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iOS: Fix memory leak on touch input
Replaces iOS gesture with touch implementation

Fixes #66422

Remove godot_view_gesture_recognizer

It's now unused.

Remove input_devices/pointing/ios/touch_delay

Unused with removal of gesture.

Remove unused methods from interface

Implementation made obsolete in prior commit

Style conformance

Travis Veralrud 2 years ago
parent
commit
28b11a0785

+ 0 - 3
doc/classes/ProjectSettings.xml

@@ -666,9 +666,6 @@
 		<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
 		<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.
 			If [code]true[/code], sends touch input events when clicking or dragging the mouse.
 		</member>
 		</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="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
 		<member name="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
 			Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
 			Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
 		</member>
 		</member>

+ 0 - 5
main/main.cpp

@@ -1284,11 +1284,6 @@ 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_home_indicator", true);
 	GLOBAL_DEF("display/window/ios/hide_status_bar", true);
 	GLOBAL_DEF("display/window/ios/hide_status_bar", true);
 	GLOBAL_DEF("display/window/ios/suppress_ui_gesture", true);
 	GLOBAL_DEF("display/window/ios/suppress_ui_gesture", true);
-	GLOBAL_DEF("input_devices/pointing/ios/touch_delay", 0.15);
-	ProjectSettings::get_singleton()->set_custom_property_info("input_devices/pointing/ios/touch_delay",
-			PropertyInfo(Variant::REAL,
-					"input_devices/pointing/ios/touch_delay",
-					PROPERTY_HINT_RANGE, "0,1,0.001"));
 
 
 	Engine::get_singleton()->set_frame_delay(frame_delay);
 	Engine::get_singleton()->set_frame_delay(frame_delay);
 
 

+ 0 - 1
platform/iphone/SCsub

@@ -15,7 +15,6 @@ iphone_lib = [
     "display_layer.mm",
     "display_layer.mm",
     "godot_app_delegate.m",
     "godot_app_delegate.m",
     "godot_view_renderer.mm",
     "godot_view_renderer.mm",
-    "godot_view_gesture_recognizer.mm",
     "device_metrics.m",
     "device_metrics.m",
     "keyboard_input_view.mm",
     "keyboard_input_view.mm",
     "native_video_view.m",
     "native_video_view.m",

+ 0 - 5
platform/iphone/godot_view.h

@@ -65,9 +65,4 @@ class String;
 
 
 @property(nonatomic, assign) BOOL useCADisplayLink;
 @property(nonatomic, assign) BOOL useCADisplayLink;
 
 
-- (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
 @end

+ 43 - 69
platform/iphone/godot_view.mm

@@ -38,7 +38,6 @@
 #import <QuartzCore/QuartzCore.h>
 #import <QuartzCore/QuartzCore.h>
 
 
 #import "display_layer.h"
 #import "display_layer.h"
-#import "godot_view_gesture_recognizer.h"
 #import "godot_view_renderer.h"
 #import "godot_view_renderer.h"
 
 
 #import <CoreMotion/CoreMotion.h>
 #import <CoreMotion/CoreMotion.h>
@@ -62,8 +61,6 @@ static const int max_touches = 8;
 
 
 @property(strong, nonatomic) CMMotionManager *motionManager;
 @property(strong, nonatomic) CMMotionManager *motionManager;
 
 
-@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
-
 @end
 @end
 
 
 @implementation GodotView
 @implementation GodotView
@@ -134,10 +131,6 @@ static const int max_touches = 8;
 		[self.animationTimer invalidate];
 		[self.animationTimer invalidate];
 		self.animationTimer = nil;
 		self.animationTimer = nil;
 	}
 	}
-
-	if (self.delayGestureRecognizer) {
-		self.delayGestureRecognizer = nil;
-	}
 }
 }
 
 
 - (void)godot_commonInit {
 - (void)godot_commonInit {
@@ -157,11 +150,6 @@ static const int max_touches = 8;
 			self.motionManager = nil;
 			self.motionManager = nil;
 		}
 		}
 	}
 	}
-
-	// Initialize delay gesture recognizer
-	GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
-	self.delayGestureRecognizer = gestureRecognizer;
-	[self addGestureRecognizer:self.delayGestureRecognizer];
 }
 }
 
 
 - (void)startRendering {
 - (void)startRendering {
@@ -333,75 +321,61 @@ static const int max_touches = 8;
 	}
 	}
 }
 }
 
 
-- (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];
-
-			if (touch.type == UITouchTypeStylus) {
-				OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
-			} else {
-				OSIPhone::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];
+
+		if (touch.type == UITouchTypeStylus) {
+			OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
+		} else {
+			OSIPhone::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 force = touch.force;
-			// Vector2 tilt = touch.azimuthUnitVector;
-
-			if (touch.type == UITouchTypeStylus) {
-				OSIPhone::get_singleton()->pencil_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, force);
-			} else {
-				OSIPhone::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor);
-			}
+- (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 force = touch.force;
+
+		if (touch.type == UITouchTypeStylus) {
+			OSIPhone::get_singleton()->pencil_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, force);
+		} else {
+			OSIPhone::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor);
 		}
 		}
 	}
 	}
 }
 }
 
 
-- (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];
-			if (touch.type == UITouchTypeStylus) {
-				OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
-			} else {
-				OSIPhone::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];
+
+		if (touch.type == UITouchTypeStylus) {
+			OSIPhone::get_singleton()->pencil_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
+		} else {
+			OSIPhone::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);
-			if (touch.type == UITouchTypeStylus) {
-				OSIPhone::get_singleton()->pencil_cancelled(tid);
-			} else {
-				OSIPhone::get_singleton()->touches_cancelled(tid);
-			}
+- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
+	for (UITouch *touch in touches) {
+		int tid = [self getTouchIDForTouch:touch];
+		ERR_FAIL_COND(tid == -1);
+
+		if (touch.type == UITouchTypeStylus) {
+			OSIPhone::get_singleton()->pencil_cancelled(tid);
+		} else {
+			OSIPhone::get_singleton()->touches_cancelled(tid);
 		}
 		}
 	}
 	}
 	[self clearTouches];
 	[self clearTouches];

+ 0 - 56
platform/iphone/godot_view_gesture_recognizer.h

@@ -1,56 +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.                 */
-/**************************************************************************/
-
-// GodotViewGestureRecognizer 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 {
-@private
-
-	// Timer used to delay begin touch message.
-	// Should work as simple emulation of UIDelayedAction
-	NSTimer *delayTimer;
-
-	// Delayed touch parameters
-	NSSet *delayedTouches;
-	UIEvent *delayedEvent;
-}
-
-@property(nonatomic, readonly, assign) NSTimeInterval delayTimeInterval;
-
-- (instancetype)init;
-
-@end

+ 0 - 152
platform/iphone/godot_view_gesture_recognizer.mm

@@ -1,152 +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/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