d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
186 lines
6.1 KiB
Text
186 lines
6.1 KiB
Text
/**************************************************************************/
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/* godot_view_gesture_recognizer.mm */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#import "godot_view_gesture_recognizer.h"
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#import "godot_view.h"
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#include "core/config/project_settings.h"
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// Minimum distance for touches to move to fire
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// a delay timer before scheduled time.
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// Should be the low enough to not cause issues with dragging
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// but big enough to allow click to work.
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const CGFloat kGLGestureMovementDistance = 0.5;
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@interface GodotViewGestureRecognizer ()
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@property(nonatomic, readwrite, assign) NSTimeInterval delayTimeInterval;
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@end
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@interface GodotViewGestureRecognizer ()
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// Timer used to delay begin touch message.
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// Should work as simple emulation of UIDelayedAction
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@property(strong, nonatomic) NSTimer *delayTimer;
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// Delayed touch parameters
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@property(strong, nonatomic) NSSet *delayedTouches;
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@property(strong, nonatomic) UIEvent *delayedEvent;
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@end
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@implementation GodotViewGestureRecognizer
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- (GodotView *)godotView {
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return (GodotView *)self.view;
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}
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- (instancetype)init {
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self = [super init];
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self.cancelsTouchesInView = YES;
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self.delaysTouchesBegan = YES;
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self.delaysTouchesEnded = YES;
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self.requiresExclusiveTouchType = NO;
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self.delayTimeInterval = GLOBAL_GET("input_devices/pointing/ios/touch_delay");
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return self;
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}
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- (void)dealloc {
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if (self.delayTimer) {
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[self.delayTimer invalidate];
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self.delayTimer = nil;
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}
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if (self.delayedTouches) {
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self.delayedTouches = nil;
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}
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if (self.delayedEvent) {
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self.delayedEvent = nil;
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}
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}
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- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
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[self.delayTimer fire];
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self.delayedTouches = touches;
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self.delayedEvent = event;
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self.delayTimer = [NSTimer
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scheduledTimerWithTimeInterval:self.delayTimeInterval
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target:self
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selector:@selector(fireDelayedTouches:)
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userInfo:nil
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repeats:NO];
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}
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- (void)fireDelayedTouches:(id)timer {
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[self.delayTimer invalidate];
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self.delayTimer = nil;
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if (self.delayedTouches) {
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[self.godotView godotTouchesBegan:self.delayedTouches withEvent:self.delayedEvent];
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}
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self.delayedTouches = nil;
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self.delayedEvent = nil;
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}
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseBegan];
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[self delayTouches:cleared andEvent:event];
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[super touchesBegan:touches withEvent:event];
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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseMoved];
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if (self.delayTimer) {
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// We should check if movement was significant enough to fire an event
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// for dragging to work correctly.
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for (UITouch *touch in cleared) {
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CGPoint from = [touch locationInView:self.godotView];
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CGPoint to = [touch previousLocationInView:self.godotView];
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CGFloat xDistance = from.x - to.x;
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CGFloat yDistance = from.y - to.y;
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CGFloat distance = sqrt(xDistance * xDistance + yDistance * yDistance);
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// Early exit, since one of touches has moved enough to fire a drag event.
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if (distance > kGLGestureMovementDistance) {
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[self.delayTimer fire];
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[self.godotView godotTouchesMoved:cleared withEvent:event];
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return;
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}
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}
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return;
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}
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[self.godotView godotTouchesMoved:cleared withEvent:event];
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[super touchesMoved:touches withEvent:event];
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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[self.delayTimer fire];
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NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
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[self.godotView godotTouchesEnded:cleared withEvent:event];
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[super touchesEnded:touches withEvent:event];
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}
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- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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[self.delayTimer fire];
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[self.godotView godotTouchesCancelled:touches withEvent:event];
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[super touchesCancelled:touches withEvent:event];
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}
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- (NSSet *)copyClearedTouches:(NSSet *)touches phase:(UITouchPhase)phaseToSave {
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NSMutableSet *cleared = [touches mutableCopy];
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for (UITouch *touch in touches) {
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if (touch.view != self.view || touch.phase != phaseToSave) {
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[cleared removeObject:touch];
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}
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}
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return cleared;
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}
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@end
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