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iOS: Fix memory leak on touch input

Replace incomplete iOS gesture with touch implementation.

Fixes #66422.
Travis Veralrud 2 жил өмнө
parent
commit
10be2c343f

+ 0 - 3
doc/classes/ProjectSettings.xml

@@ -1147,9 +1147,6 @@
 		<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
 			If [code]true[/code], sends touch input events when clicking or dragging the mouse.
 		</member>
-		<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
-			Default delay for touch events. This only affects iOS devices.
-		</member>
 		<member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
 			The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
 		</member>

+ 0 - 1
main/main.cpp

@@ -1843,7 +1843,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
 	GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
 	GLOBAL_DEF("display/window/ios/hide_status_bar", true);
 	GLOBAL_DEF("display/window/ios/suppress_ui_gesture", true);
-	GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "input_devices/pointing/ios/touch_delay", PROPERTY_HINT_RANGE, "0,1,0.001"), 0.15);
 
 	// XR project settings.
 	GLOBAL_DEF_RST_BASIC("xr/openxr/enabled", false);

+ 0 - 1
platform/ios/SCsub

@@ -17,7 +17,6 @@ ios_lib = [
     "display_layer.mm",
     "godot_app_delegate.m",
     "godot_view_renderer.mm",
-    "godot_view_gesture_recognizer.mm",
     "device_metrics.m",
     "keyboard_input_view.mm",
     "key_mapping_ios.mm",

+ 0 - 5
platform/ios/godot_view.h

@@ -59,9 +59,4 @@ class String;
 - (void)stopRendering;
 - (void)startRendering;
 
-- (void)godotTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
-- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
-- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
-- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
-
 @end

+ 27 - 55
platform/ios/godot_view.mm

@@ -35,7 +35,6 @@
 #include "core/string/ustring.h"
 #import "display_layer.h"
 #include "display_server_ios.h"
-#import "godot_view_gesture_recognizer.h"
 #import "godot_view_renderer.h"
 
 #import <CoreMotion/CoreMotion.h>
@@ -60,8 +59,6 @@ static const float earth_gravity = 9.80665;
 
 @property(strong, nonatomic) CMMotionManager *motionManager;
 
-@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
-
 @end
 
 @implementation GodotView
@@ -148,10 +145,6 @@ static const float earth_gravity = 9.80665;
 		[self.animationTimer invalidate];
 		self.animationTimer = nil;
 	}
-
-	if (self.delayGestureRecognizer) {
-		self.delayGestureRecognizer = nil;
-	}
 }
 
 - (void)godot_commonInit {
@@ -171,11 +164,6 @@ static const float earth_gravity = 9.80665;
 			self.motionManager = nil;
 		}
 	}
-
-	// Initialize delay gesture recognizer
-	GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
-	self.delayGestureRecognizer = gestureRecognizer;
-	[self addGestureRecognizer:self.delayGestureRecognizer];
 }
 
 - (void)stopRendering {
@@ -347,58 +335,42 @@ static const float earth_gravity = 9.80665;
 	}
 }
 
-- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
-	NSArray *tlist = [event.allTouches allObjects];
-	for (unsigned int i = 0; i < [tlist count]; i++) {
-		if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
-			UITouch *touch = [tlist objectAtIndex:i];
-			int tid = [self getTouchIDForTouch:touch];
-			ERR_FAIL_COND(tid == -1);
-			CGPoint touchPoint = [touch locationInView:self];
-			DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
-		}
+- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
+	for (UITouch *touch in touches) {
+		int tid = [self getTouchIDForTouch:touch];
+		ERR_FAIL_COND(tid == -1);
+		CGPoint touchPoint = [touch locationInView:self];
+		DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
 	}
 }
 
-- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
-	NSArray *tlist = [event.allTouches allObjects];
-	for (unsigned int i = 0; i < [tlist count]; i++) {
-		if ([touches containsObject:[tlist objectAtIndex:i]]) {
-			UITouch *touch = [tlist objectAtIndex:i];
-			int tid = [self getTouchIDForTouch:touch];
-			ERR_FAIL_COND(tid == -1);
-			CGPoint touchPoint = [touch locationInView:self];
-			CGPoint prev_point = [touch previousLocationInView:self];
-			CGFloat alt = [touch altitudeAngle];
-			CGVector azim = [touch azimuthUnitVectorInView:self];
-			DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
-		}
+- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
+	for (UITouch *touch in touches) {
+		int tid = [self getTouchIDForTouch:touch];
+		ERR_FAIL_COND(tid == -1);
+		CGPoint touchPoint = [touch locationInView:self];
+		CGPoint prev_point = [touch previousLocationInView:self];
+		CGFloat alt = [touch altitudeAngle];
+		CGVector azim = [touch azimuthUnitVectorInView:self];
+		DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
 	}
 }
 
-- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
-	NSArray *tlist = [event.allTouches allObjects];
-	for (unsigned int i = 0; i < [tlist count]; i++) {
-		if ([touches containsObject:[tlist objectAtIndex:i]]) {
-			UITouch *touch = [tlist objectAtIndex:i];
-			int tid = [self getTouchIDForTouch:touch];
-			ERR_FAIL_COND(tid == -1);
-			[self removeTouch:touch];
-			CGPoint touchPoint = [touch locationInView:self];
-			DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
-		}
+- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
+	for (UITouch *touch in touches) {
+		int tid = [self getTouchIDForTouch:touch];
+		ERR_FAIL_COND(tid == -1);
+		[self removeTouch:touch];
+		CGPoint touchPoint = [touch locationInView:self];
+		DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
 	}
 }
 
-- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
-	NSArray *tlist = [event.allTouches allObjects];
-	for (unsigned int i = 0; i < [tlist count]; i++) {
-		if ([touches containsObject:[tlist objectAtIndex:i]]) {
-			UITouch *touch = [tlist objectAtIndex:i];
-			int tid = [self getTouchIDForTouch:touch];
-			ERR_FAIL_COND(tid == -1);
-			DisplayServerIOS::get_singleton()->touches_canceled(tid);
-		}
+- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
+	for (UITouch *touch in touches) {
+		int tid = [self getTouchIDForTouch:touch];
+		ERR_FAIL_COND(tid == -1);
+		DisplayServerIOS::get_singleton()->touches_canceled(tid);
 	}
 	[self clearTouches];
 }

+ 0 - 46
platform/ios/godot_view_gesture_recognizer.h

@@ -1,46 +0,0 @@
-/**************************************************************************/
-/*  godot_view_gesture_recognizer.h                                       */
-/**************************************************************************/
-/*                         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.                 */
-/**************************************************************************/
-
-// GLViewGestureRecognizer allows iOS gestures to work correctly by
-// emulating UIScrollView's UIScrollViewDelayedTouchesBeganGestureRecognizer.
-// It catches all gestures incoming to UIView and delays them for 150ms
-// (the same value used by UIScrollViewDelayedTouchesBeganGestureRecognizer)
-// If touch cancellation or end message is fired it fires delayed
-// begin touch immediately as well as last touch signal
-
-#import <UIKit/UIKit.h>
-
-@interface GodotViewGestureRecognizer : UIGestureRecognizer
-
-@property(nonatomic, readonly, assign) NSTimeInterval delayTimeInterval;
-
-- (instancetype)init;
-
-@end

+ 0 - 186
platform/ios/godot_view_gesture_recognizer.mm

@@ -1,186 +0,0 @@
-/**************************************************************************/
-/*  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/config/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
-
-@interface GodotViewGestureRecognizer ()
-
-// Timer used to delay begin touch message.
-// Should work as simple emulation of UIDelayedAction
-@property(strong, nonatomic) NSTimer *delayTimer;
-
-// Delayed touch parameters
-@property(strong, nonatomic) NSSet *delayedTouches;
-@property(strong, nonatomic) UIEvent *delayedEvent;
-
-@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)dealloc {
-	if (self.delayTimer) {
-		[self.delayTimer invalidate];
-		self.delayTimer = nil;
-	}
-
-	if (self.delayedTouches) {
-		self.delayedTouches = nil;
-	}
-
-	if (self.delayedEvent) {
-		self.delayedEvent = nil;
-	}
-}
-
-- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
-	[self.delayTimer fire];
-
-	self.delayedTouches = touches;
-	self.delayedEvent = event;
-
-	self.delayTimer = [NSTimer
-			scheduledTimerWithTimeInterval:self.delayTimeInterval
-									target:self
-								  selector:@selector(fireDelayedTouches:)
-								  userInfo:nil
-								   repeats:NO];
-}
-
-- (void)fireDelayedTouches:(id)timer {
-	[self.delayTimer invalidate];
-	self.delayTimer = nil;
-
-	if (self.delayedTouches) {
-		[self.godotView godotTouchesBegan:self.delayedTouches withEvent:self.delayedEvent];
-	}
-
-	self.delayedTouches = nil;
-	self.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 (self.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) {
-				[self.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 {
-	[self.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 {
-	[self.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