动画完成后无法单击 UIButton(以编程方式显示)
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【中文标题】动画完成后无法单击 UIButton(以编程方式显示)【英文标题】:Can't click on UIButton (that appears programmatically) after animation gets done 【发布时间】:2013-04-29 00:54:44 【问题描述】:刚刚问了一个小问题。我正在尝试使 UIButton 以编程方式出现,我必须对其进行动画处理。但是一旦动画完成,由于某种原因我无法点击按钮。
我有一个 CALayer“animationLayer”作为 UIView 的子层,在该 animationLayer 中,我有三个 CAShapeLayers“pathLayers”(我用它来动画三种不同的路径方式,如下图所示)。在这些 pathLayers 中,我添加了三个按钮作为它们各自的子层,这样我就可以制作一个动画,其中按钮在路径绘制自身时沿着路径移动。在我尝试添加一个按钮作为 pathLayer 的子层之前,一切都运行良好。现在,当我单击按钮时,它应该转到登录控制台窗口“按钮已被按下”的方法。我已经尝试将 self.view.userInteractionenabled 设置为 YES 但这仍然没有给我任何东西。
为什么我不能点击?
以下是代码的一些相关部分:
- (void)viewDidLoad
[super viewDidLoad];
self.animationLayer = [CALayer layer];
self.animationLayer.frame = CGRectMake(20.0f, 64.0f,
CGRectGetWidth(self.view.layer.bounds) - 40.0f, CGRectGetHeight(self.view.layer.bounds) - 84.0f);
[self.view.layer addSublayer:self.animationLayer];
- (id)createUIButtonwithXPosition:(CGFloat)x YPosition:(CGFloat)y Width:(CGFloat)width Height:(CGFloat)height
UIImage *lionImage = [UIImage imageNamed:@"noun_project_347_2.png"];
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
[button addTarget:self
action:@selector(logger:)
forControlEvents:UIControlEventTouchUpInside];
button.frame = CGRectMake(x, y, width, height);
button.userInteractionEnabled = YES;
// [button setBackgroundColor:[UIColor clearColor]];
[button setBackgroundImage:lionImage forState:UIControlStateNormal];
[self.view addSubview:button];
return button;
- (void)setupDrawingLayer
if(self.pathLayer != nil)
[self.pathLayer removeFromSuperlayer];
[self.secondPathLayer removeFromSuperlayer];
[self.thirdPathLayer removeFromSuperlayer];
self.pathLayer = nil;
self.secondPathLayer = nil;
self.thirdPathLayer = nil;
...//Other code not relevant
CGRect pathRect = CGRectInset(self.animationLayer.bounds, 100.0f, 100.0f);
CGPoint bottomCenter = CGPointMake(CGRectGetMidX(pathRect), (self.lionBtnVerticalAlignment.constant + self.lionBtnHeight.constant + 25.0f));
CGPoint center = CGPointMake(CGRectGetMidX(pathRect), CGRectGetMidY(pathRect));
CGPoint leftCenter = CGPointMake(CGRectGetMinX(pathRect), CGRectGetMidY(pathRect));
CGPoint rightCenter = CGPointMake(CGRectGetMaxX(pathRect), CGRectGetMidY(pathRect));
UIBezierPath *path = [UIBezierPath bezierPath];
UIBezierPath *secondPath = [UIBezierPath bezierPath];
UIBezierPath *thirdPath = [UIBezierPath bezierPath];
[path moveToPoint:bottomCenter];
[path addLineToPoint:center];
[secondPath moveToPoint:bottomCenter];
[secondPath addLineToPoint:leftCenter];
[thirdPath moveToPoint:bottomCenter];
[thirdPath addLineToPoint:rightCenter];
CAShapeLayer *pathLayer = [CAShapeLayer layer];
pathLayer.frame = self.animationLayer.bounds;
pathLayer.bounds = pathRect;
pathLayer.geometryFlipped = YES;
pathLayer.path = path.CGPath;
pathLayer.strokeColor = [UIColor blackColor].CGColor;
pathLayer.fillColor = nil;
pathLayer.lineWidth = 3.0f;
pathLayer.lineDashPattern = [NSArray arrayWithObjects:
[NSNumber numberWithInt:6],
[NSNumber numberWithInt:2],
nil];
pathLayer.lineJoin = kCALineJoinBevel;
CAShapeLayer *secondPathLayer = [CAShapeLayer layer];
secondPathLayer.frame = self.animationLayer.bounds;
secondPathLayer.bounds = pathRect;
secondPathLayer.geometryFlipped = YES;
secondPathLayer.path = secondPath.CGPath;
secondPathLayer.strokeColor = [UIColor redColor].CGColor;
secondPathLayer.fillColor = nil;
secondPathLayer.lineWidth = 3.0f;
secondPathLayer.lineDashPattern = [NSArray arrayWithObjects:
[NSNumber numberWithInt:6],
[NSNumber numberWithInt:2],
nil];
secondPathLayer.lineJoin = kCALineJoinBevel;
CAShapeLayer *thirdPathLayer = [CAShapeLayer layer];
thirdPathLayer.frame = self.animationLayer.bounds;
thirdPathLayer.bounds = pathRect;
thirdPathLayer.geometryFlipped = YES;
thirdPathLayer.path = thirdPath.CGPath;
thirdPathLayer.strokeColor = [UIColor greenColor].CGColor;
thirdPathLayer.fillColor = nil;
thirdPathLayer.lineWidth = 3.0f;
thirdPathLayer.lineDashPattern = [NSArray arrayWithObjects:
[NSNumber numberWithInt:6],
[NSNumber numberWithInt:2],
nil];
thirdPathLayer.lineJoin = kCALineJoinBevel;
[self.animationLayer addSublayer:pathLayer];
[self.animationLayer addSublayer:secondPathLayer];
[self.animationLayer addSublayer:thirdPathLayer];
self.pathLayer = pathLayer;
self.secondPathLayer = secondPathLayer;
self.thirdPathLayer = thirdPathLayer;
UIImage *lionImage = [UIImage imageNamed:@"noun_project_347_2.png"];
btn1 = (UIButton *)[self createUIButtonwithXPosition:0.0f YPosition:0.0f Width:lionImage.size.width Height:lionImage.size.height];
btn1.layer.anchorPoint = CGPointZero;
btn1.layer.frame = CGRectMake(0.0f, 0.0f, lionImage.size.width, lionImage.size.height);
[self.view bringSubviewToFront:btn1];
self.view.userInteractionEnabled = YES;
....//Other code not relevant
- (void)startAnimation
[self.pathLayer removeAllAnimations];
[self.secondPathLayer removeAllAnimations];
[self.thirdPathLayer removeAllAnimations];
....//Other code not relevant
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
pathAnimation.duration = 3.0;
pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
[self.pathLayer addAnimation:pathAnimation forKey:@"strokeEnd"];
[self.secondPathLayer addAnimation:pathAnimation forKey:@"strokeEnd"];
[self.thirdPathLayer addAnimation:pathAnimation forKey:@"strokeEnd"];
CAKeyframeAnimation *lionAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
lionAnimation.duration=3.0;
lionAnimation.path = self.pathLayer.path;
lionAnimation.calculationMode = kCAAnimationPaced;
lionAnimation.delegate = self;
[btn1.layer addAnimation:lionAnimation forKey:@"position"];
btn1.layer.position = CGPointMake(365.0, 460.0);
【问题讨论】:
您确定点击365.0, 460.0
(无论按钮是否出现)不起作用?
是的,先生,我很确定。
【参考方案1】:
在我看来,您可能会遇到一个典型的问题,其中 UIView
是另一个 UIView
的子孩子,但超出了它的范围。要检查是否是这种情况,请将父视图的属性设置为setClipsToBounds:YES
,您很可能会看到按钮消失。查看此帖子了解更多详情:My custom UIView dos not receive touches
如果是这种情况,您有几个选择。
-
将按钮放置在父视图范围内的位置!!
子类化父视图并将以下代码添加到 is 以便其子视图即使在父视图边界之外也可以响应触摸。
-(UIView *) hitTest:(CGPoint)point withEvent:(UIEvent *)event
UIView* 结果 = [super hitTest:point withEvent:event]; 如果(结果) 返回结果; for (UIView* sub in [self.subviews reverseObjectEnumerator]) CGPoint pt = [self convertPoint:point toView:sub]; 结果 = [sub hitTest:pt withEvent:event]; 如果(结果) 返回结果; 返回零;
【讨论】:
嘿哈维尔!我尝试了整个 setClipsToBounds:YES 过程,但显然情况并非如此。按钮的图像仍然存在。我现在想做的是使用图像来制作整个动画,一旦动画完成,我将删除相应的图层,并在图层结束动画的同一位置将每个图层替换为 UIButton。这是一个好方法还是您有其他想法?【参考方案2】:请试试这个:
[button setBackgroundImage:lionImage forState:UIControlEventTouchUpInside];
【讨论】:
嘿!我试过这样做,但它只会让图像消失,它对点击问题没有做任何事情。还有其他建议吗? 当你按右时,上面的代码可以工作吗?带有日志消息“按钮已被按下” 不,问题是我无法点击按钮。因此,它甚至不会转到按钮的操作方法(按下时)。我认为因为我在 CALayer 中有一个 UIButton,所以该按钮位于图层的背面,因此无法按下(至少我是这么认为的)。因为 UIView 本身可以看作是一个 CALayer,所以我想做的应该不难..lol,但由于某种原因,我无法使 Button 可点击。以上是关于动画完成后无法单击 UIButton(以编程方式显示)的主要内容,如果未能解决你的问题,请参考以下文章
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