I'm trying to add a button to my TextField's keyboard as we do with UITextField.inputAccessoryView before. But I cannot find a function for it. Am I missing something? Or did Apple miss to add that function?
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I don't know how to accurately phrase this, but after upgrading to Big Sur and XCode 12.2, I have discovered that I cannot Command-Click on a SwiftUI keyword (i.e., HStack or TextField) and get the object-specific inspector to come up. On my right panel I only ever see the inspector/settings for the .swift source file I have open; how do I get the object-specific context menu to come back?
Another issue, probably related to the first: when pressing the "+" button to insert a new object from the library, there are no longer any SwiftUI library objects available to pick; see the screenshot below:
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The Canvas Editor must be open, and then everything works.
I am looking at this SwiftUI tutorial and it suggests I can see extra actions upon Command-Clicking the SwiftUI elements in code. In my Xcode, this jumps me to the class definition.
I see there's an option in XCode 11.0 t change the Option key to show SwiftUI inspector, however, this still does not let me modify SwiftUI code elements using actions like "Embed in VStack"
How can I get both inspector and extra SwiftUI actions when interacting with SwiftUI Code (not the preview)?
Extra SwiftUI actions show when Canvas is opened (shortcut: Option-Command-Enter or ⌥+⌘+↵):
canvas is closed
canvas is opened
The accepted answer doesn't work for me on macOS 10.15.5 and Xcode 11.4.1.
The Good news is that you can get it via a shortcut of [Command][Shift][Left Click] on a SwiftUI element or by clicking Show Code Actions on the right click menu.
Instead of using the mouse, I recommend using the Xcode hotkey for bringing up code actions. Navigate to Preferences -> Key Bindings and search for Show Code Actions. You'll see the preset hotkey which you can then customize. My default key binding was Shift+Command+A. Just make sure you cursor is over the intended element when you press the hotkey.
You can change the command click behavior where you were looking under Xcode -> Preferences, Navigate tab.
Rather unintuitively, if you pick "Selects Code Structure", then command+click will bring up the SwiftUI menu options you're looking for (granted the canvas is open).
If you do this, you can still jump to definition via control+command+click
Conversely, if you'd prefer to continue to use command+click to jump to definition, you can instead use control+command+click to bring up the SwiftUI menu options.
Command clicking on a view will not work in Xcode 12.2 and 12.3 (under MacOS 10.15.5) if you have your preferences different than Xcode expects.
You have to change your Navigation preferences for Command-click on Code: to Selects Code Structure before the proper menu will appear when you command click on a View.
To change this. press command , to open your preferences and select the Navigation button. The option you need to change is in the first popup menu.
Using SwiftUI and running into an issue with the keyboard. I want to use the .deicmalPad but I can't dismiss it since it has no "return" button.
Found a workaround: use UIApplication.shared.windows[0].endEditing(true) on a button. (Tried using it on the viewController for the app but it broke NavigationLinks)
Now I want to add the "Next", "Previous" and "Submit" strip above the keyboard, like in this picture: http://brainwashinc.com/wp-content/uploads/2017/07/Simulator-Screen-Shot-Jul-28-2017-9.07.42-AM.png
can't find SwiftUI documentation for this feature, only finding incompatable UIKit solutions involving inputAccessoryView and it's items.
Ultimatly want to use the "Submit" button's event to use UIApplication.shared.windows[0].endEditing(true) and finally get the keyboard to go away.
Thanks in advance
i am developing a game using cocos2d framework. I want to add a text field to enter player's name. I used UITextField and the textfield is visible and the keyboard gets pop up. But my problem is the Return key is not working. I tried out many times but all in vain. please help me out, or is there any other way to add a text field in cocos2d. Thanx in advance.
Make sure that you implement all needed delegate methods for your text field. For example,
- (BOOL)textFieldShouldReturn:(UITextField *)textField
method.
did you use resignfirstresponder ? for returning keyboard just add the code as
[textfield resignFirstResponder];
also add this line of code on place where you want to return the keyboard such as on cctouchbegin or on click of any button. Hope this will work.
I recently upgraded to xcode 4. My application utilizes tabbarcontroller. In old xcode 3.x, you were able to change the tabs to different types per this screenshot:
From what I gather in researching this issue, xcode 4 no longer offers this functionality. Am I missing something? From what I researched we are now suppose to delete/add tabs then change attributes to get the desired effect. So, to that end in xcode 4, I've added a new tab item and made the class a UINavigationController fully expecting the ability to toggle the "Shows Navigation Bar" with a checkbox. But, the "Navigation Controller" grouping never appears. What am I missing?
Thanks for your help.
I was surprised at first too and I was about to ask the same question. But, when you open the Object Library, in the bottom you can see a big star, "Tab Bar Item". Just drag that to the tab bar and you will notice a new item added to the tab bar controller.
Weird but works!
Just drag drop View Controller onto tabs!
Thanks
I played with xcode 4 a little bit more and discovered you can drag Navigation Controller from library onto your UITabBarController and it will create your tab item for you and set it up as a NavigationController. Pretty cool. Hopefully this will help others.