iOS: added delay gesture recognizer

This gesture recognizer will prevent GodotView from processing unwanted gestures.
Emulates UIScrollView behavior.
Fires delayed touches on significant movement.
This commit is contained in:
Sergey Minakov 2020-07-02 18:30:07 +03:00
parent 5700429e4e
commit e6d7e01a72
4 changed files with 229 additions and 12 deletions

View file

@ -18,6 +18,7 @@ iphone_lib = [
"godot_view.mm",
"display_layer.mm",
"godot_view_renderer.mm",
"godot_view_gesture_recognizer.m",
]
env_ios = env.Clone()

View file

@ -33,6 +33,7 @@
#include "core/ustring.h"
#import "display_layer.h"
#include "display_server_iphone.h"
#import "godot_view_gesture_recognizer.h"
#import "godot_view_renderer.h"
#import <CoreMotion/CoreMotion.h>
@ -57,6 +58,8 @@ static const int max_touches = 8;
@property(strong, nonatomic) CMMotionManager *motionManager;
@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
@end
@implementation GodotView
@ -139,6 +142,10 @@ static const int max_touches = 8;
self.animationTimer = nil;
}
if (self.delayGestureRecognizer) {
self.delayGestureRecognizer = nil;
}
[super dealloc];
}
@ -157,6 +164,12 @@ 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];
[gestureRecognizer release];
}
- (void)stopRendering {
@ -359,9 +372,6 @@ static const int max_touches = 8;
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
if (touch.phase != UITouchPhaseBegan) {
continue;
}
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
@ -375,9 +385,6 @@ static const int max_touches = 8;
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
if (touch.phase != UITouchPhaseMoved) {
continue;
}
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
@ -392,9 +399,6 @@ static const int max_touches = 8;
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
if (touch.phase != UITouchPhaseEnded) {
continue;
}
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
[self removeTouch:touch];
@ -409,9 +413,6 @@ static const int max_touches = 8;
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
if (touch.phase != UITouchPhaseCancelled) {
continue;
}
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
DisplayServerIPhone::get_singleton()->touches_cancelled(tid);

View file

@ -0,0 +1,44 @@
/*************************************************************************/
/* godot_view_gesture_recognizer.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
// GLViewGestureRecognizer allows iOS gestures to work currectly 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 cancelation or end message is fired it fires delayed
// begin touch immediately as well as last touch signal
#import <UIKit/UIKit.h>
@interface GodotViewGestureRecognizer : UIGestureRecognizer
- (instancetype)init;
@end

View file

@ -0,0 +1,171 @@
/*************************************************************************/
/* godot_view_gesture_recognizer.m */
/*************************************************************************/
/* 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"
// Using same delay interval that is used for `UIScrollView`
const NSTimeInterval kGLGestureDelayInterval = 0.150;
// 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 ()
// 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;
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;
}
[super dealloc];
}
- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
[self.delayTimer fire];
self.delayedTouches = touches;
self.delayedEvent = event;
self.delayTimer = [NSTimer
scheduledTimerWithTimeInterval:kGLGestureDelayInterval
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];
[cleared release];
}
- (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];
[cleared release];
return;
}
}
[cleared release];
return;
}
[self.view touchesMoved:cleared withEvent:event];
[cleared release];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[self.delayTimer fire];
NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
[self.view touchesEnded:cleared withEvent:event];
[cleared release];
}
- (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