/*************************************************************************/ /* 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 @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)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.view touchesBegan: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]; } - (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.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) { [delayTimer fire]; [self.view touchesMoved:cleared withEvent:event]; return; } } return; } [self.view touchesMoved:cleared withEvent:event]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [delayTimer fire]; NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded]; [self.view touchesEnded:cleared withEvent:event]; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [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