I have the following code:
[UIView animateWithDuration:0.3
delay:0.0
options:UIViewAnimationCurveEaseOut | UIViewAnimationOptionAllowUserInteraction
animations:^{
CGRect r = [btn frame];
r.origin.y -= 40;
[btn setFrame: r];
}
completion:^(BOOL done){
if(done){
[UIView animateWithDuration:0.3
delay:1
options:UIViewAnimationOptionCurveEaseIn | UIViewAnimationOptionAllowUserInteraction
animations:^{
CGRect r = [btn frame];
r.origin.y += 40;
[btn setFrame: r];
}
completion:^(BOOL done){if(done) zombiePopping = 0; }];
}
}];
The problem is, it seems the button doesnt respond to touches while being animated even though i'm using UIViewAnimationOptionAllowInteraction
, which is a bit weird to me.
Maybe this most be done with Core Animation to work? and if so, how would i go about that?
In my case, when I set button.alpha = 0
, the button interaction stops working, no matter if I setup UIViewAnimationOptionAllowUserInteraction
as an option.
Whenever you define the animation or not, the view's property is applying to view's layer immediately. Because of this, when you set the view.alpha=0
, you hide the view
completely.
Easy, just reduce alpha=0.1
(or even 0.05
)
UIView.animate(withDuration: 2,
delay: 0,
options: [.allowUserInteraction, .overrideInheritedOptions, .curveEaseOut, .repeat, .autoreverse],
animations: {
self.button.layer.opacity = 0.01 // 0.0 will make the button unavailable to touch
})
The touchable part of the button will not coincide with the button's visible frame when it is being animated.
Internally, the button's frame will be set to the final value from your animation. You should find that you can tap in this area, and it would work.
To hit a moving button, you need to do hit testing on the button's .layer.presentationLayer
property (need to import the QuartzCore framework to do this). This would typically be done in touch handling methods in your view controller.
I am happy to expand on this answer if you need more.
Here is how you would respond to a touch event by hit testing presentation layers. This code is in the view controller subclass that is managing your buttons. When I did this I was interested in the initial touch rather than the touch ending (which is typically when a tap would register) but the principle is the same.
Remember to import the QuartzCore framework and add it to your project.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
for (UIButton *button in self.buttonsOutletCollection)
{
if ([button.layer.presentationLayer hitTest:touchLocation])
{
// This button was hit whilst moving - do something with it here
break;
}
}
}
The order of the options are matters, you have to place UIViewAnimationOptionAllowUserInteraction
first, then add other options.
In Swift 3 use: .allowUserInteraction
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