godot/platform/iphone/godot_view_gesture_recognizer.mm
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00

139 lines
5.0 KiB
Plaintext

/*************************************************************************/
/* godot_view_gesture_recognizer.mm */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "godot_view_gesture_recognizer.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
- (instancetype)init {
self = [super init];
self.cancelsTouchesInView = YES;
self.delaysTouchesBegan = YES;
self.delaysTouchesEnded = YES;
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.view touchesBegan: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];
}
- (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.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 copyClearedTouches: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 *)copyClearedTouches:(NSSet *)touches phase:(UITouchPhase)phaseToSave {
NSMutableSet *cleared = [touches mutableCopy];
for (UITouch *touch in touches) {
if (touch.phase != phaseToSave) {
[cleared removeObject:touch];
}
}
return cleared;
}
@end