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Home/ Questions/Q 4036486
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Editorial Team
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Editorial Team
Asked: May 20, 20262026-05-20T12:13:44+00:00 2026-05-20T12:13:44+00:00

I have the following code: [UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionAllowUserInteraction animations:^{ imageView.bounds = endBounds; }

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I have the following code:

[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionAllowUserInteraction
     animations:^{
         imageView.bounds = endBounds;
     }
     completion:^(BOOL finished) {
         [UIView animateWithDuration:2.0 delay:0.5 options:UIViewAnimationOptionAllowUserInteraction
              animations:^{
                  imageView.bounds = startBounds;
              }
              completion:^(BOOL finished) {
                      [imageView removeFromSuperview];
              }];
     }];

Additionally I have:

[imageView setUserInteractionEnabled:YES];

and a tap gesture recognizer set that will handle the user tapping on imageView. While the first animation is happening, the gesture recognizer fires as I would expect. But if I try and tap imageView during the chained animation from the completion block, nothing happens even though I have set the appropriate option.

Anyone have any thoughts? I’ve googled and can’t find an answer.

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  1. Editorial Team
    Editorial Team
    2026-05-20T12:13:45+00:00Added an answer on May 20, 2026 at 12:13 pm

    I came up with a solution:

    I wrap the UIImageView in a UIView (I subclass UIView) with the same bounds/center point as the image. Then I attach the gesture recognizer to the wrapper, instead of the image. Because the wrapper’s bounds rectangle/center point never change for the duration of the animation, it’s always available as the target of a gesture.

    This works quite well.

    -j

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