I have a playButton
that performs a "breathing animation". The button works just fine when I press it. The problem occurs if I press the device's Home Button and then re-open the app. Upon re-opening, the playButton
does not have the "breathing animation" and it does not work (nothing happens when it is pressed).
@IBOutlet weak var playButton: UIButton!
override func viewWillAppear(_ animated: Bool) {
UIView.animate(withDuration: 1.0,
delay: 0,
options: [.autoreverse, .repeat, .allowUserInteraction],
animations: {
self.playButton.transform = CGAffineTransform(scaleX: 1.175, y: 1.175)
},
completion: nil
)
}
I've dealt with this issue in a previous game app where I needed to save and pause the game if the user pressed the Home Button or if there was an interruption (incoming call). So, I am well aware of:
func applicationDidBecomeActive() {}
func applicationWillResignActive() {}
func applicationDidEnterBackground() {}
But, I am not dealing with a gameState, timer, the need to save data, etc. I simply want my button and its animation to work properly when the app re-opens after the Home Button is pressed.
I also tried using override func viewDidLayoutSubviews() {}
instead of viewWillAppear
. But that did not work.
First of all, if you have a multiple animations within the same
ViewController
(VC) that occur afterplayButton
is pressed, then that may explain why the it is becoming disabled upon return from background. Why? I don't know. But I had a similar issue and resolved it by creating a newclass
and VC for the multiple animations that were originally set to occur when myUIButton
was pressed. Inside of my button'sIBAction
, I simply created a segue to then new VC.With regards to the animation, you could approach this two ways: 1) Pause and Resume the animation using CALayer OR 2) Simply use NotificationCenter without even having to touch any AppDelegate code. I prefer simple ways b/c it will save time and effort. So, try this code in the VC where the button animation is to occur: