Merge pull request #69200 from tbveralrud/ios-touch-leak-fix-3.x

iOS: Fix memory leak on touch input [3.x]
This commit is contained in:
Rémi Verschelde 2023-02-17 12:15:00 +01:00
commit 8adf26540c
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GPG key ID: C3336907360768E1
7 changed files with 41 additions and 289 deletions

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@ -666,9 +666,6 @@
<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false"> <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. If [code]true[/code], sends touch input events when clicking or dragging the mouse.
</member> </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="&quot;&quot;"> <member name="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1". Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
</member> </member>

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@ -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_home_indicator", true);
GLOBAL_DEF("display/window/ios/hide_status_bar", true); GLOBAL_DEF("display/window/ios/hide_status_bar", true);
GLOBAL_DEF("display/window/ios/suppress_ui_gesture", 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); Engine::get_singleton()->set_frame_delay(frame_delay);

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@ -15,7 +15,6 @@ iphone_lib = [
"display_layer.mm", "display_layer.mm",
"godot_app_delegate.m", "godot_app_delegate.m",
"godot_view_renderer.mm", "godot_view_renderer.mm",
"godot_view_gesture_recognizer.mm",
"device_metrics.m", "device_metrics.m",
"keyboard_input_view.mm", "keyboard_input_view.mm",
"native_video_view.m", "native_video_view.m",

View file

@ -65,9 +65,4 @@ class String;
@property(nonatomic, assign) BOOL useCADisplayLink; @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 @end

View file

@ -38,7 +38,6 @@
#import <QuartzCore/QuartzCore.h> #import <QuartzCore/QuartzCore.h>
#import "display_layer.h" #import "display_layer.h"
#import "godot_view_gesture_recognizer.h"
#import "godot_view_renderer.h" #import "godot_view_renderer.h"
#import <CoreMotion/CoreMotion.h> #import <CoreMotion/CoreMotion.h>
@ -62,8 +61,6 @@ static const int max_touches = 8;
@property(strong, nonatomic) CMMotionManager *motionManager; @property(strong, nonatomic) CMMotionManager *motionManager;
@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
@end @end
@implementation GodotView @implementation GodotView
@ -134,10 +131,6 @@ static const int max_touches = 8;
[self.animationTimer invalidate]; [self.animationTimer invalidate];
self.animationTimer = nil; self.animationTimer = nil;
} }
if (self.delayGestureRecognizer) {
self.delayGestureRecognizer = nil;
}
} }
- (void)godot_commonInit { - (void)godot_commonInit {
@ -157,11 +150,6 @@ static const int max_touches = 8;
self.motionManager = nil; self.motionManager = nil;
} }
} }
// Initialize delay gesture recognizer
GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
self.delayGestureRecognizer = gestureRecognizer;
[self addGestureRecognizer:self.delayGestureRecognizer];
} }
- (void)startRendering { - (void)startRendering {
@ -333,75 +321,61 @@ static const int max_touches = 8;
} }
} }
- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event { - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects]; for (UITouch *touch in touches) {
for (unsigned int i = 0; i < [tlist count]; i++) { int tid = [self getTouchIDForTouch:touch];
if ([touchesSet containsObject:[tlist objectAtIndex:i]]) { ERR_FAIL_COND(tid == -1);
UITouch *touch = [tlist objectAtIndex:i]; CGPoint touchPoint = [touch locationInView:self];
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
if (touch.type == UITouchTypeStylus) { if (touch.type == UITouchTypeStylus) {
OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1); OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
} else { } else {
OSIPhone::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1); 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 { - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects]; for (UITouch *touch in touches) {
for (unsigned int i = 0; i < [tlist count]; i++) { int tid = [self getTouchIDForTouch:touch];
if ([touches containsObject:[tlist objectAtIndex:i]]) { ERR_FAIL_COND(tid == -1);
UITouch *touch = [tlist objectAtIndex:i]; CGPoint touchPoint = [touch locationInView:self];
int tid = [self getTouchIDForTouch:touch]; CGPoint prev_point = [touch previousLocationInView:self];
ERR_FAIL_COND(tid == -1); CGFloat force = touch.force;
CGPoint touchPoint = [touch locationInView:self];
CGPoint prev_point = [touch previousLocationInView:self];
CGFloat force = touch.force;
// Vector2 tilt = touch.azimuthUnitVector;
if (touch.type == UITouchTypeStylus) { 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); 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 { } 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); 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 { - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects]; for (UITouch *touch in touches) {
for (unsigned int i = 0; i < [tlist count]; i++) { int tid = [self getTouchIDForTouch:touch];
if ([touches containsObject:[tlist objectAtIndex:i]]) { ERR_FAIL_COND(tid == -1);
UITouch *touch = [tlist objectAtIndex:i]; [self removeTouch:touch];
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1); CGPoint touchPoint = [touch locationInView:self];
[self removeTouch:touch];
CGPoint touchPoint = [touch locationInView:self]; if (touch.type == UITouchTypeStylus) {
if (touch.type == UITouchTypeStylus) { OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false); } else {
} else { OSIPhone::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
OSIPhone::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
}
} }
} }
} }
- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects]; for (UITouch *touch in touches) {
for (unsigned int i = 0; i < [tlist count]; i++) { int tid = [self getTouchIDForTouch:touch];
if ([touches containsObject:[tlist objectAtIndex:i]]) { ERR_FAIL_COND(tid == -1);
UITouch *touch = [tlist objectAtIndex:i];
int tid = [self getTouchIDForTouch:touch]; if (touch.type == UITouchTypeStylus) {
ERR_FAIL_COND(tid == -1); OSIPhone::get_singleton()->pencil_cancelled(tid);
if (touch.type == UITouchTypeStylus) { } else {
OSIPhone::get_singleton()->pencil_cancelled(tid); OSIPhone::get_singleton()->touches_cancelled(tid);
} else {
OSIPhone::get_singleton()->touches_cancelled(tid);
}
} }
} }
[self clearTouches]; [self clearTouches];

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@ -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

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@ -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