iOS: Fix memory leak on touch input
Replaces iOS gesture with touch implementation Fixes #66422 Remove godot_view_gesture_recognizer It's now unused. Remove input_devices/pointing/ios/touch_delay Unused with removal of gesture. Remove unused methods from interface Implementation made obsolete in prior commit Style conformance
This commit is contained in:
parent
8104416337
commit
28b11a0785
7 changed files with 41 additions and 289 deletions
|
@ -666,9 +666,6 @@
|
|||
<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="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default="""">
|
||||
Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
|
||||
</member>
|
||||
|
|
|
@ -1284,11 +1284,6 @@ 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("input_devices/pointing/ios/touch_delay", 0.15);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info("input_devices/pointing/ios/touch_delay",
|
||||
PropertyInfo(Variant::REAL,
|
||||
"input_devices/pointing/ios/touch_delay",
|
||||
PROPERTY_HINT_RANGE, "0,1,0.001"));
|
||||
|
||||
Engine::get_singleton()->set_frame_delay(frame_delay);
|
||||
|
||||
|
|
|
@ -15,7 +15,6 @@ iphone_lib = [
|
|||
"display_layer.mm",
|
||||
"godot_app_delegate.m",
|
||||
"godot_view_renderer.mm",
|
||||
"godot_view_gesture_recognizer.mm",
|
||||
"device_metrics.m",
|
||||
"keyboard_input_view.mm",
|
||||
"native_video_view.m",
|
||||
|
|
|
@ -65,9 +65,4 @@ class String;
|
|||
|
||||
@property(nonatomic, assign) BOOL useCADisplayLink;
|
||||
|
||||
- (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
|
||||
|
|
|
@ -38,7 +38,6 @@
|
|||
#import <QuartzCore/QuartzCore.h>
|
||||
|
||||
#import "display_layer.h"
|
||||
#import "godot_view_gesture_recognizer.h"
|
||||
#import "godot_view_renderer.h"
|
||||
|
||||
#import <CoreMotion/CoreMotion.h>
|
||||
|
@ -62,8 +61,6 @@ static const int max_touches = 8;
|
|||
|
||||
@property(strong, nonatomic) CMMotionManager *motionManager;
|
||||
|
||||
@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
|
||||
|
||||
@end
|
||||
|
||||
@implementation GodotView
|
||||
|
@ -134,10 +131,6 @@ static const int max_touches = 8;
|
|||
[self.animationTimer invalidate];
|
||||
self.animationTimer = nil;
|
||||
}
|
||||
|
||||
if (self.delayGestureRecognizer) {
|
||||
self.delayGestureRecognizer = nil;
|
||||
}
|
||||
}
|
||||
|
||||
- (void)godot_commonInit {
|
||||
|
@ -157,11 +150,6 @@ static const int max_touches = 8;
|
|||
self.motionManager = nil;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize delay gesture recognizer
|
||||
GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
|
||||
self.delayGestureRecognizer = gestureRecognizer;
|
||||
[self addGestureRecognizer:self.delayGestureRecognizer];
|
||||
}
|
||||
|
||||
- (void)startRendering {
|
||||
|
@ -333,75 +321,61 @@ static const int max_touches = 8;
|
|||
}
|
||||
}
|
||||
|
||||
- (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];
|
||||
- (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];
|
||||
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
|
||||
} else {
|
||||
OSIPhone::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
|
||||
}
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
|
||||
} else {
|
||||
OSIPhone::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 force = touch.force;
|
||||
// Vector2 tilt = touch.azimuthUnitVector;
|
||||
- (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 force = touch.force;
|
||||
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, force);
|
||||
} else {
|
||||
OSIPhone::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor);
|
||||
}
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, force);
|
||||
} else {
|
||||
OSIPhone::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
- (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];
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
|
||||
} else {
|
||||
OSIPhone::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];
|
||||
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
|
||||
} else {
|
||||
OSIPhone::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);
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_cancelled(tid);
|
||||
} else {
|
||||
OSIPhone::get_singleton()->touches_cancelled(tid);
|
||||
}
|
||||
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
|
||||
for (UITouch *touch in touches) {
|
||||
int tid = [self getTouchIDForTouch:touch];
|
||||
ERR_FAIL_COND(tid == -1);
|
||||
|
||||
if (touch.type == UITouchTypeStylus) {
|
||||
OSIPhone::get_singleton()->pencil_cancelled(tid);
|
||||
} else {
|
||||
OSIPhone::get_singleton()->touches_cancelled(tid);
|
||||
}
|
||||
}
|
||||
[self clearTouches];
|
||||
|
|
|
@ -1,56 +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. */
|
||||
/**************************************************************************/
|
||||
|
||||
// GodotViewGestureRecognizer 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 {
|
||||
@private
|
||||
|
||||
// Timer used to delay begin touch message.
|
||||
// Should work as simple emulation of UIDelayedAction
|
||||
NSTimer *delayTimer;
|
||||
|
||||
// Delayed touch parameters
|
||||
NSSet *delayedTouches;
|
||||
UIEvent *delayedEvent;
|
||||
}
|
||||
|
||||
@property(nonatomic, readonly, assign) NSTimeInterval delayTimeInterval;
|
||||
|
||||
- (instancetype)init;
|
||||
|
||||
@end
|
|
@ -1,152 +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/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
|
||||
|
||||
@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)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
|
||||
[delayTimer fire];
|
||||
|
||||
delayedTouches = touches;
|
||||
delayedEvent = event;
|
||||
|
||||
delayTimer = [NSTimer scheduledTimerWithTimeInterval:self.delayTimeInterval target:self selector:@selector(fireDelayedTouches:) userInfo:nil repeats:NO];
|
||||
}
|
||||
|
||||
- (void)fireDelayedTouches:(id)timer {
|
||||
[delayTimer invalidate];
|
||||
delayTimer = nil;
|
||||
|
||||
if (delayedTouches) {
|
||||
[self.godotView godotTouchesBegan:delayedTouches withEvent:delayedEvent];
|
||||
}
|
||||
|
||||
delayedTouches = nil;
|
||||
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 (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) {
|
||||
[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 {
|
||||
[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 {
|
||||
[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
|
Loading…
Reference in a new issue