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-rw-r--r--platform/ios/godot_view_gesture_recognizer.mm186
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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