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+/*************************************************************************/
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+/* godot_view_gesture_recognizer.m */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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+/* Copyright (c) 2014-2020 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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+
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+#import "godot_view_gesture_recognizer.h"
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+
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+// Using same delay interval that is used for `UIScrollView`
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+const NSTimeInterval kGLGestureDelayInterval = 0.150;
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+
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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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+
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+@interface GodotViewGestureRecognizer ()
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+
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+// Timer used to delay begin touch message.
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+// Should work as simple emulation of UIDelayedAction
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+@property(strong, nonatomic) NSTimer *delayTimer;
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+
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+// Delayed touch parameters
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+@property(strong, nonatomic) NSSet *delayedTouches;
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+@property(strong, nonatomic) UIEvent *delayedEvent;
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+
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+@end
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+
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+@implementation GodotViewGestureRecognizer
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+
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+- (instancetype)init {
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+ self = [super init];
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+
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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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+
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+ return self;
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+}
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+
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+- (void)dealloc {
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+ if (self.delayTimer) {
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+ [self.delayTimer invalidate];
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+ self.delayTimer = nil;
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+ }
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+
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+ if (self.delayedTouches) {
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+ self.delayedTouches = nil;
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+ }
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+
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+ if (self.delayedEvent) {
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+ self.delayedEvent = nil;
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+ }
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+
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+ [super dealloc];
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+}
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+
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+- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
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+ [self.delayTimer fire];
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+
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+ self.delayedTouches = touches;
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+ self.delayedEvent = event;
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+
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+ self.delayTimer = [NSTimer
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+ scheduledTimerWithTimeInterval:kGLGestureDelayInterval
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+ target:self
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+ selector:@selector(fireDelayedTouches:)
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+ userInfo:nil
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+ repeats:NO];
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+}
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+
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+- (void)fireDelayedTouches:(id)timer {
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+ [self.delayTimer invalidate];
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+ self.delayTimer = nil;
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+
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+ if (self.delayedTouches) {
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+ [self.view touchesBegan:self.delayedTouches withEvent:self.delayedEvent];
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+ }
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+
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+ self.delayedTouches = nil;
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+ self.delayedEvent = nil;
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+}
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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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+ [cleared release];
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+}
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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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+
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+ if (self.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.view];
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+ CGPoint to = [touch previousLocationInView:self.view];
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+ CGFloat xDistance = from.x - to.x;
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+ CGFloat yDistance = from.y - to.y;
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+
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+ CGFloat distance = sqrt(xDistance * xDistance + yDistance * yDistance);
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+
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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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+ [self.delayTimer fire];
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+ [self.view touchesMoved:cleared withEvent:event];
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+ [cleared release];
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+ return;
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+ }
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+ }
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+
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+ [cleared release];
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+ return;
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+ }
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+
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+ [self.view touchesMoved:cleared withEvent:event];
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+ [cleared release];
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+}
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+
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+- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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+ [self.delayTimer fire];
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+
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+ NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
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+ [self.view touchesEnded:cleared withEvent:event];
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+ [cleared release];
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+}
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+
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+- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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+ [self.delayTimer fire];
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+ [self.view touchesCancelled:touches withEvent:event];
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+};
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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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+
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+ for (UITouch *touch in touches) {
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+ if (touch.phase != phaseToSave) {
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+ [cleared removeObject:touch];
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+ }
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+ }
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+
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+ return cleared;
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+}
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+
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+@end
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