diff options
Diffstat (limited to 'platform/ios/godot_view_gesture_recognizer.mm')
-rw-r--r-- | platform/ios/godot_view_gesture_recognizer.mm | 186 |
1 files changed, 186 insertions, 0 deletions
diff --git a/platform/ios/godot_view_gesture_recognizer.mm b/platform/ios/godot_view_gesture_recognizer.mm new file mode 100644 index 0000000000..49a92add5e --- /dev/null +++ b/platform/ios/godot_view_gesture_recognizer.mm @@ -0,0 +1,186 @@ +/*************************************************************************/ +/* godot_view_gesture_recognizer.mm */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* 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 |