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iOS: Fix memory leak on touch input
Replace incomplete iOS gesture with touch implementation. Fixes #66422.
This commit is contained in:
parent
8c7b98d452
commit
10be2c343f
@ -1147,9 +1147,6 @@
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<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
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If [code]true[/code], sends touch input events when clicking or dragging the mouse.
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</member>
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<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
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Default delay for touch events. This only affects iOS devices.
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</member>
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<member name="internationalization/locale/fallback" type="String" setter="" getter="" default=""en"">
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The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
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</member>
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@ -1843,7 +1843,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
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GLOBAL_DEF("display/window/ios/hide_status_bar", true);
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GLOBAL_DEF("display/window/ios/suppress_ui_gesture", true);
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GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "input_devices/pointing/ios/touch_delay", PROPERTY_HINT_RANGE, "0,1,0.001"), 0.15);
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// XR project settings.
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GLOBAL_DEF_RST_BASIC("xr/openxr/enabled", false);
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@ -17,7 +17,6 @@ ios_lib = [
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"display_layer.mm",
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"godot_app_delegate.m",
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"godot_view_renderer.mm",
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"godot_view_gesture_recognizer.mm",
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"device_metrics.m",
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"keyboard_input_view.mm",
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"key_mapping_ios.mm",
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@ -59,9 +59,4 @@ class String;
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- (void)stopRendering;
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- (void)startRendering;
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- (void)godotTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
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- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
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- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
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- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
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@end
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@ -35,7 +35,6 @@
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#include "core/string/ustring.h"
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#import "display_layer.h"
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#include "display_server_ios.h"
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#import "godot_view_gesture_recognizer.h"
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#import "godot_view_renderer.h"
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#import <CoreMotion/CoreMotion.h>
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@ -60,8 +59,6 @@ static const float earth_gravity = 9.80665;
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@property(strong, nonatomic) CMMotionManager *motionManager;
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@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
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@end
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@implementation GodotView
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@ -148,10 +145,6 @@ static const float earth_gravity = 9.80665;
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[self.animationTimer invalidate];
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self.animationTimer = nil;
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}
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if (self.delayGestureRecognizer) {
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self.delayGestureRecognizer = nil;
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}
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}
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- (void)godot_commonInit {
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@ -171,11 +164,6 @@ static const float earth_gravity = 9.80665;
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self.motionManager = nil;
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}
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}
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// Initialize delay gesture recognizer
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GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
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self.delayGestureRecognizer = gestureRecognizer;
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[self addGestureRecognizer:self.delayGestureRecognizer];
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}
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- (void)stopRendering {
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@ -347,58 +335,42 @@ static const float earth_gravity = 9.80665;
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}
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}
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- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
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}
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
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}
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}
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- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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CGPoint prev_point = [touch previousLocationInView:self];
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CGFloat alt = [touch altitudeAngle];
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CGVector azim = [touch azimuthUnitVectorInView:self];
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DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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CGPoint touchPoint = [touch locationInView:self];
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CGPoint prev_point = [touch previousLocationInView:self];
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CGFloat alt = [touch altitudeAngle];
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CGVector azim = [touch azimuthUnitVectorInView:self];
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DisplayServerIOS::get_singleton()->touch_drag(tid, prev_point.x * self.contentScaleFactor, prev_point.y * self.contentScaleFactor, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, [touch force] / [touch maximumPossibleForce], Vector2(azim.dx, azim.dy) * Math::cos(alt));
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}
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}
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- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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[self removeTouch:touch];
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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[self removeTouch:touch];
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CGPoint touchPoint = [touch locationInView:self];
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DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
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}
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}
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- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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NSArray *tlist = [event.allTouches allObjects];
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for (unsigned int i = 0; i < [tlist count]; i++) {
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if ([touches containsObject:[tlist objectAtIndex:i]]) {
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UITouch *touch = [tlist objectAtIndex:i];
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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DisplayServerIOS::get_singleton()->touches_canceled(tid);
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}
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- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
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for (UITouch *touch in touches) {
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int tid = [self getTouchIDForTouch:touch];
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ERR_FAIL_COND(tid == -1);
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DisplayServerIOS::get_singleton()->touches_canceled(tid);
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}
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[self clearTouches];
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}
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@ -1,46 +0,0 @@
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/**************************************************************************/
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/* godot_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 correctly 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 cancellation 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 GodotViewGestureRecognizer : UIGestureRecognizer
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@property(nonatomic, readonly, assign) NSTimeInterval delayTimeInterval;
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- (instancetype)init;
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@end
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@ -1,186 +0,0 @@
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/**************************************************************************/
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/* godot_view_gesture_recognizer.mm */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "godot_view_gesture_recognizer.h"
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#import "godot_view.h"
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#include "core/config/project_settings.h"
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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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@interface GodotViewGestureRecognizer ()
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@property(nonatomic, readwrite, assign) NSTimeInterval delayTimeInterval;
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@end
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@interface GodotViewGestureRecognizer ()
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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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// 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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@end
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@implementation GodotViewGestureRecognizer
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- (GodotView *)godotView {
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return (GodotView *)self.view;
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}
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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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self.requiresExclusiveTouchType = NO;
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self.delayTimeInterval = GLOBAL_GET("input_devices/pointing/ios/touch_delay");
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return self;
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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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if (self.delayedTouches) {
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self.delayedTouches = nil;
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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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- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
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[self.delayTimer fire];
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self.delayedTouches = touches;
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self.delayedEvent = event;
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self.delayTimer = [NSTimer
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scheduledTimerWithTimeInterval:self.delayTimeInterval
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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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- (void)fireDelayedTouches:(id)timer {
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[self.delayTimer invalidate];
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self.delayTimer = nil;
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if (self.delayedTouches) {
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[self.godotView godotTouchesBegan:self.delayedTouches withEvent:self.delayedEvent];
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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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- (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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[super touchesBegan:touches withEvent:event];
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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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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.godotView];
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CGPoint to = [touch previousLocationInView:self.godotView];
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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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[self.delayTimer fire];
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[self.godotView godotTouchesMoved: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.godotView godotTouchesMoved:cleared withEvent:event];
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[super touchesMoved:touches withEvent:event];
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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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NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
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[self.godotView godotTouchesEnded:cleared withEvent:event];
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[super touchesEnded:touches withEvent:event];
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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.godotView godotTouchesCancelled:touches withEvent:event];
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[super touchesCancelled:touches withEvent:event];
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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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for (UITouch *touch in touches) {
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if (touch.view != self.view || 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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