iOS 8 Custom Keyboard: Changing the Height
Solution 1:
This is my code on Xcode 6.0 GM. Both orientations are supported.
Update: Thanks to @SoftDesigner, we can eliminate the constraint conflict
warning now.
Warning: XIB and storyboard are not tested. It's been reported by some folks that this does NOT work with XIB.
KeyboardViewController.h
#import <UIKit/UIKit.h>
@interface KeyboardViewController : UIInputViewController
@property (nonatomic) CGFloat portraitHeight;
@property (nonatomic) CGFloat landscapeHeight;
@property (nonatomic) BOOL isLandscape;
@property (nonatomic) NSLayoutConstraint *heightConstraint;
@property (nonatomic) UIButton *nextKeyboardButton;
@end
KeyboardViewController.m
#import "KeyboardViewController.h"
@interface KeyboardViewController ()
@end
@implementation KeyboardViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Perform custom initialization work here
self.portraitHeight = 256;
self.landscapeHeight = 203;
}
return self;
}
- (void)updateViewConstraints {
[super updateViewConstraints];
// Add custom view sizing constraints here
if (self.view.frame.size.width == 0 || self.view.frame.size.height == 0)
return;
[self.inputView removeConstraint:self.heightConstraint];
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
CGFloat screenH = screenSize.height;
CGFloat screenW = screenSize.width;
BOOL isLandscape = !(self.view.frame.size.width ==
(screenW*(screenW<screenH))+(screenH*(screenW>screenH)));
NSLog(isLandscape ? @"Screen: Landscape" : @"Screen: Potriaint");
self.isLandscape = isLandscape;
if (isLandscape) {
self.heightConstraint.constant = self.landscapeHeight;
[self.inputView addConstraint:self.heightConstraint];
} else {
self.heightConstraint.constant = self.portraitHeight;
[self.inputView addConstraint:self.heightConstraint];
}
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
}
- (void)viewDidLoad {
[super viewDidLoad];
// Perform custom UI setup here
self.nextKeyboardButton = [UIButton buttonWithType:UIButtonTypeSystem];
[self.nextKeyboardButton setTitle:NSLocalizedString(@"Next Keyboard", @"Title for 'Next Keyboard' button") forState:UIControlStateNormal];
[self.nextKeyboardButton sizeToFit];
self.nextKeyboardButton.translatesAutoresizingMaskIntoConstraints = NO;
[self.nextKeyboardButton addTarget:self action:@selector(advanceToNextInputMode) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:self.nextKeyboardButton];
NSLayoutConstraint *nextKeyboardButtonLeftSideConstraint = [NSLayoutConstraint constraintWithItem:self.nextKeyboardButton attribute:NSLayoutAttributeLeft relatedBy:NSLayoutRelationEqual toItem:self.view attribute:NSLayoutAttributeLeft multiplier:1.0 constant:0.0];
NSLayoutConstraint *nextKeyboardButtonBottomConstraint = [NSLayoutConstraint constraintWithItem:self.nextKeyboardButton attribute:NSLayoutAttributeBottom relatedBy:NSLayoutRelationEqual toItem:self.view attribute:NSLayoutAttributeBottom multiplier:1.0 constant:0.0];
[self.view addConstraints:@[nextKeyboardButtonLeftSideConstraint, nextKeyboardButtonBottomConstraint]];
self.heightConstraint = [NSLayoutConstraint constraintWithItem:self.inputView attribute:NSLayoutAttributeHeight relatedBy:NSLayoutRelationEqual toItem:nil attribute:NSLayoutAttributeNotAnAttribute multiplier:0.0 constant:self.portraitHeight];
self.heightConstraint.priority = UILayoutPriorityRequired - 1; // This will eliminate the constraint conflict warning.
}
- (void)textWillChange:(id<UITextInput>)textInput {
// The app is about to change the document's contents. Perform any preparation here.
}
- (void)textDidChange:(id<UITextInput>)textInput {
}
@end
Swift 1.0 version:
class KeyboardViewController: UIInputViewController {
@IBOutlet var nextKeyboardButton: UIButton!
let portraitHeight:CGFloat = 256.0
let landscapeHeight:CGFloat = 203.0
var heightConstraint: NSLayoutConstraint?
override func updateViewConstraints() {
super.updateViewConstraints()
// Add custom view sizing constraints here
if (self.view.frame.size.width == 0 || self.view.frame.size.height == 0) {
return
}
inputView.removeConstraint(heightConstraint!)
let screenSize = UIScreen.mainScreen().bounds.size
let screenH = screenSize.height;
let screenW = screenSize.width;
let isLandscape = !(self.view.frame.size.width == screenW * ((screenW < screenH) ? 1 : 0) + screenH * ((screenW > screenH) ? 1 : 0))
NSLog(isLandscape ? "Screen: Landscape" : "Screen: Potriaint");
if (isLandscape) {
heightConstraint!.constant = landscapeHeight;
inputView.addConstraint(heightConstraint!)
} else {
heightConstraint!.constant = self.portraitHeight;
inputView.addConstraint(heightConstraint!)
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Perform custom UI setup here
self.nextKeyboardButton = UIButton.buttonWithType(.System) as UIButton
self.nextKeyboardButton.setTitle(NSLocalizedString("Next Keyboard", comment: "Title for 'Next Keyboard' button"), forState: .Normal)
self.nextKeyboardButton.sizeToFit()
self.nextKeyboardButton.setTranslatesAutoresizingMaskIntoConstraints(false)
self.nextKeyboardButton.addTarget(self, action: "advanceToNextInputMode", forControlEvents: .TouchUpInside)
self.view.addSubview(self.nextKeyboardButton)
var nextKeyboardButtonLeftSideConstraint = NSLayoutConstraint(item: self.nextKeyboardButton, attribute: .Left, relatedBy: .Equal, toItem: self.view, attribute: .Left, multiplier: 1.0, constant: 0.0)
var nextKeyboardButtonBottomConstraint = NSLayoutConstraint(item: self.nextKeyboardButton, attribute: .Bottom, relatedBy: .Equal, toItem: self.view, attribute: .Bottom, multiplier: 1.0, constant: 0.0)
self.view.addConstraints([nextKeyboardButtonLeftSideConstraint, nextKeyboardButtonBottomConstraint])
heightConstraint = NSLayoutConstraint(item: self.inputView, attribute: NSLayoutAttribute.Height, relatedBy: NSLayoutRelation.Equal, toItem: nil, attribute: NSLayoutAttribute.NotAnAttribute, multiplier: 1.0, constant: portraitHeight)
heightConstraint!.priority = 999.0
}
override func textWillChange(textInput: UITextInput) {
// The app is about to change the document's contents. Perform any preparation here.
}
override func textDidChange(textInput: UITextInput) {
// The app has just changed the document's contents, the document context has been updated.
var textColor: UIColor
var proxy = self.textDocumentProxy as UITextDocumentProxy
if proxy.keyboardAppearance == UIKeyboardAppearance.Dark {
textColor = UIColor.whiteColor()
} else {
textColor = UIColor.blackColor()
}
self.nextKeyboardButton.setTitleColor(textColor, forState: .Normal)
}
}
Solution 2:
Recently, Apple has updated their App extension programming guide to change the height of custom keyboard extension:
CGFloat _expandedHeight = 500;
NSLayoutConstraint *_heightConstraint = [NSLayoutConstraint constraintWithItem:self.view attribute:NSLayoutAttributeHeight relatedBy:NSLayoutRelationEqual toItem:nil attribute:NSLayoutAttributeNotAnAttribute multiplier:0.0 constant: _expandedHeight];
[self.view addConstraint: _heightConstraint];
Solution 3:
This is the minimal solution I've found to cause the height to get updated properly. There seems to be two key components:
- A view with
translatesAutoresizingMaskIntoConstraints
set tofalse
needs to be added to the view hierarchy. - The height constraint needs to be added no earlier than
viewWillAppear
.
I'm still seeing an Unable to simultaneously satisfy constraints
error in the log, but it seems to work OK anyway. I'm also still seeing a jump where the height is initially set to its default value, and then jumps to the set value. I haven't yet figured out any way around either of these problems.
import UIKit
class KeyboardViewController: UIInputViewController {
var heightConstraint: NSLayoutConstraint!
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.inputView.addConstraint(self.heightConstraint)
}
override func viewDidLoad() {
super.viewDidLoad()
let dummyView = UILabel(frame:CGRectZero)
dummyView.setTranslatesAutoresizingMaskIntoConstraints(false)
self.view.addSubview(dummyView);
let height : CGFloat = 400
self.heightConstraint = NSLayoutConstraint( item:self.inputView, attribute:.Height, relatedBy:.Equal, toItem:nil, attribute:.NotAnAttribute, multiplier:0.0, constant:height)
}
}
Update for Swift 4:
import UIKit
class KeyboardViewController: UIInputViewController
{
private weak var _heightConstraint: NSLayoutConstraint?
override func viewWillAppear(_ animated: Bool)
{
super.viewWillAppear(animated)
guard nil == _heightConstraint else { return }
// We must add a subview with an `instrinsicContentSize` that uses autolayout to force the height constraint to be recognized.
//
let emptyView = UILabel(frame: .zero)
emptyView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(emptyView);
let heightConstraint = NSLayoutConstraint(item: view,
attribute: .height,
relatedBy: .equal,
toItem: nil,
attribute: .notAnAttribute,
multiplier: 0.0,
constant: 240)
heightConstraint.priority = .required - 1
view.addConstraint(heightConstraint)
_heightConstraint = heightConstraint
}
}
Solution 4:
The accepted answer wasn't working for iOS 9. I combined pieces of it and some other suggestions here along with Apple's code in the App Extension Programming Guide.
This solution works great as it doesn't delay modifying the height until viewDidAppear
, and upon rotation you can change the height if desired based on the screen size. Verified this works in iOS 8 and 9.
A few important notes:
~ At least one element in the inputView
needs to use Auto Layout
~ The height constraint cannot be activated until viewWillAppear
~ The priority
of the height constraint needs to be lowered to avoid unsatisfiable constraints
~ updateViewConstraints
is a good place to set the desired height
Tips:
~ When testing on the simulator, I found it to be very flaky and would behave unexpectedly. If it does this to you, reset the simulator and run again. Or you may be able to just disable the keyboard and add it again.
Note:
~ This is not currently working in iOS 10 beta. It will properly change the height when it appears, but if you rotate the device the height will not change. This is because updateViewConstraints
is not triggered on rotate. Please file a bug report against iOS 10. To workaround the issue, you can trigger the constant
change in viewDidLayoutSubviews
instead.
var nextKeyboardButton: UIButton!
var heightConstraint: NSLayoutConstraint?
override func viewDidLoad() {
super.viewDidLoad()
self.nextKeyboardButton = UIButton(type: .System)
self.nextKeyboardButton.setTitle(NSLocalizedString("Next Keyboard", comment: "Title for 'Next Keyboard' button"), forState: .Normal)
self.nextKeyboardButton.sizeToFit()
self.nextKeyboardButton.translatesAutoresizingMaskIntoConstraints = false
self.nextKeyboardButton.addTarget(self, action: "advanceToNextInputMode", forControlEvents: .TouchUpInside)
self.view.addSubview(self.nextKeyboardButton)
let nextKeyboardButtonLeftSideConstraint = NSLayoutConstraint(item: self.nextKeyboardButton, attribute: .Left, relatedBy: .Equal, toItem: self.view, attribute: .Left, multiplier: 1, constant: 0)
let nextKeyboardButtonBottomConstraint = NSLayoutConstraint(item: self.nextKeyboardButton, attribute: .Bottom, relatedBy: .Equal, toItem: self.view, attribute: .Bottom, multiplier: 1, constant: 0)
NSLayoutConstraint.activateConstraints([nextKeyboardButtonLeftSideConstraint, nextKeyboardButtonBottomConstraint])
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.heightConstraint = NSLayoutConstraint(item:self.inputView!, attribute:.Height, relatedBy:.Equal, toItem:nil, attribute:.NotAnAttribute, multiplier:0, constant:0)
self.heightConstraint!.priority = 999
self.heightConstraint!.active = true
}
override func updateViewConstraints() {
super.updateViewConstraints()
guard self.heightConstraint != nil && self.view.frame.size.width != 0 && self.view.frame.size.height != 0 else { return }
let portraitHeight: CGFloat = 400
let landscapeHeight: CGFloat = 200
let screenSize = UIScreen.mainScreen().bounds.size
let newHeight = screenSize.width > screenSize.height ? landscapeHeight : portraitHeight
if (self.heightConstraint!.constant != newHeight) {
self.heightConstraint!.constant = newHeight
}
}
Solution 5:
I had similar issues with sizing a custom keyboard from iOS 8 to iOS 10. I believe the proper solution is to have the input view provide a proper intrinsicContentSize
and change (and invalidate!) that value when you want to change the view's height. Sample code:
class CustomInputView: UIInputView {
var intrinsicHeight: CGFloat = 200 {
didSet {
self.invalidateIntrinsicContentSize()
}
}
init() {
super.init(frame: CGRect(), inputViewStyle: .keyboard)
self.translatesAutoresizingMaskIntoConstraints = false
}
required init?(coder: NSCoder) {
super.init(coder: coder)
self.translatesAutoresizingMaskIntoConstraints = false
}
override var intrinsicContentSize: CGSize {
return CGSize(width: UIViewNoIntrinsicMetric, height: self.intrinsicHeight)
}
}
class ViewController: UIViewController {
@IBOutlet weak var textView: UITextView!
override func viewDidLoad() {
super.viewDidLoad()
textView.becomeFirstResponder()
let inputView = CustomInputView()
// To make the view's size more clear.
inputView.backgroundColor = UIColor(red: 0.5, green: 1, blue: 0.5, alpha: 1)
textView.inputView = inputView
// To demonstrate a change to the view's intrinsic height.
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + .seconds(2)) {
inputView.intrinsicHeight = 400
}
}
}