1792

With the iOS SDK:

I have a UIView with UITextFields that bring up a keyboard. I need it to be able to:

  1. Allow scrolling of the contents of the UIScrollView to see the other text fields once the keyboard is brought up

  2. Automatically "jump" (by scrolling up) or shortening

I know that I need a UIScrollView. I've tried changing the class of my UIView to a UIScrollView, but I'm still unable to scroll the textboxes up or down.

Do I need both a UIView and a UIScrollView? Does one go inside the other?

What needs to be implemented in order to automatically scroll to the active text field?

Ideally as much of the setup of the components as possible will be done in Interface Builder. I'd like to only write code for what needs it.

Note: the UIView (or UIScrollView) that I'm working with is brought up by a tabbar (UITabBar), which needs to function as normal.


I am adding the scroll bar just for when the keyboard comes up. Even though it's not needed, I feel like it provides a better interface because then the user can scroll and change textboxes, for example.

I've got it working where I change the frame size of the UIScrollView when the keyboard goes up and down. I'm simply using:

-(void)textFieldDidBeginEditing:(UITextField *)textField {
    //Keyboard becomes visible
    scrollView.frame = CGRectMake(scrollView.frame.origin.x,
                                  scrollView.frame.origin.y,
    scrollView.frame.size.width,
    scrollView.frame.size.height - 215 + 50);   // Resize
}

-(void)textFieldDidEndEditing:(UITextField *)textField {
    // Keyboard will hide
    scrollView.frame = CGRectMake(scrollView.frame.origin.x,
                                  scrollView.frame.origin.y,
                                  scrollView.frame.size.width,
                                  scrollView.frame.size.height + 215 - 50); // Resize
}

However, this doesn't automatically "move up" or center the lower text fields in the visible area, which is what I would really like.

19

99 Answers 99

1076
  1. You will only need a ScrollView if the contents you have now do not fit in the iPhone screen. (If you are adding the ScrollView as the superview of the components just to make the TextField scroll up when keyboard comes up, then it's not needed.)

  2. The standard way to prevent the TextFields from being covered by the keyboard is to move the view up/down whenever the keyboard is shown.

Here is some sample code:

#define kOFFSET_FOR_KEYBOARD 80.0

-(void)keyboardWillShow {
    // Animate the current view out of the way
    if (self.view.frame.origin.y >= 0)
    {
        [self setViewMovedUp:YES];
    }
    else if (self.view.frame.origin.y < 0)
    {
        [self setViewMovedUp:NO];
    }
}

-(void)keyboardWillHide {
    if (self.view.frame.origin.y >= 0)
    {
        [self setViewMovedUp:YES];
    }
    else if (self.view.frame.origin.y < 0)
    {
        [self setViewMovedUp:NO];
    }
}

-(void)textFieldDidBeginEditing:(UITextField *)sender
{
    if ([sender isEqual:mailTf])
    {
        //move the main view, so that the keyboard does not hide it.
        if  (self.view.frame.origin.y >= 0)
        {
            [self setViewMovedUp:YES];
        }
    }
}

//method to move the view up/down whenever the keyboard is shown/dismissed
-(void)setViewMovedUp:(BOOL)movedUp
{
    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationDuration:0.3]; // if you want to slide up the view

    CGRect rect = self.view.frame;
    if (movedUp)
    {
        // 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.
        rect.origin.y -= kOFFSET_FOR_KEYBOARD;
        rect.size.height += kOFFSET_FOR_KEYBOARD;
    }
    else
    {
        // revert back to the normal state.
        rect.origin.y += kOFFSET_FOR_KEYBOARD;
        rect.size.height -= kOFFSET_FOR_KEYBOARD;
    }
    self.view.frame = rect;

    [UIView commitAnimations];
}


- (void)viewWillAppear:(BOOL)animated
{
    [super viewWillAppear:animated];
    // register for keyboard notifications
    [[NSNotificationCenter defaultCenter] addObserver:self
                                         selector:@selector(keyboardWillShow)
                                             name:UIKeyboardWillShowNotification
                                           object:nil];

    [[NSNotificationCenter defaultCenter] addObserver:self
                                         selector:@selector(keyboardWillHide)
                                             name:UIKeyboardWillHideNotification
                                           object:nil];
}

- (void)viewWillDisappear:(BOOL)animated
{
    [super viewWillDisappear:animated];
    // unregister for keyboard notifications while not visible.
    [[NSNotificationCenter defaultCenter] removeObserver:self
                                             name:UIKeyboardWillShowNotification
                                           object:nil];

    [[NSNotificationCenter defaultCenter] removeObserver:self
                                             name:UIKeyboardWillHideNotification
                                           object:nil];
}
22
  • 3
    What does _textField? I copied it into my code, it says _textField is undeclared.
    – Cocoa Dev
    Dec 14, 2010 at 17:56
  • It's the field that you use to say "when the user is editing here the view should slide up" or something so... However you can remove that if, if you more fields.
    – patrick
    Jan 28, 2011 at 13:02
  • isn't it batter to call -(void)setViewMovedUp:(BOOL)movedUp in keyBoardWillSHow and KeyBoardWillHide events!! Jun 26, 2011 at 4:08
  • 4
    Not particularly useful if you're supporting rotations of the main view. Dec 2, 2012 at 16:00
  • 2
    To make this work, I had to comment out the textFieldDidBeginEditing section.
    – avance
    Sep 21, 2016 at 22:23
450

I was also having a lot of issue with a UIScrollView composing of multiple UITextFields, of which, one or more of them would get obscured by the keyboard when they are being edited.

Here are some things to consider if your UIScrollView is not properly scrolling.

1) Ensure that your contentSize is greater than the UIScrollView frame size. The way to understand UIScrollViews is that the UIScrollView is like a viewing window on the content defined in the contentSize. So when in order for the UIScrollview to scroll anywhere, the contentSize must be greater than the UIScrollView. Else, there is no scrolling required as everything defined in the contentSize is already visible. BTW, default contentSize = CGSizeZero.

2) Now that you understand that the UIScrollView is really a window into your "content", the way to ensure that the keyboard is not obscuring your UIScrollView's viewing "window" would be to resize the UIScrollView so that when the keyboard is present, you have the UIScrollView window sized to just the original UIScrollView frame.size.height minus the height of the keyboard. This will ensure that your window is only that small viewable area.

3) Here's the catch: When I first implemented this I figured I would have to get the CGRect of the edited textfield and call UIScrollView's scrollRecToVisible method. I implemented the UITextFieldDelegate method textFieldDidBeginEditing with the call to the scrollRecToVisible method. This actually worked with a strange side effect that the scrolling would snap the UITextField into position. For the longest time I couldn't figure out what it was. Then I commented out the textFieldDidBeginEditing Delegate method and it all work!!(???). As it turned out, I believe the UIScrollView actually implicitly brings the currently edited UITextField into the viewable window implicitly. My implementation of the UITextFieldDelegate method and subsequent call to the scrollRecToVisible was redundant and was the cause of the strange side effect.

So here are the steps to properly scroll your UITextField in a UIScrollView into place when the keyboard appears.

// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.

- (void)viewDidLoad 
{
    [super viewDidLoad];

    // register for keyboard notifications
    [[NSNotificationCenter defaultCenter] addObserver:self 
                                             selector:@selector(keyboardWillShow:) 
                                                 name:UIKeyboardWillShowNotification 
                                               object:self.view.window];
    // register for keyboard notifications
    [[NSNotificationCenter defaultCenter] addObserver:self 
                                             selector:@selector(keyboardWillHide:) 
                                                 name:UIKeyboardWillHideNotification 
                                               object:self.view.window];
    keyboardIsShown = NO;
    //make contentSize bigger than your scrollSize (you will need to figure out for your own use case)
    CGSize scrollContentSize = CGSizeMake(320, 345);
    self.scrollView.contentSize = scrollContentSize;
}

- (void)keyboardWillHide:(NSNotification *)n
{
    NSDictionary* userInfo = [n userInfo];

    // get the size of the keyboard
    CGSize keyboardSize = [[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue].size;


    // resize the scrollview
    CGRect viewFrame = self.scrollView.frame;
    // I'm also subtracting a constant kTabBarHeight because my UIScrollView was offset by the UITabBar so really only the portion of the keyboard that is leftover pass the UITabBar is obscuring my UIScrollView.
    viewFrame.size.height += (keyboardSize.height - kTabBarHeight);

    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationBeginsFromCurrentState:YES];
    [self.scrollView setFrame:viewFrame];
    [UIView commitAnimations];

    keyboardIsShown = NO;
}

- (void)keyboardWillShow:(NSNotification *)n
{
    // This is an ivar I'm using to ensure that we do not do the frame size adjustment on the `UIScrollView` if the keyboard is already shown.  This can happen if the user, after fixing editing a `UITextField`, scrolls the resized `UIScrollView` to another `UITextField` and attempts to edit the next `UITextField`.  If we were to resize the `UIScrollView` again, it would be disastrous.  NOTE: The keyboard notification will fire even when the keyboard is already shown.
    if (keyboardIsShown) {
        return;
    }

    NSDictionary* userInfo = [n userInfo];

    // get the size of the keyboard
    CGSize keyboardSize = [[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue].size;

    // resize the noteView
    CGRect viewFrame = self.scrollView.frame;
    // I'm also subtracting a constant kTabBarHeight because my UIScrollView was offset by the UITabBar so really only the portion of the keyboard that is leftover pass the UITabBar is obscuring my UIScrollView.
    viewFrame.size.height -= (keyboardSize.height - kTabBarHeight);

    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationBeginsFromCurrentState:YES];
    [self.scrollView setFrame:viewFrame];
    [UIView commitAnimations];
    keyboardIsShown = YES;
}
  1. Register for the keyboard notifications at viewDidLoad
  2. Unregister for the keyboard nofitications at viewDidUnload
  3. Ensure that the contentSize is set and greater than your UIScrollView at viewDidLoad
  4. Shrink the UIScrollView when the keyboard is present
  5. Revert back the UIScrollView when the keyboard goes away.
  6. Use an ivar to detect if the keyboard is already shown on the screen since the keyboard notifications are sent each time a UITextField is tabbed even if the keyboard is already present to avoid shrinking the UIScrollView when it's already shrunk

One thing to note is that the UIKeyboardWillShowNotification will fire even when the keyboard is already on the screen when you tab on another UITextField. I took care of this by using an ivar to avoid resizing the UIScrollView when the keyboard is already on the screen. Inadvertently resizing the UIScrollView when the keyboard is already there would be disastrous!

Hope this code saves some of you a lot of headache.

17
  • 3
    Great, but two problems: 1. UIKeyboardBoundsUserInfoKey is deprecated. 2. keyboardSize is in "screen coordinates", so your viewFrame calculations will fail if the frame is rotated or scaled. Apr 20, 2011 at 21:26
  • 22
    @Martin Wickman - Use CGSize keyboardSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size; instead of the deprecated UIKeyboardBoundsUserInfoKey
    – sottenad
    Jul 30, 2011 at 20:51
  • 1
    HI, I did the same, but the text view only moves up when user starts typing? Is it the expected behavior or I am missing something?
    – user517491
    Apr 19, 2012 at 13:07
  • 3
    [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size should be [[userInfo objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size . Great solution though!
    – j7nn7k
    May 24, 2012 at 8:09
  • 1
    I like your solution but I think I can make it even simpler: don't bother with the Notification Observer stuff; instead call the right animation routines inside the appropriate delegate methods -- for UITextView they're textViewDidBeginEditing and textViewDidEndEditing. Feb 12, 2013 at 23:51
275

It's actually best just to use Apple's implementation, as provided in the docs. However, the code they provide is faulty. Replace the portion found in keyboardWasShown: just below the comments to the following:

NSDictionary* info = [aNotification userInfo];
CGRect keyPadFrame=[[UIApplication sharedApplication].keyWindow convertRect:[[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue] fromView:self.view];
CGSize kbSize =keyPadFrame.size;
CGRect activeRect=[self.view convertRect:activeField.frame fromView:activeField.superview];
CGRect aRect = self.view.bounds;
aRect.size.height -= (kbSize.height);

CGPoint origin =  activeRect.origin;
origin.y -= backScrollView.contentOffset.y;
if (!CGRectContainsPoint(aRect, origin)) {
    CGPoint scrollPoint = CGPointMake(0.0,CGRectGetMaxY(activeRect)-(aRect.size.height));
    [backScrollView setContentOffset:scrollPoint animated:YES];
}

The problems with Apple's code are these: (1) They always calculate if the point is within the view's frame, but it's a ScrollView, so it may already have scrolled and you need to account for that offset:

origin.y -= scrollView.contentOffset.y

(2) They shift the contentOffset by the height of the keyboard, but we want the opposite (we want to shift the contentOffset by the height that is visible on the screen, not what isn't):

activeField.frame.origin.y-(aRect.size.height)
17
  • 3
    In situations where the scroll view is not filling the screen, aRect should be set to the scroll view's frame May 9, 2013 at 4:48
  • 2
    Shouldn't you want the CGPoint origin = activeField.frame.origin + activeField.frame.size.height ?, because you want the whole textfield to be displayed and if it happens to have just some pixels visible then code won't enter the condition.
    – htafoya
    Apr 15, 2014 at 17:16
  • 1
    This solution doesn't work in Landscape orientation — the text field flies off the top of the view port. iPad with iOS 7.1.
    – Andrew
    Apr 27, 2014 at 9:47
  • 4
    For better iOS 8 support, I'd suggest using UIKeyboardFrameEndUserInfoKey instead of UIKeyboardFrameBeginUserInfoKey when getting the keyboard size, as this will pick up things such as custom keyboard changes and toggling predictive text on/off.
    – Endareth
    Nov 13, 2014 at 2:06
  • 1
    @Egor: Your fix makes it work way better - but the last line must be inverse: self.scrollView.contentOffset = self.currentSVoffset; Jan 23, 2015 at 7:32
253

In textFieldDidBeginEditting and in textFieldDidEndEditing call the function [self animateTextField:textField up:YES] like so:

-(void)textFieldDidBeginEditing:(UITextField *)textField 
{ 
    [self animateTextField:textField up:YES]; 
}

- (void)textFieldDidEndEditing:(UITextField *)textField
{
    [self animateTextField:textField up:NO];
}

-(void)animateTextField:(UITextField*)textField up:(BOOL)up
{
    const int movementDistance = -130; // tweak as needed
    const float movementDuration = 0.3f; // tweak as needed

    int movement = (up ? movementDistance : -movementDistance); 

    [UIView beginAnimations: @"animateTextField" context: nil];
    [UIView setAnimationBeginsFromCurrentState: YES];
    [UIView setAnimationDuration: movementDuration];
    self.view.frame = CGRectOffset(self.view.frame, 0, movement);
    [UIView commitAnimations];
}

I hope this code will help you.

Swift 5

func animateTextField(textField: UITextField, up: Bool) {
    
    let movementDistance: CGFloat = -130
    let movementDuration: Double = 0.3
    
    var movement:CGFloat = 0
    if up {
        movement = movementDistance
    } else {
        movement = -movementDistance
    }
    
    UIView.animate(withDuration: movementDuration, delay: 0, options: [.beginFromCurrentState]) {
        self.view.frame = self.view.frame.offsetBy(dx: 0, dy: movement)
    }
}

func textFieldDidBeginEditing(_ textField: UITextField) {
    animateTextField(textField: textField, up: true)
}

func textFieldDidEndEditing(_ textField: UITextField) {
    animateTextField(textField: textField, up: false)
}
12
  • 1
    why not use [UIView animateWithDuration: animations:^{ }]; ? Aug 8, 2012 at 22:20
  • 2
    this works good, though const int movementDistance = -130; // tweak as needed needs to be changed to more flexible
    – Hammer
    Oct 10, 2014 at 3:57
  • 7
    Incredibly simple on small implementations. No mucking around with ScrollViews and Ambiguous auto-layout issues. May 9, 2015 at 2:13
  • 6
    Erm...you don´t use the textField parameter at all. Why then have it as a function parameter? Additionally, you could use the ternary operator also in Swift. Makes the code less talky.
    – stk
    Oct 23, 2016 at 15:16
  • 1
    If the background color of the View is something other than black, make sure you set the color of the Window to match your view so the user doesn't see behind it. i.e. self.window.backgroundColor = [UIColor whiteColor]; Mar 21, 2017 at 22:23
136

Just using TextFields:

1a) Using Interface Builder: Select All TextFields => Edit => Embed In => ScrollView

1b) Manually embed TextFields in UIScrollView called scrollView

2) Set UITextFieldDelegate

3) Set each textField.delegate = self; (or make connections in Interface Builder)

4) Copy / Paste:

- (void)textFieldDidBeginEditing:(UITextField *)textField {
    CGPoint scrollPoint = CGPointMake(0, textField.frame.origin.y);
    [scrollView setContentOffset:scrollPoint animated:YES];
}

- (void)textFieldDidEndEditing:(UITextField *)textField {
    [scrollView setContentOffset:CGPointZero animated:YES];
}
4
  • 8
    But it also moves up the view when textField is already visible.
    – TheTiger
    May 5, 2014 at 7:03
  • 1
    Need to change CGPointMake(0, textField.frame.origin.y); to CGPointMake(0, textField.frame.origin.y + scrollView.contentInset.top);
    – Jun
    Jan 11, 2015 at 14:24
  • @Egor Even after your comment it doesn't work. Like "TheTiger" mentioned it moves up the view even after textfield is visible.
    – rak appdev
    Apr 3, 2017 at 18:32
  • Change for XCode 10: "Select All TextFields => Editor => Embed In => Scroll View"
    – tibalt
    May 7, 2019 at 16:57
121

For Universal Solution, Here was my approach for implementing IQKeyboardManager.

enter image description here

Step1:- I Added global notifications of UITextField, UITextView, and UIKeyboard in a singleton class. I call it IQKeyboardManager.

Step2:- If found UIKeyboardWillShowNotification, UITextFieldTextDidBeginEditingNotification or UITextViewTextDidBeginEditingNotification notifications, I try to get topMostViewController instance from the UIWindow.rootViewController hierarchy. In order to properly uncover UITextField/UITextView on it, topMostViewController.view's frame needs to be adjusted.

Step3:- I calculated expected move distance of topMostViewController.view with respect to first responded UITextField/UITextView.

Step4:- I moved topMostViewController.view.frame up/down according to the expected move distance.

Step5:- If found UIKeyboardWillHideNotification, UITextFieldTextDidEndEditingNotification or UITextViewTextDidEndEditingNotification notification, I again try to get topMostViewController instance from the UIWindow.rootViewController hierarchy.

Step6:- I calculated disturbed distance of topMostViewController.view which needs to be restored to it's original position.

Step7:- I restored topMostViewController.view.frame down according to the disturbed distance.

Step8:- I instantiated singleton IQKeyboardManager class instance on app load, so every UITextField/UITextView in the app will adjust automatically according to the expected move distance.

That's all IQKeyboardManager do for you with NO LINE OF CODE really!! only need to drag and drop related source file to project. IQKeyboardManager also support Device Orientation, Automatic UIToolbar Management, KeybkeyboardDistanceFromTextField and much more than you think.

2
  • Add IQKeyBoardManagerSwift directory to my project and don't work. Can't enable cuz its not recognize in AppDelegate... Nov 5, 2015 at 17:45
  • 2
    this feels like phishing the actual solution is not shown but instead we see a commercial to this guys GitHub account.
    – Brian Bird
    Jan 5, 2018 at 23:29
102

I've put together a universal, drop-in UIScrollView, UITableView and even UICollectionView subclass that takes care of moving all text fields within it out of the way of the keyboard.

When the keyboard is about to appear, the subclass will find the subview that's about to be edited, and adjust its frame and content offset to make sure that view is visible, with an animation to match the keyboard pop-up. When the keyboard disappears, it restores its prior size.

It should work with basically any setup, either a UITableView-based interface, or one consisting of views placed manually.

Here' tis: solution for moving text fields out of the way of the keyboard

1
  • Does weird things like my scrollview all fits in the screen, so it can't be scrolled. After opening and closing the keyboard, the content is now larger (looks like something invisible was added and not removed at the bottom of the page), and can be scrolled.
    – Almo
    Nov 23, 2014 at 1:48
94

For Swift Programmers :

This will do everything for you, just put these in your view controller class and implement the UITextFieldDelegate to your view controller & set the textField's delegate to self

textField.delegate = self // Setting delegate of your UITextField to self

Implement the delegate callback methods:

func textFieldDidBeginEditing(textField: UITextField) {
    animateViewMoving(true, moveValue: 100)
}

func textFieldDidEndEditing(textField: UITextField) {
    animateViewMoving(false, moveValue: 100)
}

// Lifting the view up
func animateViewMoving (up:Bool, moveValue :CGFloat){
    let movementDuration:NSTimeInterval = 0.3
    let movement:CGFloat = ( up ? -moveValue : moveValue)
    UIView.beginAnimations( "animateView", context: nil)
    UIView.setAnimationBeginsFromCurrentState(true)
    UIView.setAnimationDuration(movementDuration )
    self.view.frame = CGRectOffset(self.view.frame, 0,  movement)
    UIView.commitAnimations()
}

For Swift 4, 4.2, 5: Change

self.view.frame = CGRectOffset(self.view.frame, 0,  movement)

to

self.view.frame = self.view.frame.offsetBy(dx: 0, dy: movement)

Last note about this implementation: If you push another view controller onto the stack while the keyboard is shown, this will create an error where the view is returned back to its center frame but keyboard offset is not reset. For example, your keyboard is the first responder for nameField, but then you push a button that pushes your Help View Controller onto your stack. To fix the offset error, make sure to call nameField.resignFirstResponder() before leaving the view controller, ensuring that the textFieldDidEndEditing delegate method is called as well. I do this in the viewWillDisappear method.

3
  • 3
    SwiftLint didn't like self.view.frame = CGRectOffset(self.view.frame, 0, movement) so I changed that line to self.view.frame.offsetInPlace(dx: 0, dy: movement) May 10, 2016 at 18:10
  • 2
    Swift 4 change self.view.frame = CGRectOffset(self.view.frame, 0, movement) to self.view.frame.offsetBy(dx: 0, dy: movement)
    – Asinox
    Jan 14, 2018 at 20:22
  • FYI, for this to work, you have to put. self.view.frame = self.view.frame.offsetBy(dx: 0, dy: movement) Jul 5, 2019 at 8:32
67

There are already a lot of answers, but still none of the solutions above had all the fancy positioning stuff required for a "perfect" bug-free, backwards compatible and flicker-free animation. (bug when animating frame/bounds and contentOffset together, different interface orientations, iPad split keyboard, ...)
Let me share my solution:
(assuming you have set up UIKeyboardWill(Show|Hide)Notification)

// Called when UIKeyboardWillShowNotification is sent
- (void)keyboardWillShow:(NSNotification*)notification
{
    // if we have no view or are not visible in any window, we don't care
    if (!self.isViewLoaded || !self.view.window) {
        return;
    }

    NSDictionary *userInfo = [notification userInfo];

    CGRect keyboardFrameInWindow;
    [[userInfo objectForKey:UIKeyboardFrameEndUserInfoKey] getValue:&keyboardFrameInWindow];

    // the keyboard frame is specified in window-level coordinates. this calculates the frame as if it were a subview of our view, making it a sibling of the scroll view
    CGRect keyboardFrameInView = [self.view convertRect:keyboardFrameInWindow fromView:nil];

    CGRect scrollViewKeyboardIntersection = CGRectIntersection(_scrollView.frame, keyboardFrameInView);
    UIEdgeInsets newContentInsets = UIEdgeInsetsMake(0, 0, scrollViewKeyboardIntersection.size.height, 0);

    // this is an old animation method, but the only one that retains compaitiblity between parameters (duration, curve) and the values contained in the userInfo-Dictionary.
    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationDuration:[[userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]];
    [UIView setAnimationCurve:[[userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] intValue]];

    _scrollView.contentInset = newContentInsets;
    _scrollView.scrollIndicatorInsets = newContentInsets;

    /*
     * Depending on visual layout, _focusedControl should either be the input field (UITextField,..) or another element
     * that should be visible, e.g. a purchase button below an amount text field
     * it makes sense to set _focusedControl in delegates like -textFieldShouldBeginEditing: if you have multiple input fields
     */
    if (_focusedControl) {
        CGRect controlFrameInScrollView = [_scrollView convertRect:_focusedControl.bounds fromView:_focusedControl]; // if the control is a deep in the hierarchy below the scroll view, this will calculate the frame as if it were a direct subview
        controlFrameInScrollView = CGRectInset(controlFrameInScrollView, 0, -10); // replace 10 with any nice visual offset between control and keyboard or control and top of the scroll view.

        CGFloat controlVisualOffsetToTopOfScrollview = controlFrameInScrollView.origin.y - _scrollView.contentOffset.y;
        CGFloat controlVisualBottom = controlVisualOffsetToTopOfScrollview + controlFrameInScrollView.size.height;

        // this is the visible part of the scroll view that is not hidden by the keyboard
        CGFloat scrollViewVisibleHeight = _scrollView.frame.size.height - scrollViewKeyboardIntersection.size.height;

        if (controlVisualBottom > scrollViewVisibleHeight) { // check if the keyboard will hide the control in question
            // scroll up until the control is in place
            CGPoint newContentOffset = _scrollView.contentOffset;
            newContentOffset.y += (controlVisualBottom - scrollViewVisibleHeight);

            // make sure we don't set an impossible offset caused by the "nice visual offset"
            // if a control is at the bottom of the scroll view, it will end up just above the keyboard to eliminate scrolling inconsistencies
            newContentOffset.y = MIN(newContentOffset.y, _scrollView.contentSize.height - scrollViewVisibleHeight);

            [_scrollView setContentOffset:newContentOffset animated:NO]; // animated:NO because we have created our own animation context around this code
        } else if (controlFrameInScrollView.origin.y < _scrollView.contentOffset.y) {
            // if the control is not fully visible, make it so (useful if the user taps on a partially visible input field
            CGPoint newContentOffset = _scrollView.contentOffset;
            newContentOffset.y = controlFrameInScrollView.origin.y;

            [_scrollView setContentOffset:newContentOffset animated:NO]; // animated:NO because we have created our own animation context around this code
        }
    }

    [UIView commitAnimations];
}


// Called when the UIKeyboardWillHideNotification is sent
- (void)keyboardWillHide:(NSNotification*)notification
{
    // if we have no view or are not visible in any window, we don't care
    if (!self.isViewLoaded || !self.view.window) {
        return;
    }

    NSDictionary *userInfo = notification.userInfo;

    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationDuration:[[userInfo valueForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]];
    [UIView setAnimationCurve:[[userInfo valueForKey:UIKeyboardAnimationCurveUserInfoKey] intValue]];

    // undo all that keyboardWillShow-magic
    // the scroll view will adjust its contentOffset apropriately
    _scrollView.contentInset = UIEdgeInsetsZero;
    _scrollView.scrollIndicatorInsets = UIEdgeInsetsZero;

    [UIView commitAnimations];
}
4
  • Great improvements of @Shiun answer. But after keyboard is gone, the view do not back in the 1st position. It's still a great work :)
    – Lucien
    Jun 6, 2013 at 12:40
  • 2
    Thanks, this is the best solution for me in 2017. Note that you don't need to track the focusedControl yourself, you can determine that with UIApplication.shared.sendAction(...). Here's the Swift 3 version of your answer (minus willHide portion), with the sendAction implemented: gist.github.com/xaphod/7aab1302004f6e933593a11ad8f5a72d
    – xaphod
    Jun 2, 2017 at 20:41
  • @xaphod in my case I needed to focus more controls - e.g. a button below an input field. but yeah that code is now 4 years old and may benefit from improvements. Jun 25, 2017 at 16:33
  • This is probably the proper solution. Keyboard notification carries animation data, the text field delegations do not know about animation duration, it would just be a guess work.
    – X.Y.
    Jan 26, 2019 at 17:42
64

Shiun said "As it turned out, I believe the UIScrollView actually implicitly brings the currently edited UITextField into the viewable window implicitly" This seems to be true for iOS 3.1.3, but not 3.2, 4.0, or 4.1. I had to add an explicit scrollRectToVisible in order to make the UITextField visible on iOS >= 3.2.

2
  • It's not the UIScrollView which scrolls implicitly the edited UITextField into view, its the UITextField which calls a private [UITextField scrollTextFieldToVisibleIfNecessary] method which in turn calls [UIScrollView scrollRectToVisible] when [UITextField becomeFirstResponder] is called. See github.com/leopatras/ios_textfields_on_scrollview. If constraints and view controllers are setup properly there is actually no need to call scrollRectToVisible explicitly (at least since IOS 11).
    – Leo
    Dec 29, 2019 at 21:11
  • Is something like this possible with UITextView or should we handle that manually?
    – Zaraki
    Sep 28, 2021 at 10:17
50

One thing to consider is whether you ever want to use a UITextField on its own. I haven’t come across any well-designed iPhone apps that actually use UITextFields outside of UITableViewCells.

It will be some extra work, but I recommend you implement all data entry views a table views. Add a UITextView to your UITableViewCells.

4
  • 1
    One of my apps needs to allow users to add freeform notes- so yes it is sometimes useful to use a UITextField. May 20, 2013 at 22:29
  • 1
    I agree with this method. Zero work or code this way. Even if you need a free form note you still can with a table cell
    – RJH
    Oct 29, 2015 at 15:33
  • UITableView is sadly the only way to go. Keyboard notifications are brittle and have changed overtime. Sample code on Stack Overflow: stackoverflow.com/a/32390936/218152 Feb 9, 2016 at 22:16
  • This answer is some five years out of date. The only modern solution is something like this ... stackoverflow.com/a/41808338/294884
    – Fattie
    Nov 30, 2017 at 20:20
48

This document details a solution to this problem. Look at the source code under 'Moving Content That Is Located Under the Keyboard'. It's pretty straightforward.

EDIT: Noticed there's a wee glitch in the example. You will probably want to listen for UIKeyboardWillHideNotification instead of UIKeyboardDidHideNotification. Otherwise the scroll view behind of the keyboard will be clipped for the duration of the keyboard closing animation.

33

Easiest solution found

- (void)textFieldDidBeginEditing:(UITextField *)textField
{
    [self animateTextField: textField up: YES];
}


- (void)textFieldDidEndEditing:(UITextField *)textField
{
    [self animateTextField: textField up: NO];
}

- (void) animateTextField: (UITextField*) textField up: (BOOL) up
{
    const int movementDistance = 80; // tweak as needed
    const float movementDuration = 0.3f; // tweak as needed

    int movement = (up ? -movementDistance : movementDistance);

    [UIView beginAnimations: @"anim" context: nil];
    [UIView setAnimationBeginsFromCurrentState: YES];
    [UIView setAnimationDuration: movementDuration];
    self.view.frame = CGRectOffset(self.view.frame, 0, movement);
    [UIView commitAnimations];
}
2
  • The Screen moves up even if it is not at the bottom. ie, if the text field is on the top it moves out of the screen. How to control that case?
    – MELWIN
    Nov 13, 2014 at 10:58
  • @MELWIN Just add after this line: int movement = (up ? -movementDistance : movementDistance); if (textField.frame.origin.y < self.view.frame.size.height - keyboard.height) { movementDistance = 0 } Please not that the keyboard variable is the CGRect of the keyboard that pops up which you get by doing: let keyboard = (notification.userInfo?[UIKeyboardFrameEndUserInfoKey]!.CGRectValue())!
    – user5228393
    Aug 2, 2016 at 16:47
32

A little fix that works for many UITextFields:

#pragma mark UIKeyboard handling

#define kMin 150

-(void)textFieldDidBeginEditing:(UITextField *)sender
{
    if (currTextField) {
        [currTextField release];
    }
    currTextField = [sender retain];
    // Move the main view, so that the keyboard does not hide it.
    if (self.view.frame.origin.y + currTextField.frame.origin. y >= kMin) {
        [self setViewMovedUp:YES];
    }
}


// Method to move the view up/down whenever the keyboard is shown/dismissed
-(void)setViewMovedUp:(BOOL)movedUp
{
    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationDuration:0.3]; // If you want to slide up the view

    CGRect rect = self.view.frame;
    if (movedUp)
    {
        // 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.
        rect.origin.y = kMin - currTextField.frame.origin.y ;
    }
    else
    {
        // Revert back to the normal state.
        rect.origin.y = 0;
    }
    self.view.frame = rect;

    [UIView commitAnimations];
}


- (void)keyboardWillShow:(NSNotification *)notif
{
    // Keyboard will be shown now. Depending on which textfield is active, move up or move down the view appropriately

    if ([currTextField isFirstResponder] && currTextField.frame.origin.y + self.view.frame.origin.y >= kMin)
    {
        [self setViewMovedUp:YES];
    }
    else if (![currTextField isFirstResponder] && currTextField.frame.origin.y + self.view.frame.origin.y < kMin)
    {
        [self setViewMovedUp:NO];
    }
}


- (void)keyboardWillHide:(NSNotification *)notif
{
    // Keyboard will be shown now. Depending on which textfield is active, move up or move down the view appropriately
    if (self.view.frame.origin.y < 0 ) {
        [self setViewMovedUp:NO];
    }
}


- (void)viewWillAppear:(BOOL)animated
{
    // Register for keyboard notifications
    [[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];
}

- (void)viewWillDisappear:(BOOL)animated
{
    // Unregister for keyboard notifications while not visible.
    [[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillShowNotification object:nil];
}
1
  • rect.origin.y=+currTextField.frame.origin.y working fine thank you Jun 17, 2012 at 11:09
31

RPDP's code successfully moves the text field out of the way of the keyboard. But when you scroll to the top after using and dismissing the keyboard, the top has been scrolled up out of the view. This is true for the Simulator and the device. To read the content at the top of that view, one has to reload the view.

Isn't his following code supposed to bring the view back down?

else
{
    // revert back to the normal state.
    rect.origin.y += kOFFSET_FOR_KEYBOARD;
    rect.size.height -= kOFFSET_FOR_KEYBOARD;
}
24

To bring back to original view state, add:

-(void)textFieldDidEndEditing:(UITextField *)sender

{
    //move the main view, so that the keyboard does not hide it.
    if  (self.view.frame.origin.y < 0)
    {
        [self setViewMovedUp:NO];
    }
}
23

I'm not sure if moving the view up is the correct approach. I did it in a different way, resizing the UIScrollView. I explained it in details in a little article.

1
  • 3
    The link to the article is dead.
    – harmancode
    Jul 20, 2019 at 6:51
21

Try this short trick.

- (void)textFieldDidBeginEditing:(UITextField *)textField
{
    [self animateTextField: textField up: YES];
}

- (void)textFieldDidEndEditing:(UITextField *)textField
{
    [self animateTextField: textField up: NO];
}

- (void) animateTextField: (UITextField*) textField up: (BOOL) up
{
    const int movementDistance = textField.frame.origin.y / 2; // tweak as needed
    const float movementDuration = 0.3f; // tweak as needed

    int movement = (up ? -movementDistance : movementDistance);

    [UIView beginAnimations: @"anim" context: nil];
    [UIView setAnimationBeginsFromCurrentState: YES];
    [UIView setAnimationDuration: movementDuration];
    self.view.frame = CGRectOffset(self.view.frame, 0, movement);
    [UIView commitAnimations];
}
19

There so many solutions, but I've spend some hours before it start works. So, I put this code here (just paste to the project, any modifications needn't):

@interface RegistrationViewController : UIViewController <UITextFieldDelegate>{
    UITextField* activeField;
    UIScrollView *scrollView;
}
@end

- (void)viewDidLoad
{
    [super viewDidLoad];

    scrollView = [[UIScrollView alloc] initWithFrame:self.view.frame];

    //scrool view must be under main view - swap it
    UIView* natView = self.view;
    [self setView:scrollView];
    [self.view addSubview:natView];

    CGSize scrollViewContentSize = self.view.frame.size;
    [scrollView setContentSize:scrollViewContentSize];

    [self registerForKeyboardNotifications];
}

- (void)viewDidUnload {
    activeField = nil;
    scrollView = nil;
    [self unregisterForKeyboardNotifications];
    [super viewDidUnload];
}

- (void)registerForKeyboardNotifications
{
    [[NSNotificationCenter defaultCenter] addObserver:self
                                             selector:@selector(keyboardWillShown:)
                                                 name:UIKeyboardWillShowNotification object:nil];

    [[NSNotificationCenter defaultCenter] addObserver:self
                                             selector:@selector(keyboardWillBeHidden:)
                                                 name:UIKeyboardWillHideNotification object:nil];

}

-(void)unregisterForKeyboardNotifications
{
    [[NSNotificationCenter defaultCenter] removeObserver:self
                                                    name:UIKeyboardWillShowNotification
                                                  object:nil];
    // unregister for keyboard notifications while not visible.
    [[NSNotificationCenter defaultCenter] removeObserver:self
                                                    name:UIKeyboardWillHideNotification
                                                  object:nil];
}

- (void)keyboardWillShown:(NSNotification*)aNotification
{
    NSDictionary* info = [aNotification userInfo];
    CGSize kbSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;

    CGRect frame = self.view.frame;
    frame.size.height -= kbSize.height;
    CGPoint fOrigin = activeField.frame.origin;
    fOrigin.y -= scrollView.contentOffset.y;
    fOrigin.y += activeField.frame.size.height;
    if (!CGRectContainsPoint(frame, fOrigin) ) {
        CGPoint scrollPoint = CGPointMake(0.0, activeField.frame.origin.y + activeField.frame.size.height - frame.size.height);
        [scrollView setContentOffset:scrollPoint animated:YES];
    }
}

- (void)keyboardWillBeHidden:(NSNotification*)aNotification
{
     [scrollView setContentOffset:CGPointZero animated:YES];
}

- (void)textFieldDidBeginEditing:(UITextField *)textField
{
    activeField = textField;
}

- (void)textFieldDidEndEditing:(UITextField *)textField
{
    activeField = nil;
}

-(BOOL) textFieldShouldReturn:(UITextField *)textField
{
    [textField resignFirstResponder];
    return YES;
}

P.S: I hope the code help somebody make desired effect quickly. (Xcode 4.5)

1
  • Hi Hotjard, i am getting EXE_BAD_ACCESS in the [self.view addSubview:natView];
    – Bala
    Oct 8, 2014 at 11:16
18

@user271753

To get your view back to original add:

-(BOOL)textFieldShouldReturn:(UITextField *)textField{
   [textField resignFirstResponder];
   [self setViewMovedUp:NO];
   return YES;
}
16

It doesn't require a scroll view to be able to move the view frame. You can change the frame of a viewcontroller's view so that the entire view moves up just enough to put the firstresponder text field above the keyboard. When I ran into this problem I created a subclass of UIViewController that does this. It observes for the keyboard will appear notification and finds the first responder subview and (if needed) it animates the main view upward just enough so that the first responder is above the keyboard. When the keyboard hides, it animates the view back where it was.

To use this subclass make your custom view controller a subclass of GMKeyboardVC and it inherits this feature (just be sure if you implement viewWillAppear and viewWillDisappear they must call super). The class is on github.

3
  • What license? Some of your files there have an open source license and some don't.
    – jaime
    Sep 13, 2013 at 21:57
  • Warning: this code is not friendly with ARC projects.
    – Almo
    Nov 23, 2014 at 2:05
  • You just add the build option to specify that those are non-ARC files or welcome to convert it to ARC and submit a pull request.
    – progrmr
    Nov 23, 2014 at 16:12
14

Swift 4 .

You Can Easily Move Up And Down UITextField Or UIView With UIKeyBoard With Animation enter image description here

import UIKit

class ViewController: UIViewController, UITextFieldDelegate {

    @IBOutlet var textField: UITextField!
    @IBOutlet var chatView: UIView!

    override func viewDidLoad() {
        super.viewDidLoad()
        NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillChange), name: .UIKeyboardWillChangeFrame, object: nil)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        textField.resignFirstResponder()
    }

    @objc func keyboardWillChange(notification: NSNotification) {

        let duration = notification.userInfo![UIKeyboardAnimationDurationUserInfoKey] as! Double
        let curve = notification.userInfo![UIKeyboardAnimationCurveUserInfoKey] as! UInt
        let curFrame = (notification.userInfo![UIKeyboardFrameBeginUserInfoKey] as! NSValue).cgRectValue
        let targetFrame = (notification.userInfo![UIKeyboardFrameEndUserInfoKey] as! NSValue).cgRectValue
        let deltaY = targetFrame.origin.y - curFrame.origin.y
        print("deltaY",deltaY)

        UIView.animateKeyframes(withDuration: duration, delay: 0.0, options: UIViewKeyframeAnimationOptions(rawValue: curve), animations: {
            self.chatView.frame.origin.y+=deltaY // Here You Can Change UIView To UITextField
        },completion: nil)
    }

    func textFieldShouldReturn(_ textField: UITextField) -> Bool {
        textField.resignFirstResponder()
        return true
    }

}
1
  • 2
    Almost perfect. On iPhone X though you get a strange gap between keyboard and textfield.
    – Houman
    Aug 18, 2018 at 17:27
12

Here is the hack solution I came up with for a specific layout. This solution is similar to Matt Gallagher solution in that is scrolls a section into view. I am still new to iPhone development, and am not familiar with how the layouts work. Thus, this hack.

My implementation needed to support scrolling when clicking in a field, and also scrolling when the user selects next on the keyboard.

I had a UIView with a height of 775. The controls are spread out basically in groups of 3 over a large space. I ended up with the following IB layout.

UIView -> UIScrollView -> [UI Components]

Here comes the hack

I set the UIScrollView height to 500 units larger then the actual layout (1250). I then created an array with the absolute positions I need to scroll to, and a simple function to get them based on the IB Tag number.

static NSInteger stepRange[] = {
    0, 0, 0, 0, 0, 0, 0, 0, 0, 140, 140, 140, 140, 140, 410
};

NSInteger getScrollPos(NSInteger i) {
    if (i < TXT_FIELD_INDEX_MIN || i > TXT_FIELD_INDEX_MAX) {
        return 0 ;
    return stepRange[i] ;
}

Now all you need to do is use the following two lines of code in textFieldDidBeginEditing and textFieldShouldReturn (the latter one if you are creating a next field navigation)

CGPoint point = CGPointMake(0, getScrollPos(textField.tag)) ;
[self.scrollView setContentOffset:point animated:YES] ;

An example.

- (void) textFieldDidBeginEditing:(UITextField *)textField
{
    CGPoint point = CGPointMake(0, getScrollPos(textField.tag)) ;
    [self.scrollView setContentOffset:point animated:YES] ;
}


- (BOOL)textFieldShouldReturn:(UITextField *)textField {

    NSInteger nextTag = textField.tag + 1;
    UIResponder* nextResponder = [textField.superview viewWithTag:nextTag];

    if (nextResponder) {
        [nextResponder becomeFirstResponder];
        CGPoint point = CGPointMake(0, getScrollPos(nextTag)) ;
        [self.scrollView setContentOffset:point animated:YES] ;
    }
    else{
        [textField resignFirstResponder];
    }

    return YES ;
}

This method does not 'scroll back' as other methods do. This was not a requirement. Again this was for a fairly 'tall' UIView, and I did not have days to learn the internal layout engines.

0
12

As per the docs, as of iOS 3.0, the UITableViewController class automatically resizes and repositions its table view when there is in-line editing of text fields. I think it's not sufficient to put the text field inside a UITableViewCell as some have indicated.

From the docs:

A table view controller supports inline editing of table view rows; if, for example, rows have embedded text fields in editing mode, it scrolls the row being edited above the virtual keyboard that is displayed.

1
  • I found the same comment. Yes, it is true. The strange thing is, that it is working in one UITabelViewController and in a second one not. But I could not find any differences in my implementation.
    – Morpheus78
    Dec 13, 2016 at 0:50
11

Here I found the simplest solution to handle keypad.

You need to just copy-paste below sample code and change your textfield or any view which you want to move up.

Step-1

Just copy-paste below two method in your controller

- (void)registerForKeyboardNotifications
{
    [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardWasShown:)
                                                 name:UIKeyboardDidShowNotification object:nil];
    [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardWillBeHidden:)
                                                 name:UIKeyboardWillHideNotification object:nil];
}

- (void)deregisterFromKeyboardNotifications
{
    [[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardDidHideNotification object:nil];
    [[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillHideNotification object:nil];
}

Step-2

register & deregister Keypad Notifications in viewWillAppear and viewWillDisappear methods respectively.

- (void)viewWillAppear:(BOOL)animated
{
    [super viewWillAppear:animated];
    [self registerForKeyboardNotifications];
}

- (void)viewWillDisappear:(BOOL)animated
{
    [self deregisterFromKeyboardNotifications];
    [super viewWillDisappear:animated];
}

Step-3

Here comes the soul part, Just replace your textfield, and change height how much you want to move upside.

- (void)keyboardWasShown:(NSNotification *)notification
{
    NSDictionary* info = [notification userInfo];
    CGSize currentKeyboardSize = [[info objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;

    //you need replace your textfield instance here
    CGPoint textFieldOrigin = self.tokenForPlaceField.frame.origin;
    CGFloat textFieldHeight = self.tokenForPlaceField.frame.size.height;

    CGRect visibleRect = self.view.frame;
    visibleRect.size.height -= currentKeyboardSize.height;

    if (!CGRectContainsPoint(visibleRect, textFieldOrigin))
    {
        //you can add yor desired height how much you want move keypad up, by replacing "textFieldHeight" below

        CGPoint scrollPoint = CGPointMake(0.0, textFieldOrigin.y - visibleRect.size.height  + textFieldHeight); //replace textFieldHeight to currentKeyboardSize.height, if you want to move up with more height
        [self.scrollView setContentOffset:scrollPoint animated:YES];
    }
}

- (void)keyboardWillBeHidden:(NSNotification *)notification
{
    [self.scrollView setContentOffset:CGPointZero animated:YES];
}

Reference: well, Please appreciate this guy, who shared this beautiful code snip, clean solution.

Hope this would be surly helpful someone out there.

2
  • I don't think this is the best. Ithink @Dheeraj V.S. is right: It can be done easily & automatically if that textfield is in a table's cell (even when the table.scrollable = NO). NOTE that: the position and size of the table must be reasonable. e.g: - if the y position of table is 100 counted from the view's bottom, then the 300 height keyboard will overlap the whole table. - if table's height = 10, and the textfield in it must be scrolled up 100 when keyboard appears in order to be visible, then that textfield will be out of the table's bound.
    – samthui7
    Jan 8, 2016 at 6:58
  • @samthui7 Dheeraj answer only works if you're using a TableViewController , not just a tableview. It makes it a constraint that sometimes isn't suitable.
    – Ben G
    Mar 22, 2017 at 19:18
10

Been searching for a good tutorial for beginners on the subject, found the best tutorial here.

In the MIScrollView.h example at the bottom of the tutorial be sure to put a space at

@property (nonatomic, retain) id backgroundTapDelegate;

as you see.

1
  • Hi savagenoob, thanks for the link provided and welcome to stackoverflow. Please try and provide as much info as you can when answering (future) questions - simple links are a bit brittle. That said, if the answer is a link to a good tutorial that might be overlooked. Jan 1, 2012 at 23:56
10

When UITextField is in a UITableViewCell scrolling should be setup automatically.

If it is not it is probably because of incorrect code/setup of the tableview.

For example when i reloaded my long table with one UITextField at the bottom as follows,

-(void) viewWillAppear:(BOOL)animated
{
   [self.tableview reloadData];
}

then my textfield at the bottom was obscured by the keyboard which appeared when I clicked inside the textfield.

To fix this I had to do this -

-(void) viewWillAppear:(BOOL)animated
{
    //add the following line to fix issue
    [super viewWillAppear:animated];
    [self.tableview reloadData];
}
1
  • I'm confused what this code is for? When the keyboard is shown, viewWillAppear is not called. And reloadData doesn't make obscured rows become visible.
    – Adam Johns
    Aug 8, 2014 at 21:03
10

Use this third party you don't need to write even one line

https://github.com/hackiftekhar/IQKeyboardManager

download project and drag and drop IQKeyboardManager in your project. If you find any issue please read README document.

Guys really its remove headache to manage keyboard.

8

Note: this answer assumes your textField is in a scrollView.

I prefer to deal with this using scrollContentInset and scrollContentOffset instead of messing with the frames of my view.

First let's listen for the keyboard notifications

//call this from viewWillAppear
-(void)addKeyboardNotifications
{
    [[NSNotificationCenter defaultCenter] addObserver:self
                                             selector:@selector(keyboardWillShow:)
                                                 name:UIKeyboardWillShowNotification
                                               object:nil];

    [[NSNotificationCenter defaultCenter] addObserver:self
                                             selector:@selector(keyboardWillHide:)
                                                 name:UIKeyboardWillHideNotification
                                               object:nil];
}
//call this from viewWillDisappear
-(void)removeKeyboardNotifications{
    [[NSNotificationCenter default
    Center] removeObserver:self name:UIKeyboardWillShowNotification object:nil];
    [[NSNotificationCenter defaultCenter] removeObserver:self name:UIKeyboardWillHideNotification object:nil];
}

Next step is to keep a property that represents the current first responder (UITextfield/ UITextVIew that currently has the keyboard).

We use the delegate methods to set this property. If you're using another component, you will need something similar.

Note that for textfield we set it in didBeginEditing and for textView in shouldBeginEditing. This is because textViewDidBeginEditing gets called after UIKeyboardWillShowNotification for some reason.

-(BOOL)textViewShouldBeginEditing:(UITextView * )textView{
    self.currentFirstResponder = textView;
    return YES;
}

-(void)textFieldDidBeginEditing:(UITextField *)textField{
    self.currentFirstResponder = textField;
}

Finally, here's the magic

- (void)keyboardWillShow:(NSNotification*)aNotification{
    NSDictionary* info = [aNotification userInfo];
    CGRect kbFrame = [[info objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue];


    /*if currentFirstResponder is overlayed by the keyboard, move it so it bottom ends where the keyboard begins*/
    if(self.currentFirstResponder){

        //keyboard origin in currentFirstResponderFrame
        CGPoint keyboardOrigin = [self.currentFirstResponder convertPoint:kbFrame.origin fromView:nil];

        float spaceBetweenFirstResponderAndKeyboard = abs(self.currentFirstResponder.frame.size.height-keyboardOrigin.y);

        //only scroll the scrollview if keyboard overlays the first responder
        if(spaceBetweenFirstResponderAndKeyboard>0){
            //if i call setContentOffset:animate:YES it behaves differently, not sure why
            [UIView animateWithDuration:0.25 animations:^{
                [self.scrollView setContentOffset:CGPointMake(0,self.scrollView.contentOffset.y+spaceBetweenFirstResponderAndKeyboard)];
            }];
        }
    }

    //set bottom inset to the keyboard height so you can still scroll the whole content

    UIEdgeInsets contentInsets = UIEdgeInsetsMake(0.0, 0.0, kbFrame.size.height, 0.0);
    _scrollView.contentInset = contentInsets;
    _scrollView.scrollIndicatorInsets = contentInsets;

}

- (void)keyboardWillHide:(NSNotification*)aNotification{
    UIEdgeInsets contentInsets = UIEdgeInsetsZero;
    _scrollView.contentInset = contentInsets;
    _scrollView.scrollIndicatorInsets = contentInsets;
}
8

This is the solution using Swift.

import UIKit

class ExampleViewController: UIViewController, UITextFieldDelegate {

    @IBOutlet var scrollView: UIScrollView!

    @IBOutlet var textField1: UITextField!
    @IBOutlet var textField2: UITextField!
    @IBOutlet var textField3: UITextField!
    @IBOutlet var textField4: UITextField!
    @IBOutlet var textField5: UITextField!

    var activeTextField: UITextField!

    // MARK: - View
    override func viewDidLoad() {
        super.viewDidLoad()
        self.textField1.delegate = self
        self.textField2.delegate = self
        self.textField3.delegate = self
        self.textField4.delegate = self
        self.textField5.delegate = self
    }

    override func viewWillAppear(animated: Bool) {
        super.viewWillAppear(animated)
        self.registerForKeyboardNotifications()
    }

    override func viewWillDisappear(animated: Bool) {
        super.viewWillDisappear(animated)
        self.unregisterFromKeyboardNotifications()
    }

    // MARK: - Keyboard

    // Call this method somewhere in your view controller setup code.
    func registerForKeyboardNotifications() {
        let center:  NSNotificationCenter = NSNotificationCenter.defaultCenter()
        center.addObserver(self, selector: "keyboardWasShown:", name: UIKeyboardDidShowNotification, object: nil)
        center.addObserver(self, selector: "keyboardWillBeHidden:", name: UIKeyboardWillHideNotification, object: nil)
    }

    func unregisterFromKeyboardNotifications () {
        let center:  NSNotificationCenter = NSNotificationCenter.defaultCenter()
        center.removeObserver(self, name: UIKeyboardDidShowNotification, object: nil)
        center.removeObserver(self, name: UIKeyboardWillHideNotification, object: nil)
    }

    // Called when the UIKeyboardDidShowNotification is sent.
    func keyboardWasShown (notification: NSNotification) {
        let info : NSDictionary = notification.userInfo!
        let kbSize = (info.objectForKey(UIKeyboardFrameBeginUserInfoKey)?.CGRectValue() as CGRect!).size

        let contentInsets: UIEdgeInsets = UIEdgeInsetsMake(0.0, 0.0, kbSize.height, 0.0);
        scrollView.contentInset = contentInsets;
        scrollView.scrollIndicatorInsets = contentInsets;

        // If active text field is hidden by keyboard, scroll it so it's visible
        // Your app might not need or want this behavior.
        var aRect = self.view.frame
        aRect.size.height -= kbSize.height;
        if (!CGRectContainsPoint(aRect, self.activeTextField.frame.origin) ) {
            self.scrollView.scrollRectToVisible(self.activeTextField.frame, animated: true)
        }
    }

    // Called when the UIKeyboardWillHideNotification is sent
    func keyboardWillBeHidden (notification: NSNotification) {
        let contentInsets = UIEdgeInsetsZero;
        scrollView.contentInset = contentInsets;
        scrollView.scrollIndicatorInsets = contentInsets;
    }

    // MARK: -  Text Field

    func textFieldDidBeginEditing(textField: UITextField) {
        self.activeTextField = textField
    }

    func textFieldDidEndEditing(textField: UITextField) {
        self.activeTextField = nil
    }

}
4
  • Correct answer,but I am having nil problem when using both TextField and TextView. Any Help?
    – Thiha Aung
    Jan 3, 2017 at 20:30
  • @Thiha Aung, Are your IBOutlet variables in your source code connected to the IB?
    – Homam
    Jan 4, 2017 at 4:00
  • Yeah they are connected as well.Just having that error when using UITextView at that line : if (!CGRectContainsPoint(aRect, self.activeTextField.frame.origin) ) {
    – Thiha Aung
    Jan 4, 2017 at 4:58
  • Means self.activeTextField is nil
    – Thiha Aung
    Jan 4, 2017 at 4:58

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