1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
/*************************************************************************/
/* godot_view_gesture_recognizer.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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"
#include "core/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
- (instancetype)init {
self = [super init];
self.cancelsTouchesInView = YES;
self.delaysTouchesBegan = YES;
self.delaysTouchesEnded = YES;
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.view touchesBegan: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];
}
- (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.view];
CGPoint to = [touch previousLocationInView:self.view];
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.view touchesMoved:cleared withEvent:event];
return;
}
}
return;
}
[self.view touchesMoved:cleared withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[self.delayTimer fire];
NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
[self.view touchesEnded:cleared withEvent:event];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self.delayTimer fire];
[self.view touchesCancelled:touches withEvent:event];
};
- (NSSet *)copyClearedTouches:(NSSet *)touches phase:(UITouchPhase)phaseToSave {
NSMutableSet *cleared = [touches mutableCopy];
for (UITouch *touch in touches) {
if (touch.phase != phaseToSave) {
[cleared removeObject:touch];
}
}
return cleared;
}
@end
|