summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorTravis Veralrud <tbveralrud+git@gmail.com>2022-11-25 19:18:35 -0800
committerRĂ©mi Verschelde <rverschelde@gmail.com>2023-02-15 09:45:38 +0100
commit10be2c343f6f8b9619eec9d3319a1eef57cd2b17 (patch)
tree79ad4bc02eb0e1f3122838aa70d8d83735f3932d
parent8c7b98d4526c6ba66d7f1636abb71ccbe54727c6 (diff)
iOS: Fix memory leak on touch input
Replace incomplete iOS gesture with touch implementation. Fixes #66422.
-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--main/main.cpp1
-rw-r--r--platform/ios/SCsub1
-rw-r--r--platform/ios/godot_view.h5
-rw-r--r--platform/ios/godot_view.mm82
-rw-r--r--platform/ios/godot_view_gesture_recognizer.h46
-rw-r--r--platform/ios/godot_view_gesture_recognizer.mm186
7 files changed, 27 insertions, 297 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 986810edf2..7812b29e0d 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1147,9 +1147,6 @@
<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
If [code]true[/code], sends touch input events when clicking or dragging the mouse.
</member>
- <member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
- Default delay for touch events. This only affects iOS devices.
- </member>
<member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
</member>
diff --git a/main/main.cpp b/main/main.cpp
index 81f2c101a1..ae3a6d2a94 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -1843,7 +1843,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
GLOBAL_DEF("display/window/ios/hide_status_bar", true);
GLOBAL_DEF("display/window/ios/suppress_ui_gesture", true);
- GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "input_devices/pointing/ios/touch_delay", PROPERTY_HINT_RANGE, "0,1,0.001"), 0.15);
// XR project settings.
GLOBAL_DEF_RST_BASIC("xr/openxr/enabled", false);
diff --git a/platform/ios/SCsub b/platform/ios/SCsub
index f3925c146f..18ba6617af 100644
--- a/platform/ios/SCsub
+++ b/platform/ios/SCsub
@@ -17,7 +17,6 @@ ios_lib = [
"display_layer.mm",
"godot_app_delegate.m",
"godot_view_renderer.mm",
- "godot_view_gesture_recognizer.mm",
"device_metrics.m",
"keyboard_input_view.mm",
"key_mapping_ios.mm",
diff --git a/platform/ios/godot_view.h b/platform/ios/godot_view.h
index 077584baa6..b00ca37ebe 100644
--- a/platform/ios/godot_view.h
+++ b/platform/ios/godot_view.h
@@ -59,9 +59,4 @@ class String;
- (void)stopRendering;
- (void)startRendering;
-- (void)godotTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
-- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
-- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
-- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
-
@end
diff --git a/platform/ios/godot_view.mm b/platform/ios/godot_view.mm
index 4b10f95ab8..fafec79bf6 100644
--- a/platform/ios/godot_view.mm
+++ b/platform/ios/godot_view.mm
@@ -35,7 +35,6 @@
#include "core/string/ustring.h"
#import "display_layer.h"
#include "display_server_ios.h"
-#import "godot_view_gesture_recognizer.h"
#import "godot_view_renderer.h"
#import <CoreMotion/CoreMotion.h>
@@ -60,8 +59,6 @@ static const float earth_gravity = 9.80665;
@property(strong, nonatomic) CMMotionManager *motionManager;
-@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
-
@end
@implementation GodotView
@@ -148,10 +145,6 @@ static const float earth_gravity = 9.80665;
[self.animationTimer invalidate];
self.animationTimer = nil;
}
-
- if (self.delayGestureRecognizer) {
- self.delayGestureRecognizer = nil;
- }
}
- (void)godot_commonInit {
@@ -171,11 +164,6 @@ static const float earth_gravity = 9.80665;
self.motionManager = nil;
}
}
-
- // Initialize delay gesture recognizer
- GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
- self.delayGestureRecognizer = gestureRecognizer;
- [self addGestureRecognizer:self.delayGestureRecognizer];
}
- (void)stopRendering {
@@ -347,58 +335,42 @@ static const float earth_gravity = 9.80665;
}
}
-- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
- NSArray *tlist = [event.allTouches allObjects];
- for (unsigned int i = 0; i < [tlist count]; i++) {
- if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
- UITouch *touch = [tlist objectAtIndex:i];
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- CGPoint touchPoint = [touch locationInView:self];
- DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
- }
+- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
+ for (UITouch *touch in touches) {
+ int tid = [self getTouchIDForTouch:touch];
+ ERR_FAIL_COND(tid == -1);
+ CGPoint touchPoint = [touch locationInView:self];
+ DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
}
}
-- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
- NSArray *tlist = [event.allTouches allObjects];
- for (unsigned int i = 0; i < [tlist count]; i++) {
- if ([touches containsObject:[tlist objectAtIndex:i]]) {
- UITouch *touch = [tlist objectAtIndex:i];
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- CGPoint touchPoint = [touch locationInView:self];
- CGPoint prev_point = [touch previousLocationInView:self];
- CGFloat alt = [touch altitudeAngle];
- CGVector azim = [touch azimuthUnitVectorInView:self];
- DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
- }
+- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
+ for (UITouch *touch in touches) {
+ int tid = [self getTouchIDForTouch:touch];
+ ERR_FAIL_COND(tid == -1);
+ CGPoint touchPoint = [touch locationInView:self];
+ CGPoint prev_point = [touch previousLocationInView:self];
+ CGFloat alt = [touch altitudeAngle];
+ CGVector azim = [touch azimuthUnitVectorInView:self];
+ DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
}
}
-- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
- NSArray *tlist = [event.allTouches allObjects];
- for (unsigned int i = 0; i < [tlist count]; i++) {
- if ([touches containsObject:[tlist objectAtIndex:i]]) {
- UITouch *touch = [tlist objectAtIndex:i];
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- [self removeTouch:touch];
- CGPoint touchPoint = [touch locationInView:self];
- DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
- }
+- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
+ for (UITouch *touch in touches) {
+ int tid = [self getTouchIDForTouch:touch];
+ ERR_FAIL_COND(tid == -1);
+ [self removeTouch:touch];
+ CGPoint touchPoint = [touch locationInView:self];
+ DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
}
}
-- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
- NSArray *tlist = [event.allTouches allObjects];
- for (unsigned int i = 0; i < [tlist count]; i++) {
- if ([touches containsObject:[tlist objectAtIndex:i]]) {
- UITouch *touch = [tlist objectAtIndex:i];
- int tid = [self getTouchIDForTouch:touch];
- ERR_FAIL_COND(tid == -1);
- DisplayServerIOS::get_singleton()->touches_canceled(tid);
- }
+- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
+ for (UITouch *touch in touches) {
+ int tid = [self getTouchIDForTouch:touch];
+ ERR_FAIL_COND(tid == -1);
+ DisplayServerIOS::get_singleton()->touches_canceled(tid);
}
[self clearTouches];
}
diff --git a/platform/ios/godot_view_gesture_recognizer.h b/platform/ios/godot_view_gesture_recognizer.h
deleted file mode 100644
index 57bfc75568..0000000000
--- a/platform/ios/godot_view_gesture_recognizer.h
+++ /dev/null
@@ -1,46 +0,0 @@
-/**************************************************************************/
-/* godot_view_gesture_recognizer.h */
-/**************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/**************************************************************************/
-/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/**************************************************************************/
-
-// GLViewGestureRecognizer allows iOS gestures to work correctly by
-// emulating UIScrollView's UIScrollViewDelayedTouchesBeganGestureRecognizer.
-// It catches all gestures incoming to UIView and delays them for 150ms
-// (the same value used by UIScrollViewDelayedTouchesBeganGestureRecognizer)
-// If touch cancellation or end message is fired it fires delayed
-// begin touch immediately as well as last touch signal
-
-#import <UIKit/UIKit.h>
-
-@interface GodotViewGestureRecognizer : UIGestureRecognizer
-
-@property(nonatomic, readonly, assign) NSTimeInterval delayTimeInterval;
-
-- (instancetype)init;
-
-@end
diff --git a/platform/ios/godot_view_gesture_recognizer.mm b/platform/ios/godot_view_gesture_recognizer.mm
deleted file mode 100644
index 9b71228864..0000000000
--- a/platform/ios/godot_view_gesture_recognizer.mm
+++ /dev/null
@@ -1,186 +0,0 @@
-/**************************************************************************/
-/* godot_view_gesture_recognizer.mm */
-/**************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/**************************************************************************/
-/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/**************************************************************************/
-
-#import "godot_view_gesture_recognizer.h"
-
-#import "godot_view.h"
-
-#include "core/config/project_settings.h"
-
-// Minimum distance for touches to move to fire
-// a delay timer before scheduled time.
-// Should be the low enough to not cause issues with dragging
-// but big enough to allow click to work.
-const CGFloat kGLGestureMovementDistance = 0.5;
-
-@interface GodotViewGestureRecognizer ()
-
-@property(nonatomic, readwrite, assign) NSTimeInterval delayTimeInterval;
-
-@end
-
-@interface GodotViewGestureRecognizer ()
-
-// Timer used to delay begin touch message.
-// Should work as simple emulation of UIDelayedAction
-@property(strong, nonatomic) NSTimer *delayTimer;
-
-// Delayed touch parameters
-@property(strong, nonatomic) NSSet *delayedTouches;
-@property(strong, nonatomic) UIEvent *delayedEvent;
-
-@end
-
-@implementation GodotViewGestureRecognizer
-
-- (GodotView *)godotView {
- return (GodotView *)self.view;
-}
-
-- (instancetype)init {
- self = [super init];
-
- self.cancelsTouchesInView = YES;
- self.delaysTouchesBegan = YES;
- self.delaysTouchesEnded = YES;
- self.requiresExclusiveTouchType = NO;
-
- self.delayTimeInterval = GLOBAL_GET("input_devices/pointing/ios/touch_delay");
-
- return self;
-}
-
-- (void)dealloc {
- if (self.delayTimer) {
- [self.delayTimer invalidate];
- self.delayTimer = nil;
- }
-
- if (self.delayedTouches) {
- self.delayedTouches = nil;
- }
-
- if (self.delayedEvent) {
- self.delayedEvent = nil;
- }
-}
-
-- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
- [self.delayTimer fire];
-
- self.delayedTouches = touches;
- self.delayedEvent = event;
-
- self.delayTimer = [NSTimer
- scheduledTimerWithTimeInterval:self.delayTimeInterval
- target:self
- selector:@selector(fireDelayedTouches:)
- userInfo:nil
- repeats:NO];
-}
-
-- (void)fireDelayedTouches:(id)timer {
- [self.delayTimer invalidate];
- self.delayTimer = nil;
-
- if (self.delayedTouches) {
- [self.godotView godotTouchesBegan:self.delayedTouches withEvent:self.delayedEvent];
- }
-
- self.delayedTouches = nil;
- self.delayedEvent = nil;
-}
-
-- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
- NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseBegan];
- [self delayTouches:cleared andEvent:event];
-
- [super touchesBegan:touches withEvent:event];
-}
-
-- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
- NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseMoved];
-
- if (self.delayTimer) {
- // We should check if movement was significant enough to fire an event
- // for dragging to work correctly.
- for (UITouch *touch in cleared) {
- CGPoint from = [touch locationInView:self.godotView];
- CGPoint to = [touch previousLocationInView:self.godotView];
- CGFloat xDistance = from.x - to.x;
- CGFloat yDistance = from.y - to.y;
-
- CGFloat distance = sqrt(xDistance * xDistance + yDistance * yDistance);
-
- // Early exit, since one of touches has moved enough to fire a drag event.
- if (distance > kGLGestureMovementDistance) {
- [self.delayTimer fire];
- [self.godotView godotTouchesMoved:cleared withEvent:event];
- return;
- }
- }
-
- return;
- }
-
- [self.godotView godotTouchesMoved:cleared withEvent:event];
-
- [super touchesMoved:touches withEvent:event];
-}
-
-- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
- [self.delayTimer fire];
-
- NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
- [self.godotView godotTouchesEnded:cleared withEvent:event];
-
- [super touchesEnded:touches withEvent:event];
-}
-
-- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
- [self.delayTimer fire];
- [self.godotView godotTouchesCancelled:touches withEvent:event];
-
- [super touchesCancelled:touches withEvent:event];
-}
-
-- (NSSet *)copyClearedTouches:(NSSet *)touches phase:(UITouchPhase)phaseToSave {
- NSMutableSet *cleared = [touches mutableCopy];
-
- for (UITouch *touch in touches) {
- if (touch.view != self.view || touch.phase != phaseToSave) {
- [cleared removeObject:touch];
- }
- }
-
- return cleared;
-}
-
-@end