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.)
The standard way to prevent the TextField
s 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];
}
Make your custom annotation view
There is no public API allowing you to access the label in the pop up directly. What you need to do is make a subclass of MKPinAnnotationView
and do whatever customization you want there. As an example,
class CustomAnnotationView : MKPinAnnotationView
{
let selectedLabel:UILabel = UILabel.init(frame:CGRectMake(0, 0, 140, 38))
override func setSelected(selected: Bool, animated: Bool)
{
super.setSelected(false, animated: animated)
if(selected)
{
// Do customization, for example:
selectedLabel.text = "Hello World!!"
selectedLabel.textAlignment = .Center
selectedLabel.font = UIFont.init(name: "HelveticaBold", size: 15)
selectedLabel.backgroundColor = UIColor.lightGrayColor()
selectedLabel.layer.borderColor = UIColor.darkGrayColor().CGColor
selectedLabel.layer.borderWidth = 2
selectedLabel.layer.cornerRadius = 5
selectedLabel.layer.masksToBounds = true
selectedLabel.center.x = 0.5 * self.frame.size.width;
selectedLabel.center.y = -0.5 * selectedLabel.frame.height;
self.addSubview(selectedLabel)
}
else
{
selectedLabel.removeFromSuperview()
}
}
}
Other Notes
Use this custom view in the map view:
func mapView(mapView: MKMapView, viewForAnnotation annotation: MKAnnotation) -> MKAnnotationView? {
var anno = mapView.dequeueReusableAnnotationViewWithIdentifier("Anno")
if anno == nil
{
anno = CustomAnnotationView.init(annotation: annotation, reuseIdentifier: "Anno")
}
return anno;
}
Since the title
property of the annotation is not set, you will have to call the map view function selectAnnotation
yourself. Add the following to the CustomAnnotationView
class:
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
mapView?.selectAnnotation(self.annotation!, animated: true)
}
If you want to have more than one marker on the map:
Usually just draw the annotation simply during initialization. In setSelected just return false (meaning "show all annotations all the time").
class DotAnnotationView : MKPinAnnotationView {
let dot: UILabel = UILabel.init(frame:CGRect(x: 0, y: 0, width: 20, height: 20))
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
_setup()
}
override init(annotation: MKAnnotation?, reuseIdentifier: String?) {
super.init(annotation: annotation, reuseIdentifier: reuseIdentifier)
_setup()
}
override func prepareForReuse() {
dot.text = "you forgot to set the text value?"
}
override func setSelected(_ selected: Bool, animated: Bool) {
super.setSelected(false, animated: animated)
}
func _setup() {
dot.textAlignment = .center
.. etc
}
}
You set the string (or other values - say color of the panel) for each annotation in mapView#viewFor. It's like populating a cell in a UITableView.
func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? {
let textForThisItem = annotation.title!!
// or, just use index#of to determine which row this is in your data array
if annotation.isEqual(mkMap.userLocation) {
// skip the user-position indicator
return nil
}
var anno = mapView.dequeueReusableAnnotationView(withIdentifier: "anno")
if anno == nil {
anno = DotAnnotationView.init(annotation: annotation, reuseIdentifier: "anno")
}
(anno as! DotAnnotationView).dot.text = textForThisItem
return anno
}
Finally note that somewhat confusingly, if you very simply change the class of CustomAnnotationView from MKPinAnnotationView to MKAnnotationView, everything works the same but it replaces "all of the pin" rather than just the annotation.
Best Answer
This seems like two separate issues:
Regarding the setting delegate in code v storyboard, it's hard to reconcile your various observations (delegate method
didSelectAnnotationView
is getting called in both scenarios, butviewForAnnotation
is not). The only difference between setting it in code v in the storyboard is the timing of when thedelegate
is getting set. You're not showing us the process of adding the annotations, so it's hard to diagnose on the basis of what you've described. If none of your delegate methods were getting called, I'd suspect themapView
IBOutlet
, but if some are working and others aren't, I can only suspect a timing issue.Regarding the setting of the
MKAnnotationView
, the default implementation does nothing. You either need to write your own subclass ofMKAnnotationView
, set its image if you're using your own image, or, much easier, just useMKPinAnnotationView
. But just creating aMKAnnotationView
won't do anything. You really want:(Note, I'm not only creating a
MKPinAnnotationView
, but I'm also making sure that it's not aMKUserLocation
, in case you ever choose to show user location on the map. I'm also going to explicitly set thecanShowCallout
, as that's presumably the reason you're writing this method at all.)Bottom line, if you want to show a simple pin annotation view, use
MKPinAnnotationView
. UsingMKAnnotationView
alone will result in no annotations from appearing.