virtualx-engine/platform/iphone/godot_view_gesture_recognizer.mm
Sergey Minakov aba5f6d9be [iOS] Fix touch handling for overlay views
Workaround for GodotView touches being called from UIWindow on different UIView input
2022-02-03 23:53:31 +03:00

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5.4 KiB
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/*************************************************************************/
/* 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.*/
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#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.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 touchesMoved: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