Merge pull request #40723 from naithar/fix/ios-touch-events-master-3.2

[3.2] Fix for iOS touch recognition
This commit is contained in:
Rémi Verschelde 2020-07-26 15:42:59 +02:00 committed by GitHub
commit db6d7499c0
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 198 additions and 6 deletions

View File

@ -14,6 +14,7 @@ iphone_lib = [
"in_app_store.mm",
"icloud.mm",
"ios.mm",
"gl_view_gesture_recognizer.m",
]
env_ios = env.Clone()

View File

@ -36,6 +36,7 @@
#import <UIKit/UIKit.h>
@protocol GLViewDelegate;
@class GLViewGestureRecognizer;
@interface GLView : UIView <UIKeyInput> {
@private
@ -69,6 +70,9 @@
BOOL delegateSetup;
BOOL active;
float screen_scale;
// Delay gesture recognizer
GLViewGestureRecognizer *delayGestureRecognizer;
}
@property(nonatomic, assign) id<GLViewDelegate> delegate;

View File

@ -29,6 +29,7 @@
/*************************************************************************/
#import "gl_view.h"
#import "gl_view_gesture_recognizer.h"
#include "core/os/keyboard.h"
#include "core/project_settings.h"
@ -268,6 +269,7 @@ static void clear_touches() {
active = FALSE;
if ((self = [super initWithCoder:coder])) {
self = [self initGLES];
[self initGestureRecognizer];
}
return self;
}
@ -320,6 +322,11 @@ static void clear_touches() {
return self;
}
- (void)initGestureRecognizer {
delayGestureRecognizer = [[GLViewGestureRecognizer alloc] init];
[self addGestureRecognizer:delayGestureRecognizer];
}
- (id<GLViewDelegate>)delegate {
return delegate;
}
@ -503,8 +510,6 @@ static void clear_touches() {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
if (touch.phase != UITouchPhaseBegan)
continue;
int tid = get_touch_id(touch);
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
@ -521,8 +526,6 @@ static void clear_touches() {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
if (touch.phase != UITouchPhaseMoved)
continue;
int tid = get_touch_id(touch);
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
@ -539,8 +542,6 @@ static void clear_touches() {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
if (touch.phase != UITouchPhaseEnded)
continue;
int tid = get_touch_id(touch);
ERR_FAIL_COND(tid == -1);
remove_touch(touch);
@ -642,6 +643,7 @@ static void clear_touches() {
if (self != nil) {
self = [self initGLES];
printf("after init gles %p\n", self);
[self initGestureRecognizer];
}
init_touches();
self.multipleTouchEnabled = YES;

View File

@ -0,0 +1,54 @@
/*************************************************************************/
/* gl_view_gesture_recognizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 currectly 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 cancelation or end message is fired it fires delayed
// begin touch immediately as well as last touch signal
#import <UIKit/UIKit.h>
@interface GLViewGestureRecognizer : 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;
}
- (instancetype)init;
@end

View File

@ -0,0 +1,131 @@
/*************************************************************************/
/* gl_view_gesture_recognizer.m */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "gl_view_gesture_recognizer.h"
// Using same delay interval that is used for `UIScrollView`
const NSTimeInterval kGLGestureDelayInterval = 0.150;
// 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;
@implementation GLViewGestureRecognizer
- (instancetype)init {
self = [super init];
self.cancelsTouchesInView = YES;
self.delaysTouchesBegan = YES;
self.delaysTouchesEnded = YES;
return self;
}
- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
[delayTimer fire];
delayedTouches = touches;
delayedEvent = event;
delayTimer = [NSTimer scheduledTimerWithTimeInterval:kGLGestureDelayInterval target:self selector:@selector(fireDelayedTouches:) userInfo:nil repeats:NO];
}
- (void)fireDelayedTouches:(id)timer {
[delayTimer invalidate];
delayTimer = nil;
if (delayedTouches) {
[self.view touchesBegan:delayedTouches withEvent:delayedEvent];
}
delayedTouches = nil;
delayedEvent = nil;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *cleared = [self clearTouches:touches phase:UITouchPhaseBegan];
[self delayTouches:cleared andEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *cleared = [self clearTouches: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.view];
CGPoint to = [touch previousLocationInView:self.view];
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.view touchesMoved:cleared withEvent:event];
return;
}
}
return;
}
[self.view touchesMoved:cleared withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[delayTimer fire];
NSSet *cleared = [self clearTouches:touches phase:UITouchPhaseEnded];
[self.view touchesEnded:cleared withEvent:event];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[delayTimer fire];
[self.view touchesCancelled:touches withEvent:event];
};
- (NSSet *)clearTouches:(NSSet *)touches phase:(UITouchPhase)phaseToSave {
NSMutableSet *cleared = [touches mutableCopy];
for (UITouch *touch in touches) {
if (touch.phase != phaseToSave) {
[cleared removeObject:touch];
}
}
return cleared;
}
@end