/*************************************************************************/ /* 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.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 touchesMoved: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