I had been doing something like this to mimic the keyboard animation on older version of iOS.
CGRect keyboardBeginFrame;
[[note.userInfo objectForKey:UIKeyboardFrameBeginUserInfoKey] getValue:&keyboardBeginFrame];
self.doneKeyboardButton.frame = CGRectMake(0, (keyboardBeginFrame.origin.y + keyboardBeginFrame.size.height) - 53, 106, 53);
[[[[UIApplication sharedApplication] windows] lastObject] addSubview:self.doneKeyboardButton];
CGPoint newCenter = CGPointMake(self.doneKeyboardButton.superview.frame.origin.x + self.doneKeyboardButton.frame.size.width/2,
self.doneKeyboardButton.superview.frame.size.height - self.doneKeyboardButton.frame.size.height/2);
[UIView animateWithDuration:[[note.userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] floatValue]-.02
delay:.0
options:[[note.userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] intValue]
animations:^{
self.contentView.frame = CGRectOffset(self.contentView.frame, 0, -TextFieldViewMovement);
self.doneKeyboardButton.center = newCenter;
}
completion:nil];
However, this has stopped working on iOS7. It seems like the values returned are no longer exactly correct, and the Done button no longer exactly mimics the Keyboard display animation.
I had the same issue and managed to get the animation working with the following parameters for iOS 7:
EDIT: these values were obtained through debug, and can change with new iOS versions. @DavidBeck's answer works for me in iOS 7 also so I'm linking it here.
This is working just fine for me... The duration is caught when the keyboard is shown. I know hardcoding the options means that it could break in the future, but it works for 7 and 8. That is good enough for us for now...
In iOS 7, the keyboard uses a new, undocumented animation curve. While some have noted that using an undocumented value for the animation option works, I prefer to use the following:
While block based animations are the recommendation, the animation curve returned from the keyboard notification is an
UIViewAnimationCurve
, while the option you would need to pass to block based animations is anUIViewAnimationOptions
. Using the traditional UIView animation methods allows you to pipe the value directly in. Most importantly, this will use the new undocumented animation curve (integer value of 7) and cause the animation to match the keyboard. And, it will work just as well on iOS 6 and 7.You can use
animateWithDuration
block and set curve inside it. It's clean and work well.Happy coding!
UPDATE
You can use a simple UIViewController category written by me https://github.com/Just-/UIViewController-KeyboardAnimation
If you mean to add the button inside a toolbar (similarly as the mobile Safari does it), you can just use the property
inputAccessoryView
(bothUITextField
andUITextView
have it) and save yourself all the trouble. This hidden gem is little known, I am glad that I stumbled upon it.It works on both iOS 6 and iOS 7, I am using it in my app Routie.
Apple is using some undocumented animation with the value 7 in iOS 7.
However the declaration of
UIViewAnimationCurve
defines values for 0 to 3The
UIViewAnimationOptions
you need for block based animations is defined asIt seems that Apple reserves 4 bits for the animaton curve (20 - 16 = 4) which allows values from 0 to 15 (so there are probably more undocumented values).
With this knowledge you can simply transform an
UIViewAnimationCurve
intoUIViewAnimationOptions
by shifting it about 16 bits. In your example this means: