iOS: added delay gesture recognizer
This gesture recognizer will prevent GLView from processing unwanted gestures. Emulates UIScrollView behavior Fires delayed touches on significant movement
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parent
89f57ae122
commit
16f9ff5866
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@ -14,6 +14,7 @@ iphone_lib = [
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"in_app_store.mm",
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"icloud.mm",
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"ios.mm",
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"gl_view_gesture_recognizer.m",
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]
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env_ios = env.Clone()
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@ -36,6 +36,7 @@
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#import <UIKit/UIKit.h>
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@protocol GLViewDelegate;
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@class GLViewGestureRecognizer;
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@interface GLView : UIView <UIKeyInput> {
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@private
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@ -69,6 +70,9 @@
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BOOL delegateSetup;
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BOOL active;
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float screen_scale;
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// Delay gesture recognizer
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GLViewGestureRecognizer *delayGestureRecognizer;
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}
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@property(nonatomic, assign) id<GLViewDelegate> delegate;
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@ -29,6 +29,7 @@
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/*************************************************************************/
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#import "gl_view.h"
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#import "gl_view_gesture_recognizer.h"
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#include "core/os/keyboard.h"
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#include "core/project_settings.h"
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@ -268,6 +269,7 @@ static void clear_touches() {
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active = FALSE;
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if ((self = [super initWithCoder:coder])) {
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self = [self initGLES];
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[self initGestureRecognizer];
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}
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return self;
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}
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@ -320,6 +322,11 @@ static void clear_touches() {
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return self;
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}
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- (void)initGestureRecognizer {
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delayGestureRecognizer = [[GLViewGestureRecognizer alloc] init];
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[self addGestureRecognizer:delayGestureRecognizer];
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}
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- (id<GLViewDelegate>)delegate {
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return delegate;
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}
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@ -503,8 +510,6 @@ static void clear_touches() {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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if (touch.phase != UITouchPhaseBegan)
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continue;
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int tid = get_touch_id(touch);
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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@ -521,8 +526,6 @@ static void clear_touches() {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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if (touch.phase != UITouchPhaseMoved)
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continue;
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int tid = get_touch_id(touch);
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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@ -539,8 +542,6 @@ static void clear_touches() {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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if (touch.phase != UITouchPhaseEnded)
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continue;
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int tid = get_touch_id(touch);
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ERR_FAIL_COND(tid == -1);
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remove_touch(touch);
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@ -642,6 +643,7 @@ static void clear_touches() {
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if (self != nil) {
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self = [self initGLES];
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printf("after init gles %p\n", self);
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[self initGestureRecognizer];
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}
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init_touches();
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self.multipleTouchEnabled = YES;
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@ -0,0 +1,54 @@
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/*************************************************************************/
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/* gl_view_gesture_recognizer.h */
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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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// GLViewGestureRecognizer allows iOS gestures to work currectly by
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// emulating UIScrollView's UIScrollViewDelayedTouchesBeganGestureRecognizer.
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// It catches all gestures incoming to UIView and delays them for 150ms
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// (the same value used by UIScrollViewDelayedTouchesBeganGestureRecognizer)
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// If touch cancelation or end message is fired it fires delayed
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// begin touch immediately as well as last touch signal
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#import <UIKit/UIKit.h>
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@interface GLViewGestureRecognizer : UIGestureRecognizer {
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@private
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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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NSTimer *delayTimer;
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// Delayed touch parameters
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NSSet *delayedTouches;
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UIEvent *delayedEvent;
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}
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- (instancetype)init;
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@end
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@ -0,0 +1,131 @@
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/*************************************************************************/
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/* gl_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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#import "gl_view_gesture_recognizer.h"
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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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// 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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@implementation GLViewGestureRecognizer
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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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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:kGLGestureDelayInterval 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.view touchesBegan: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 clearTouches:touches phase:UITouchPhaseBegan];
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[self delayTouches:cleared andEvent:event];
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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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NSSet *cleared = [self clearTouches: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.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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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.view touchesMoved: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.view touchesMoved:cleared 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 clearTouches:touches phase:UITouchPhaseEnded];
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[self.view touchesEnded:cleared 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.view touchesCancelled:touches withEvent:event];
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};
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- (NSSet *)clearTouches:(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.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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