iOS 7 - Keyboard animation

Now I found the solution. The animation starts from the point {0, 920} to {0, 352}. The problem was that the UITableView object started with a size of {160, 568}, so I changed the size of the UITableView to {160, 920} before the animation was started.

Concerning to the unknown animation curve, I just set the parameter to animationCurve << 16 to convert it from a view animation curve to a view animation option.
The value is not equal to the linear, ease in, ease out and ease inout animation curve.

Here is my code:

[[NSNotificationCenter defaultCenter] addObserver:self
                                         selector:@selector(_keyboardWillShow:)
                                             name:UIKeyboardWillShowNotification
                                           object:nil];

and:

- (void)keyboardWillShow:(NSNotification *)aNotification {
    NSDictionary *userInfo = aNotification.userInfo;

    //
    // Get keyboard size.

    NSValue *beginFrameValue = userInfo[UIKeyboardFrameBeginUserInfoKey];
    CGRect keyboardBeginFrame = [self.view convertRect:beginFrameValue.CGRectValue fromView:nil];

    NSValue *endFrameValue = userInfo[UIKeyboardFrameEndUserInfoKey];
    CGRect keyboardEndFrame = [self.view convertRect:endFrameValue.CGRectValue fromView:nil];

    //
    // Get keyboard animation.

    NSNumber *durationValue = userInfo[UIKeyboardAnimationDurationUserInfoKey];
    NSTimeInterval animationDuration = durationValue.doubleValue;

    NSNumber *curveValue = userInfo[UIKeyboardAnimationCurveUserInfoKey];
    UIViewAnimationCurve animationCurve = curveValue.intValue;

    //
    // Create animation.

    CGRect tableViewFrame = self.tableView.frame;
    bTableViewFrame.size.height = (keyboardBeginFrame.origin.y - tableViewFrame.origin.y);
    self.tableView.frame = tableViewFrame;

    void (^animations)() = ^() {
        CGRect tableViewFrame = self.tableView.frame;
        tableViewFrame.size.height = (keyboardEndFrame.origin.y - tableViewFrame.origin.y);
        self.tableView.frame = tableViewFrame;
    };

    //
    // Begin animation.

    [UIView animateWithDuration:animationDuration
                          delay:0.0
                        options:(animationCurve << 16)
                     animations:animations
                     completion:nil];
}

You can use animateWithDuration block and set curve inside it. It's clean and work well.

UIViewAnimationCurve curve = [[notification.userInfo objectForKey:UIKeyboardAnimationCurveUserInfoKey] integerValue];
double duration = [[notification.userInfo objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue];

[UIView animateWithDuration:duration
                    delay:0
                  options:UIViewAnimationOptionBeginFromCurrentState 
               animations:^{
                 [UIView setAnimationCurve:curve];
                 /* ANIMATION HERE */
                 // don't forget layoutIfNeeded if you use autolayout
               }
               completion:nil];

Happy coding!

UPDATE

You can use a simple UIViewController category written by me https://github.com/Just-/UIViewController-KeyboardAnimation


In iOS 7, the keyboard uses a new, undocumented animation curve. While some have noted that using an undocumented value for the animation option, I prefer to use the following:

[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:[notification.userInfo[UIKeyboardAnimationDurationUserInfoKey] doubleValue]];
[UIView setAnimationCurve:[notification.userInfo[UIKeyboardAnimationCurveUserInfoKey] integerValue]];
[UIView setAnimationBeginsFromCurrentState:YES];

// work

[UIView commitAnimations];

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 an UIViewAnimationOptions. 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.