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?
Swift version: '999' is tag value used to identify the target view.
Same answer in Swift (2.0), for the lazy. Replace with a loop and outlet collection if necessary:
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.
works like a charm
override func hitTest(point: CGPoint, withEvent event: UIEvent?) -> UIView? { if bounds.contains(point) && !hidden && userInteractionEnabled && enabled { return self } return super.hitTest(point, withEvent: event) }
Although this answer is also correct
The order of the options are matters, you have to place
UIViewAnimationOptionAllowUserInteraction
first, then add other options.In Swift 3 use:
.allowUserInteraction
I have achieved this using NSTimer: First, execute start animation, then you should start a timer, this is the demo code: