This is regarding the keyboardFrameWillChange notification.
This code worked as expected under Xcode 14.1
With floating_Keyboard = false
Tap the textView
Full keyboard opens
textView moves up to avoid the keyboard
Change to floating keyboard
Floating keyboard opens
textView moves to home position
Tap the view background to close the keyboard
Tap the textView again
Floating keyboard opens
txtView remains at home position
Change to full keyboard
Full keyboard opens
textView moves up to avoid the keyboard
With Xcode 14.2 if the keyboard is floating and the textView is firstResponder, and the keyboard is then set back to full keyboard, the floating_Keyboard = false part of the code does not fire. This means the textView remains in the home position even though the full keyboard opens.
Is anybody else experiencing this?
private var floating_Keyboard: Bool = false
NotificationCenter.default.addObserver(self, selector: #selector(self.keyboardFrameWillChange), name: NSNotification.Name(rawValue: UIResponder.keyboardWillChangeFrameNotification.rawValue), object: nil)
@objc func keyboardFrameWillChange(notification: NSNotification)
{
let userInfo = notification.userInfo!
let keyBoardBeginRect = userInfo[UIResponder.keyboardFrameBeginUserInfoKey] as! CGRect
let screenBounds = UIScreen.main.bounds
if (keyBoardBeginRect.equalTo(CGRect.zero))
{
print("\(#function) Floating keyboard")
floating_Keyboard = true
if trickPatterFld.isFirstResponder
{
UIView.animate(withDuration: 0.3) { [weak self] in
self?.bottom_Constraint.constant = self!.patter_Bottom_Constraint
self?.view.layoutIfNeeded()
}
}
} else if keyBoardBeginRect.width == screenBounds.width {
print("\(#function) Full keyboard")
floating_Keyboard = false
if trickPatterFld.isFirstResponder
{
UIView.animate(withDuration: 0.3) { [weak self] in
self?.bottom_Constraint.constant = self!.keyboardHeight
self?.view.layoutIfNeeded()
}
}
}
}
func textViewDidBeginEditing(_ textView: UITextView)
{
if textView.tag == 2
{
set_The_Keyboard_Hgt()
if textView.textColor == Theme.current.placeHolderTextColor
{
textView.text = ""
textView.textColor = Theme.current.textColor
}
if floating_Keyboard == false
{
UIView.animate(withDuration: 0.3) { [weak self] in
self?.bottom_Constraint.constant = self!.keyboardHeight
self?.view.layoutIfNeeded()
}
}
} else {
if textView.textColor == Theme.current.placeHolderTextColor
{
textView.text = ""
textView.textColor = Theme.current.textColor
}
}
}
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In a collection view I want that when a cell is tapped to have the background color changed to indicate highlighting. When that same cell is tapped again, turn the highlighting off. When another cell is tapped, un-highlight the previously highlighted cell and highlight the new one.
I pretty much have that working but it's all done manually in code. If there's a better way using delegate methods or something, please enlighten me.
The collection view is in a pop-up view. My problem is that when the pop-up view is closed and then reopened, the last selected cell is still highlighted.
I tried this, but no-joy.
choose_CollectionView_Outlet.indexPathsForSelectedItems?.forEach { choose_CollectionView_Outlet.deselectItem(at: $0, animated: false) }
I think it's because I am manually setting the background color to indicate highlight. If anybody has a solution for this, please share it.
extension Choose_Items_VC: UICollectionViewDelegate
{
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath)
{
if collectionView == collectionView_Outlet
{
// Filter Selection
let item = itemArray[indexPath.row].Item_Name
if let cell = collectionView.cellForItem(at: indexPath)
{
cell.backgroundColor = .lightGray
}
switch itemPicked
{
case K.AppFacing.type:
if item == type_Fld_Outlet.text
{
pickerDoneBtn_Outlet.isEnabled = false
pickerFld_Outlet.text = ""
newType_ID = 0
} else {
pickerFld_Outlet.text = item
newType_ID = itemArray[indexPath.row].ItemID
pickerDoneBtn_Outlet.isEnabled = true
}
case K.AppFacing.style:
if item == style_Fld_Outlet.text
{
pickerDoneBtn_Outlet.isEnabled = false
pickerFld_Outlet.text = ""
newType_ID = 0
} else {
pickerFld_Outlet.text = item
newType_ID = itemArray[indexPath.row].ItemID
pickerDoneBtn_Outlet.isEnabled = true
}
case K.AppFacing.venue:
if item == venue_Fld_Outlet.text
{
pickerDoneBtn_Outlet.isEnabled = false
pickerFld_Outlet.text = ""
newType_ID = 0
} else {
pickerFld_Outlet.text = item
newType_ID = itemArray[indexPath.row].ItemID
pickerDoneBtn_Outlet.isEnabled = true
}
default: break
}
} else if collectionView == choose_CollectionView_Outlet {
let cell = collectionView.cellForItem(at: indexPath)
if cell?.backgroundColor == .lightGray
{
cell?.backgroundColor = nil
// cell?.isSelected = false
// cell?.isHighlighted = false
add_Btn_Outlet.isEnabled = false
gItem_ID = 0
} else {
cell?.backgroundColor = .lightGray
// cell?.isSelected = true
// cell?.isHighlighted = true
gItem_ID = choose_Items_Array[indexPath.item].ItemID
add_Btn_Outlet.isEnabled = true
}
}
}
func collectionView(_ collectionView: UICollectionView, didHighlightItemAt indexPath: IndexPath)
{
if let cell = collectionView.cellForItem(at: indexPath)
{
if collectionView == collectionView_Outlet
{
cell.backgroundColor = .lightGray
}
}
}
func collectionView(_ collectionView: UICollectionView, didUnhighlightItemAt indexPath: IndexPath)
{
if let cell = collectionView.cellForItem(at: indexPath)
{
if collectionView == collectionView_Outlet
{
cell.backgroundColor = nil
}
}
}
func collectionView(_ collectionView: UICollectionView, didDeselectItemAt indexPath: IndexPath)
{
if let cell = collectionView.cellForItem(at: indexPath)
{
cell.backgroundColor = nil
}
}
}
I had an ugly glitch when I was committing one of my Xcode projects to BitBucket. I thought it was just a wifi connection issue but there's something else going on. I've tried to commit several other projects and they are all exhibiting the same problem. I have attached a screen-shot of the window that opens when doing a commit. There are files that have been changed but they do not show in the commit window. I don't see any Xcode settings that were changed. I have deleted and reinstalled Xcode and it didn't change anything. Has anybody experienced this?
I'm working on some older apps, and I don't think they were ever opened in Xcode 14. I'm updating them in Xcode 15 and I'm having some problems with the Plist. It looks like I've lost the link between the Info.plist and their related Build Settings. I want to lock the iPhone orientation to portrait. This always worked in the past.
When I change the Deployment Info, iPad Orientations or iPhone Orientations using the checkboxes the updates show up in the Info Custom iOS Target Properties (info.plist). However, they are not reflected in the Info.plist Values in the build settings. Even if I update the build settings manually, I still don't have the iPhone locked in portrait orientation.
Has anybody run into this and know how to fix it?
Thanks for the help in advance.
On Jan 2, 2024 I uploaded and got released 13 new apps. The problem I'm having is that only one of the new apps is showing data in analytics, the other 12 show nothing. They are all very similar apps with pretty much the same search criteria as the rest of my apps, 42 total. All of the other apps show plenty of analytic data.
I've done searches and the apps do show up in the search.
Is there a limit on the number of apps you can have?
Is there a way to have Apple look and see if I've done something wrong that's causing the problem?
Thank in advance
My apps are set up to store data in a SQLite database on the device. The user is also able to add images and those are also stored on the device. The database and images are stored in the apps documents folder. The database is set up with four tables, one of them containing a list of selectable items so the information in that table is constant. The other three are read/write to the user. The database also contains a field, which contains true/false as to whether the app has been purchased or not.
My thought behind was that this would make the users data private and secure.
My apps are set up using UIKit so SwiftData is not an option unless I rewrite the entire app in SwiftUI. Or is there a good way to use SwiftData in UIKit?
Is there a way to store/move this information into the cloud so that the data can be synced across multiple devices?
Or maybe set up an import/export scenario using a CSV file for the database using Dropbox?
Any help or advice would be appreciated.
Thanks in advance.
This is on an approved app that has an in-app purchase. It was released with hosting turned off which is correct. I did a rev to the app. In the rev I mindlessly changed the in-app purchase and turned hosting on. I thought I was working on a different app. Anyway, I have tried to set it back and turn hosting off but it won't let me save. Now, on the same IAP, I have two status. I thought about deleting the existing IAP and creating a new one but the option to delete is not available. I thought about adding a new IAP and using it but that does not get rid of the Waiting for Upload IAP. Has anybody seen something like this and know how to resolve it. Is there a way to get someone with system level authority to help? Thanks for the help in advance.
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store Connect
In-App Purchase
I'm setting up auto layout constraints and I want the leading constraint of one of the controls on the view to be a fixed value on iPhone (CR) and equal to a % of the screen width for iPad. Can this be done in IB using the size inspector or does it need to be done programmatically? I've searched for documentation and looked at lots of videos but I was unable locate the information. If someone could provide a link to the documentation or share some sample code, I would be very grateful.
I my app I have four steppers and each has a related field. I have the stepValue of each stepper set to 0.1. The associated fields are editable, and I have them set to have a trailing 0 when editing ends.
Everything works fine. The stepper increments at 0.1 and populates the field. When the field edited ends it has a trailing 0. The problem is that the stepper does not have a trailing zero on the whole number.
So, with the stepper, I get 0.8, 0.9, and then 1 with no training 0, hen 1.1.
How can I make sure I have a trailing 0 with the whole numbers?
@IBAction func editing_Ended_Flds(_ sender: UITextField)
{
let stringValue: String = sender.text ?? ""
if let value = Double(stringValue)
{
sender.text = "\(String(format: "%.1f", value))"
}
}
@IBAction func editingChanged_Flds(_ sender: UITextField)
{
switch sender
{
case fade_In_Fld_Outlet:
fade_In_stepper_Outlet.value = Double(sender.text!) ?? 0.0
case fade_Out_Fld_Outlet:
fade_Out_stepper_Outlet.value = Double(sender.text!) ?? 0.0
case pause_Before_Fld_Outlet:
pause_Before_stepper_Outlet.value = Double(sender.text!) ?? 0.0
case pause_After_Fld_Outlet:
pause_After_stepper_Outlet.value = Double(sender.text!) ?? 0.0
default: break
}
}
@IBAction func stepper_Tapped(_ sender: UIStepper)
{
switch sender
{
case fade_In_stepper_Outlet:
fade_In_Fld_Outlet.text = Double(sender.value).formatted()
case fade_Out_stepper_Outlet:
fade_Out_Fld_Outlet.text = Double(sender.value).formatted()
case pause_Before_stepper_Outlet:
pause_Before_Fld_Outlet.text = Double(sender.value).formatted()
case pause_After_stepper_Outlet:
pause_After_Fld_Outlet.text = Double(sender.value).formatted()
default: break
}
}
I have a question regarding multiple in-app purchases. I want to release my app with one in-app purchase however, I want to add two more at a later release. Currently I have all three in-app purchases set up in the app, but only one is set on the prepare for submission screen under In-App Purchases and Subscriptions.
My question is, are these additional in-app purchases going to cause a problem with my initial release? Should I delete them and just add them later with the next rev?
I'm updating my apps to iOS 17 and in Xcode 14 this code worked perfectly. However, Xcode 15 decided it wasn't going to let it work anymore.
What I want to accomplish is to set the title of the button to be white and the icon to be blue. In other words, I want to control the color of both items separately.
I'd also like to know how to set the disabled color of the button using configurations.
I've tried using baseBackgroundColor and baseForegroundColor but it doesn't seem to make any difference.
In interface builder, the button is bone stock with no attributes except the title text. (system, plain, plain)
I've tried .plain(), .tinted(), .borderless() and commenting the line out but noting gives me what I need.
Any help would be greatly appreciated.
` extension UIButton
{
func settingsBtn_Attributes()
{
self.configuration = .plain()
self.configuration?.image = UIImage(systemName: K.Icons.settings, withConfiguration: UIImage.SymbolConfiguration(scale: .large))
self.configuration?.title = K.Tabbar_Names.settings
self.configuration?.attributedTitle?.foregroundColor = .white
self.configuration?.imagePlacement = .top
self.configuration?.titleAlignment = .center
self.configuration?.imagePadding = 6
self.configuration?.contentInsets = NSDirectionalEdgeInsets(top: 0, leading: 0, bottom: 0, trailing: 0)
self.configuration?.attributedTitle?.font = .systemFont(ofSize: gMenuTextSize, weight: .regular)
}
}`
I use the code below for a non-consumable in-app purchase in my apps. Has anybody worked out how to handle this without using any of the deprecated items?
SKPaymentQueue - deprecated,
SKPayment - deprecated,
SKProduct - deprecated,
transactionState - deprecated,
SKPaymentTransaction - deprecated,
finishTransaction - deprecated
func paymentQueue(_ queue: SKPaymentQueue, shouldAddStorePayment payment: SKPayment, for product: SKProduct) -> Bool
{
true
}
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction])
{
for transaction in transactions
{
switch transaction.transactionState
{
case .purchasing:
break
case .purchased:
SKPaymentQueue.default().finishTransaction(transaction)
// Hide the restore button
navigationItem.setRightBarButton(nil, animated: true)
// Set the ProVerion in the Db to true
IAPHandler.setProVersionToPurchased()
// Also hide the Purchase button
UIView.animate(withDuration: 1.0, animations: { [weak self] in
self?.purchaseBtn_Outlet.alpha = 0
}) { [weak self] (success) in
if self!.theDevice.isOneOf(K.Device_Groups.SE_3_iPhone8) {
self?.segControlTop_Constraint.constant = 10
} else if self!.theDevice.isPhone {
self?.segControlTop_Constraint.constant = 30
}
}
case .failed:
if let error = transaction.error
{
let errorDescription = error.localizedDescription
print("Transaction failed due to error: \(errorDescription)")
}
case .restored:
SKPaymentQueue.default().finishTransaction(transaction)
// Hide the restore button
navigationItem.setRightBarButton(nil, animated: true)
// Set the ProVerion in the Db to true
IAPHandler.setProVersionToPurchased()
// Also hide the Purchase button
UIView.animate(withDuration: 1.0, animations: { [weak self] in
self?.purchaseBtn_Outlet.alpha = 0
}) { [weak self] (success) in
if self!.theDevice.isOneOf(K.Device_Groups.SE_3_iPhone8) {
self?.segControlTop_Constraint.constant = 10
} else if self!.theDevice.isPhone {
self?.segControlTop_Constraint.constant = 30
}
}
case .deferred:
break
@unknown default:
if let error = transaction.error
{
let errorDescription = error.localizedDescription
print("Transaction failed due to error: \(errorDescription)")
}
break
}
}
}
// Sets the purchase to true in the Db
class IAPHandler: NSObject {
//Get the ProVersion Status
static func isProVersionPurchased() -> Bool
{
let VC_String = "IAPHandler"
var theStatus = false
do {
let settings = try Database.shared.databaseConnection!.read { db in
try My_Settings.fetchOne(db)
}
let theStatusText = settings?.ProVersion ?? "false"
theStatus = theStatusText == "true" ? true : false
} catch {
print("Getting the ProVersion Status failed! \(VC_String) \(error)")
}
return theStatus
}
// Set ProVersion to true.
static func setProVersionToPurchased()
{
let VC_String = "IAPHandler"
do {
try Database.shared.databaseConnection!.write { db in
try db.execute(sql: "UPDATE My_Settings SET ProVersion = :proVersion WHERE Settings_ID = :id",
arguments: ["proVersion": "true", "id": 1])
}
} catch {
print("Update set pro version, failed! \(VC_String)s \(error)")
}
}
}// End of class
I have a textField which opens an alert. The textField is displayed in a custom popup.
The textFiled is hooked to Editing_Did_End, Editing_Did_Begin and Editing_Changed actions.
I'm running Xcode 13.4.1
In iOS 15.5 everything works fine.
In iOS 15.6.1 the Editing_Did_End action is fired as soon as the alert opens. This is causing me a lot of trouble.
In iOS 15.5 the Editing_Did_End action is not fired when the alert opens. This is how it has worked in the past.
I'm pretty sure this is a bug.
Has anybody else run into this?
I'd be happy to share my code but the thing is that it works perfectly in iOS 15.5 so I don't think there's a problem with my code.
If you are seeing the same thing please reply to this post.
The firing order was changed when tapping a textView or textField.
I first noticed this in iOS 15.6.1 on my physical device. If I send the app to a physical device running iOS 15.5 everything worked fine. Once I updated the device to iOS 15.6.1 or higher the change in firing order broke the ability to get the keyboard height when the textView was first tapped. It's happening on both iPad and iPhone.
In Xcode 13.4.1, iOS 15.5 and before. keyboardWillShow fired then textViewDidBeginEditing fired after. This allowed to get the keyboard height before the textView became active and thus move the textView up the proper amount.
In Xcode 14.0.1, or anything above iOS 15.5. textViewDidBeginEditing fires then keyboardWillShow fires after.
So if you're moving the textview up to clear the keyboard it won't work right anymore because you won't get the keyboard height until after the textView has become firstResponder.
The firing order was also changed for textFields.
I thought about hard-coding in the keyboard heights for each device but that really doesn't make sense. That and what if Apple changes the keyboard height.
I have filed a bug report but so far no response. If you're using notificationCenter to get the keyboard height please check if your app is broken too. If so, please file a bug report so we can get some traction. I have several apps I'm waiting to release and this is holding me up.
You can use the code below to check the before and after firing order. Keep in mind that the textView delegate needs to be the view.
In viewDidLoad I have this.
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: UIResponder.keyboardWillShowNotification, object: nil)
The selector for NotificationCenter.default.addObserver
// MARK: - get the keyboard height
@objc func keyboardWillShow(notification: NSNotification)
{
if let keyboardRectValue = (notification.userInfo?[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue)?.cgRectValue
{
print("keyboardHeight ran \(keyboardHeight)")
}
}
Then I have:
// MARK: - TextView Editing Begin.
func textViewDidBeginEditing(_ textView: UITextView)
{
print("textViewDidBeginEditing ran")
}
I'm setting up keyboard avoidance to a textview.
Objectives:
Use keyboardLayoutGuide.followsUndockedKeyboard
Allow for floating keyboard on iPad
Move the textView up to clear the keyboard when it's tapped
Move the textView back when the keyboard is hidden or when the textView is not firstResponder
View layout for testing:
Three controls.
A textField
A TextView
A UIView
The constraint on the bottom of the textView is 15 pts from the top of the UIView.
This constraint is set to a Priority of 750
The code I have works fine except when the iPad is rotated.
keyboardWillHideNotification fires when the rotation occurs even though the keyboard stays undocked.
This causes the textView to drop to its home position and then pop back up again. It's very goofy looking. The textView should hug the top of the keyboard.
I tried using textViewDidEndEditing instead of keyboardWillHide but that isn't much better.
Anybody have any ideas on making the textView hug the top of the keyboard when the iPad is rotated?
class ViewController: UIViewController, UITextViewDelegate
{
@IBOutlet weak var myTextView: UITextView!
private var buttomConstraint: NSLayoutConstraint!
override func viewDidLoad()
{
super.viewDidLoad()
myTextView.translatesAutoresizingMaskIntoConstraints = false
buttomConstraint = myTextView.bottomAnchor.constraint(equalTo: view.keyboardLayoutGuide.topAnchor)
view.keyboardLayoutGuide.followsUndockedKeyboard = true
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: UIResponder.keyboardWillShowNotification, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(self.keyboardWillHide), name: UIResponder.keyboardWillHideNotification, object: nil)
hideKeyboard()
}
override func viewWillTransition(to size: CGSize, with coordinator: UIViewControllerTransitionCoordinator)
{
}
@objc func keyboardWillHide(notification: NSNotification)
{
print("Keyboard will hide")
if myTextView.isFirstResponder
{
UIView.animate(withDuration: 0.3) { [weak self] in
self?.buttomConstraint.isActive = false
self?.view.layoutIfNeeded()
}
} else {
print("Somethibg")
}
}
@objc func keyboardWillShow(notification: NSNotification)
{
if myTextView.isFirstResponder
{
UIView.animate(withDuration: 0.3) { [weak self] in
self?.buttomConstraint.isActive = true
self?.view.layoutIfNeeded()
}
} else {
buttomConstraint.isActive = false
}
}
func textViewDidBeginEditing(_ textView: UITextView)
{
// UIView.animate(withDuration: 0.3) { [weak self] in
// self?.buttomConstraint.isActive = true
// self?.view.layoutIfNeeded()
// }
}
func textViewDidEndEditing(_ textView: UITextView)
{
// UIView.animate(withDuration: 0.3) { [weak self] in
// self?.buttomConstraint.isActive = false
// self?.view.layoutIfNeeded()
// }
}
}
extension ViewController
{
// MARK: This dismisses the keyBoard when the view it tapped
func hideKeyboard()
{
let tap: UITapGestureRecognizer = UITapGestureRecognizer(
target: self,
action: #selector(ViewController.dismissKeyboard))
tap.cancelsTouchesInView = false
view.addGestureRecognizer(tap)
}
@objc func dismissKeyboard()
{
view.endEditing(true)
}
}