovers smaller in height...Its done like that so when your keyboard pops up none of the popover gets covered by it (thus it shrinks back), however i have found it to be annoying at times since it messed with table views (not making them able to scroll all the way and having to resize them)
It would be great if it did actually animate to better part of the screen, I think you mean it actually shrinks the popUp which is mostly not good.(which i see during rotation in my case). You can not keep the popUp from squishing, UNLESS you move a view. The best way to handle this is to temporarily move your entire main UIView of the whole screen up with the keyBoard by the difference between the size of your pop up, and how much that pop up would shrink if you did not move it up... you can't just move it up by the size of your keyboard, because popUps up high would then also be effected. This code below is for when the keyboard rotated, similar code for when it is first introduced. easy to do, EXCept for when you rotate the screen, then things get tricky...
in otherwords, sometimes your UIView will not move at all, sometimes it will move up by a good 170 points.
//-----------------finding the keyboard top (also used on "didRotate")----very handy,
// took me hours to figure out an absolute always work topOfKeyboard, so here you go.-------
//--------------------------------------------------------------------------------
- (void)keyboardWillShow:(NSNotification*)notification
{
NSLog(#" keyboardWillShow");
UIWindow *keyWindow = [UIApplication sharedApplication].keyWindow;
NSDictionary* info = [notification userInfo];
keyboardRect = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue];
keyboardRect = [(UIView*)keyWindow convertRect:keyboardRect toView:mainViewController.view];
keyboardIsVisible = TRUE;
topOfKeyboard = keyboardRect.origin.y;
the tricky part is finding the PopUp bottom, because there appears to be code in the popup itself or the convertRect:toView: code that makes the origin flaky , (if you try to "view" origin after a "convertRect:toView:" code), it wants to move and be in different spots during rotation,(or one of it's super views) so bottom calc comes out different some times,(not predicable) because of async process of the rotation of different elements possibly because the popUp itself has many superviews down in the pop up. (to see problem in action with pop up and, must have keyboard effecting popup, move the whole view up then log the "origin" and "size" of popUp after the "convertRect:toView:" code)... the "origin" i'm talking about is the origin of the frame after it is translated to the main view (or atleast a couple views up) with the "convertRect:toView:" code....
update:(it appears if you move down about 3 superviews from the popUp, the flakiness goes away... (this code below was in a "didRotate" ipad type of code. That is that the popUp has several superviews before you can get to the one that is projected ontop of the proper frame
UIPopoverController probably should have a property that has the origin that is predicted after a rotation in it, in a type of "will rotate" kind of code, (because of the keyboard problem), instead of just the "popoverContentSize", (also should include the popoverContentSize that would have been without the keyboard as another variable, ".. anyway This is how I had to do it, see code below.
//--------------------------------------------------------------------------------
- (void) checkRotation
{
NSLog(#" ");
NSLog(#"checkRotation");
if (wasOffset)
{
wasOffset = false;
[UIImageView beginAnimations:nil context:NULL];
[UIImageView setAnimationDuration:0.2f];
CGRect frame = carousel.frame;
frame.origin.y += offset;
carousel.frame = frame;
[UIImageView commitAnimations];
[popPickerController presentPopoverFromRect:zoneButton.frame inView:[zoneButton superview] permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
if (popPickerController.popoverVisible)
{
if (keyboardIsVisible)
{
wasOffset = false;
[popPickerController presentPopoverFromRect:zoneButton.frame inView:[zoneButton superview]
permittedArrowDirections:UIPopoverArrowDirectionAny animated:NO];
upView3 = [[[popPickerController.contentViewController.view superview] superview] superview]; //hey it works... :o)
//NSLog(#" ");
//NSLog(#"upView3.frame.origin.x = %f",upView3.frame.origin.x);
//NSLog(#"upView3.frame.origin.y = %f",upView3.frame.origin.y);
//NSLog(#"upView3.frame.size.height = %f",upView3.frame.size.height);
//NSLog(#"upView3.frame.size.width = %f",upView3.frame.size.width);
//NSLog(#" ");
popUpRect.origin.x = upView3.frame.origin.x;
popUpRect.origin.y = upView3.frame.origin.y;
popUpRect.size.height = popUpSize.height;
popUpRect.size.width = popUpSize.width; //you must save the size because the keyboard destroys it before you can use it. very tricky....
//NSLog(#" ");
//NSLog(#"popUpRect.origin.x = %f",popUpRect.origin.x);
//NSLog(#"popUpRect.origin.y = %f",popUpRect.origin.y);
//NSLog(#"popUpRect.size.height = %f",popUpRect.size.height);
//NSLog(#"popUpRect.size.width = %f",popUpRect.size.width);
//NSLog(#" ");
//NSLog(#" ");
//NSLog(#"keyboardIsVisible = %d", keyboardIsVisible);
//NSLog(#" ");
//NSLog(#"keyboardRect.origin.x = %f",keyboardRect.origin.x);
//NSLog(#"keyboardRect.origin.y = %f",keyboardRect.origin.y);
//NSLog(#"keyboardRect.size.height = %f",keyboardRect.size.height);
//NSLog(#"keyboardRect.size.width = %f",keyboardRect.size.width);
//NSLog(#"topOfKeyboard = %f",topOfKeyboard);
CGFloat bottomOfPicker = popUpRect.origin.y + popUpRect.size.height - amountShadowCanEncroach;
//NSLog(#" ");
//NSLog(#"bottomOfPicker = %f",bottomOfPicker);
//NSLog(#"topOfKeyboard = %f",topOfKeyboard);
//NSLog(#" ");
if (bottomOfPicker > topOfKeyboard)
{
wasOffset = true;
offset = bottomOfPicker - topOfKeyboard;
NSLog(#"offset = %f",offset);
[UIImageView beginAnimations:nil context:NULL];
[UIImageView setAnimationDuration:0.2f];
CGRect frame = carousel.frame;
frame.origin.y -= offset;
carousel.frame = frame;
[UIImageView commitAnimations];
}
}
[popPickerController presentPopoverFromRect:zoneButton.frame inView:[zoneButton superview] permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
}
and moving the main UIView back
//-----------------------------------------------------------------------------
- (void) searchDidEndEditing
{
NSLog(#"searchDidEndEditing");
keyboardIsVisible = false;
if (wasOffset)
{
wasOffset = false;
[UIImageView beginAnimations:nil context:NULL];
[UIImageView setAnimationDuration:0.2f];
CGRect frame = mainView.frame;
frame.origin.y += offset;
mainView.frame = frame;
[UIImageView commitAnimations];
if (zoneButton.selected)
[popPickerController presentPopoverFromRect:zoneButton.frame inView:[zoneButton superview] permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES];
}
}