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@roman
Created July 9, 2010 23:22
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Delegate that handles all the annoying gotchas of textfields
// As see on: http://cocoawithlove.com/2008/10/sliding-uitextfields-around-to-avoid.html
#import <Foundation/Foundation.h>
static const CGFloat KEYBOARD_ANIMATION_DURATION = 0.3;
static const CGFloat MINIMUM_SCROLL_FRACTION = 0.2;
static const CGFloat MAXIMUM_SCROLL_FRACTION = 0.8;
static const CGFloat PORTRAIT_KEYBOARD_HEIGHT = 216;
static const CGFloat LANDSCAPE_KEYBOARD_HEIGHT = 162;
@interface TextFieldDelegate : NSObject <UITextFieldDelegate> {
UIView *view;
CGFloat animatedDistance;
}
@property (retain, nonatomic) UIView *view;
- (TextFieldDelegate*) initWithView:(UIView*) _view;
@end
// as seen on: http://cocoawithlove.com/2008/10/sliding-uitextfields-around-to-avoid.html
#import "TextFieldDelegate.h"
@implementation TextFieldDelegate
@synthesize view;
- (TextFieldDelegate*) initWithView:(UIView*) _view {
if (self = [super init]) {
self.view = _view;
}
return self;
}
- (void) textFieldDidBeginEditing:(UITextField *)textField {
// Get the rects of the text field being edited and the view that we're going to scroll.
// We convert everything to window coordinates, since they're not necessarily in the same
// coordinate space.
CGRect textFieldRect = [self.view.window convertRect:textField.bounds fromView:textField];
CGRect viewRect = [self.view.window convertRect:self.view.bounds fromView:self.view];
// So now we have the bounds, we need to calculate the fraction between the top and bottom of
// the middle section for the text field's midline:
CGFloat midline = textFieldRect.origin.y + 0.5 * textFieldRect.size.height;
CGFloat numerator = midline - viewRect.origin.y - MINIMUM_SCROLL_FRACTION * viewRect.size.height;
CGFloat denominator = (MAXIMUM_SCROLL_FRACTION - MINIMUM_SCROLL_FRACTION) * viewRect.size.height;
CGFloat heightFraction = numerator / denominator;
// Clamp this fraction so that the top section is all "0.0" and the bottom section is all "1.0".
if (heightFraction < 0.0)
{
heightFraction = 0.0;
}
else if (heightFraction > 1.0)
{
heightFraction = 1.0;
}
// Now take this fraction and convert it into an amount to scroll by multiplying by the keyboard height
// for the current screen orientation. Notice the calls to floor so that we only scroll by whole pixel amounts.
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
if (orientation == UIInterfaceOrientationPortrait ||
orientation == UIInterfaceOrientationPortraitUpsideDown) {
animatedDistance = floor(PORTRAIT_KEYBOARD_HEIGHT * heightFraction);
}
else {
animatedDistance = floor(LANDSCAPE_KEYBOARD_HEIGHT * heightFraction);
}
// Finally, apply the animation. Note the use of setAnimationBeginsFromCurrentState:
// — this will allow a smooth transition to new text field if the user taps on another.
CGRect viewFrame = self.view.frame;
viewFrame.origin.y -= animatedDistance;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION];
[self.view setFrame:viewFrame];
[UIView commitAnimations];
}
- (void) textFieldDidEndEditing:(UITextField *)textField {
CGRect viewFrame = self.view.frame;
viewFrame.origin.y += animatedDistance;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:KEYBOARD_ANIMATION_DURATION];
[self.view setFrame:viewFrame];
[UIView commitAnimations];
}
- (BOOL) textFieldShouldReturn:(UITextField *)textField {
[textField resignFirstResponder];
return YES;
}
- (void) dealloc {
[self.view release];
[super dealloc];
}
@end
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