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- /**************************************************************************/
- /* godot_view_gesture_recognizer.mm */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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/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.requiresExclusiveTouchType = NO;
- 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 godotTouchesMoved: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
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