So I've got a problem with buttons and animations. Basically, I'm animating a view using the UIView animations while also trying to listen for taps on the button inside the view. The view is just as large as the button, and the view is actually a subclass of UIImageView with an image below the button. The view is a subview of a container view placed in Interface Builder with user interaction enabled and clipping enabled. All the animation and button handling is done in this UIImageView subclass, while the startFloating
message is sent from a separate class as needed.
If I do no animation, the buttonTapped:
message gets sent correctly, but during the animation it does not get sent. I've also tried implementing the touchesEnded
method, and the same behavior occurs.
UIImageView subclass init (I have the button filled with a color so I can see the frame gets set properly, which it does):
- (id)initWithImage:(UIImage *)image {
self = [super initWithImage:image];
if (self != nil) {
// ...stuffs
UIButton *tapBtn = [UIButton buttonWithType:UIButtonTypeCustom];
tapBtn.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
[tapBtn addTarget:self action:@selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside];
tapBtn.backgroundColor = [UIColor cyanColor];
[self addSubview:tapBtn];
self.userInteractionEnabled = YES;
}
return self;
}
Animation method that starts the animation (if I don't call this the button works correctly):
- (void)startFloating {
[UIView beginAnimations:@"floating" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDuration:10.0f];
self.frame = CGRectMake(self.frame.origin.x, -self.frame.size.height, self.frame.size.width, self.frame.size.height);
[UIView commitAnimations];
}
So, to be clear:
This resolves the issue:
[UIView animateWithDuration:20 delay: 0.0 options: UIViewAnimationOptionCurveEaseInOut | UIViewAnimationOptionAllowUserInteraction
...
The animation is just eye candy. The animation lags behind the actual movement of the view. The button is already at the destination point when the animation starts. You just see a movie of the view/button moving.
If you want a button to be clickable during the animation, you'll have to make the animation yourself.
... was experiencing this same problem because my code was doing one large animation per block. I made an NSTimer based solution, like the one suggested above, and it worked... yet the movement was jerky (unless I inserted animation within every timer event trigger).
So, since animation was required anyway, I found a solution which requires no timer. It animates only a short distance and thus the button click is still accurate, with only a small error which is my case is very unnoticeable in the UI, and can be reduced depending on your params.
Note below that the error at any given time is < 15.0, which can be reduced for more accuracy depending on your animation speed requirements. You can also reduce the duration time for more speed.
- (void)conveyComplete:(UIView*)v
{
[self convey:v delay:0];
}
- (void)convey:(UIView*)v delay:(int)nDelay
{
[UIView animateWithDuration:.5
delay:nDelay
options:(UIViewAnimationOptionCurveLinear | UIViewAnimationOptionAllowUserInteraction)
animations: ^
{
CGRect rPos = v.frame;
rPos.origin.x -= 15.0;
v.frame = rPos;
}
completion: ^(BOOL finished)
{
[self conveyComplete:v];
}];
}
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With