aba5f6d9be
Workaround for GodotView touches being called from UIWindow on different UIView input
151 lines
5.4 KiB
Text
151 lines
5.4 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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/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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@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.delayTimeInterval = GLOBAL_GET("input_devices/pointing/ios/touch_delay");
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return self;
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}
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- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
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[delayTimer fire];
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delayedTouches = touches;
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delayedEvent = event;
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delayTimer = [NSTimer scheduledTimerWithTimeInterval:self.delayTimeInterval target:self selector:@selector(fireDelayedTouches:) userInfo:nil repeats:NO];
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}
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- (void)fireDelayedTouches:(id)timer {
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[delayTimer invalidate];
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delayTimer = nil;
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if (delayedTouches) {
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[self.godotView godotTouchesBegan:delayedTouches withEvent:delayedEvent];
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}
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delayedTouches = nil;
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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 (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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[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 touchesMoved: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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[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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[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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