iOS自定义键盘
我就是这样做的。(代码如下) 但也存在一些问题,如:iOS自定义键盘,ios,swift,ios8,keyboard,Ios,Swift,Ios8,Keyboard,我就是这样做的。(代码如下) 但也存在一些问题,如: 当你点击某个按钮时,点击动画需要很长时间才能返回 无法将一些常用键作为全球符号来更改语言或大写锁定 我想做的是,修改原来的iOS键盘并添加一些其他按钮 可能吗?有什么建议吗 import UIKit class KeyboardViewController: UIInputViewController { @IBOutlet var nextKeyboardButton: UIButton! override fun
- 当你点击某个按钮时,点击动画需要很长时间才能返回李>
- 无法将一些常用键作为全球符号来更改语言或大写锁定
import UIKit
class KeyboardViewController: UIInputViewController {
@IBOutlet var nextKeyboardButton: UIButton!
override func updateViewConstraints() {
super.updateViewConstraints()
// Add custom view sizing constraints here
}
override func viewDidLoad() {
super.viewDidLoad()
let buttonTitles1 = ["Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P"]
let buttonTitles2 = ["A", "S", "D", "F", "G", "H", "J", "K", "L"]
let buttonTitles3 = ["CP", "Z", "X", "C", "V", "B", "N", "M", "BP"]
let buttonTitles4 = ["CHG", "SPACE", "RETURN"]
var row1 = createRowOfButtons(buttonTitles1)
var row2 = createRowOfButtons(buttonTitles2)
var row3 = createRowOfButtons(buttonTitles3)
var row4 = createRowOfButtons(buttonTitles4)
self.view.addSubview(row1)
self.view.addSubview(row2)
self.view.addSubview(row3)
self.view.addSubview(row4)
row1.setTranslatesAutoresizingMaskIntoConstraints(false)
row2.setTranslatesAutoresizingMaskIntoConstraints(false)
row3.setTranslatesAutoresizingMaskIntoConstraints(false)
row4.setTranslatesAutoresizingMaskIntoConstraints(false)
addConstraintsToInputView(self.view, rowViews: [row1, row2, row3, row4])
}
func createRowOfButtons(buttonTitles: [NSString]) -> UIView {
var buttons = [UIButton]()
var keyboardRowView = UIView(frame: CGRectMake(0, 0, 320, 50))
for buttonTitle in buttonTitles{
let button = createButtonWithTitle(buttonTitle)
buttons.append(button)
keyboardRowView.addSubview(button)
}
addIndividualButtonConstraints(buttons, mainView: keyboardRowView)
return keyboardRowView
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated
}
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()
}
}
func createButtonWithTitle(title: String) -> UIButton {
let button = UIButton.buttonWithType(.System) as UIButton
button.frame = CGRectMake(0, 0, 20, 20)
button.setTitle(title, forState: .Normal)
button.sizeToFit()
button.titleLabel?.font = UIFont.systemFontOfSize(15)
button.setTranslatesAutoresizingMaskIntoConstraints(false)
button.backgroundColor = UIColor(white: 1.0, alpha: 1.0)
button.setTitleColor(UIColor.darkGrayColor(), forState: .Normal)
button.addTarget(self, action: "didTapButton:", forControlEvents: .TouchUpInside)
return button
}
func didTapButton(sender: AnyObject?) {
let button = sender as UIButton
var proxy = textDocumentProxy as UITextDocumentProxy
if let title = button.titleForState(.Normal) {
switch title {
case "BP" :
proxy.deleteBackward()
case "RETURN" :
proxy.insertText("\n")
case "SPACE" :
proxy.insertText(" ")
case "CHG" :
self.advanceToNextInputMode()
default :
proxy.insertText(title)
}
}
}
func addIndividualButtonConstraints(buttons: [UIButton], mainView: UIView){
for (index, button) in enumerate(buttons) {
var topConstraint = NSLayoutConstraint(item: button, attribute: .Top, relatedBy: .Equal, toItem: mainView, attribute: .Top, multiplier: 1.0, constant: 1)
var bottomConstraint = NSLayoutConstraint(item: button, attribute: .Bottom, relatedBy: .Equal, toItem: mainView, attribute: .Bottom, multiplier: 1.0, constant: -1)
var rightConstraint : NSLayoutConstraint!
if index == buttons.count - 1 {
rightConstraint = NSLayoutConstraint(item: button, attribute: .Right, relatedBy: .Equal, toItem: mainView, attribute: .Right, multiplier: 1.0, constant: -1)
}else{
let nextButton = buttons[index+1]
rightConstraint = NSLayoutConstraint(item: button, attribute: .Right, relatedBy: .Equal, toItem: nextButton, attribute: .Left, multiplier: 1.0, constant: -1)
}
var leftConstraint : NSLayoutConstraint!
if index == 0 {
leftConstraint = NSLayoutConstraint(item: button, attribute: .Left, relatedBy: .Equal, toItem: mainView, attribute: .Left, multiplier: 1.0, constant: 1)
}else{
let prevtButton = buttons[index-1]
leftConstraint = NSLayoutConstraint(item: button, attribute: .Left, relatedBy: .Equal, toItem: prevtButton, attribute: .Right, multiplier: 1.0, constant: 1)
let firstButton = buttons[0]
var widthConstraint = NSLayoutConstraint(item: firstButton, attribute: .Width, relatedBy: .Equal, toItem: button, attribute: .Width, multiplier: 1.0, constant: 0)
widthConstraint.priority = 800
mainView.addConstraint(widthConstraint)
}
mainView.addConstraints([topConstraint, bottomConstraint, rightConstraint, leftConstraint])
}
}
func addConstraintsToInputView(inputView: UIView, rowViews: [UIView]){
for (index, rowView) in enumerate(rowViews) {
var rightSideConstraint = NSLayoutConstraint(item: rowView, attribute: .Right, relatedBy: .Equal, toItem: inputView, attribute: .Right, multiplier: 1.0, constant: -1)
var leftConstraint = NSLayoutConstraint(item: rowView, attribute: .Left, relatedBy: .Equal, toItem: inputView, attribute: .Left, multiplier: 1.0, constant: 1)
inputView.addConstraints([leftConstraint, rightSideConstraint])
var topConstraint: NSLayoutConstraint
if index == 0 {
topConstraint = NSLayoutConstraint(item: rowView, attribute: .Top, relatedBy: .Equal, toItem: inputView, attribute: .Top, multiplier: 1.0, constant: 0)
}else{
let prevRow = rowViews[index-1]
topConstraint = NSLayoutConstraint(item: rowView, attribute: .Top, relatedBy: .Equal, toItem: prevRow, attribute: .Bottom, multiplier: 1.0, constant: 0)
let firstRow = rowViews[0]
var heightConstraint = NSLayoutConstraint(item: firstRow, attribute: .Height, relatedBy: .Equal, toItem: rowView, attribute: .Height, multiplier: 1.0, constant: 0)
heightConstraint.priority = 800
inputView.addConstraint(heightConstraint)
}
inputView.addConstraint(topConstraint)
var bottomConstraint: NSLayoutConstraint
if index == rowViews.count - 1 {
bottomConstraint = NSLayoutConstraint(item: rowView, attribute: .Bottom, relatedBy: .Equal, toItem: inputView, attribute: .Bottom, multiplier: 1.0, constant: 0)
}else{
let nextRow = rowViews[index+1]
bottomConstraint = NSLayoutConstraint(item: rowView, attribute: .Bottom, relatedBy: .Equal, toItem: nextRow, attribute: .Top, multiplier: 1.0, constant: 0)
}
inputView.addConstraint(bottomConstraint)
}
}
}
当你点击某个按钮时,点击动画需要很长时间才能返回。
你的钥匙只不过是s。您看到的淡出动画是ui按钮的正常动画
——您可以在系统中的大多数按钮上看到它。使用.Custom
并为所需状态设置自己的外观,而不是使用UIButtonType.System
初始化它
例如(有许多可能性):
请注意,您甚至不必限制自己使用UIButton
——定制键盘是一块空白板
无法将一些常用键作为全球符号来更改语言或大写锁定
从:
系统选择适当的“下一步”键盘;没有API可供使用
获取已启用键盘的列表或用于选择特定键盘的列表
要切换到的键盘
因此,这些“特殊”键也由您提供,最有可能是您自己的自定义图标。如果您使用的是ui按钮
,这可能意味着调用setImage:forState:
。看起来,大多数第三方键盘在“下一个”键上使用了一个与系统图标几乎相同的globe图标
没有API来修改系统键盘,您必须从头开始构建一个。对于慢速动画,您可以研究这些github repo如何制作动画:
使用下面的github回购协议。它几乎是iOS8原始键盘的1:1,工作起来很有魅力
let button = UIButton(.Custom)
button.setTitleColor(UIColor.redColor(), forState: .Highlighted)