mirror of
https://github.com/godotengine/godot.git
synced 2024-11-24 21:22:48 +00:00
b5334d14f7
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 🎆
172 lines
5.7 KiB
Plaintext
172 lines
5.7 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/config/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
|
|
|
|
@interface GodotViewGestureRecognizer ()
|
|
|
|
// Timer used to delay begin touch message.
|
|
// Should work as simple emulation of UIDelayedAction
|
|
@property(strong, nonatomic) NSTimer *delayTimer;
|
|
|
|
// Delayed touch parameters
|
|
@property(strong, nonatomic) NSSet *delayedTouches;
|
|
@property(strong, nonatomic) UIEvent *delayedEvent;
|
|
|
|
@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)dealloc {
|
|
if (self.delayTimer) {
|
|
[self.delayTimer invalidate];
|
|
self.delayTimer = nil;
|
|
}
|
|
|
|
if (self.delayedTouches) {
|
|
self.delayedTouches = nil;
|
|
}
|
|
|
|
if (self.delayedEvent) {
|
|
self.delayedEvent = nil;
|
|
}
|
|
}
|
|
|
|
- (void)delayTouches:(NSSet *)touches andEvent:(UIEvent *)event {
|
|
[self.delayTimer fire];
|
|
|
|
self.delayedTouches = touches;
|
|
self.delayedEvent = event;
|
|
|
|
self.delayTimer = [NSTimer
|
|
scheduledTimerWithTimeInterval:self.delayTimeInterval
|
|
target:self
|
|
selector:@selector(fireDelayedTouches:)
|
|
userInfo:nil
|
|
repeats:NO];
|
|
}
|
|
|
|
- (void)fireDelayedTouches:(id)timer {
|
|
[self.delayTimer invalidate];
|
|
self.delayTimer = nil;
|
|
|
|
if (self.delayedTouches) {
|
|
[self.view touchesBegan:self.delayedTouches withEvent:self.delayedEvent];
|
|
}
|
|
|
|
self.delayedTouches = nil;
|
|
self.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 (self.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) {
|
|
[self.delayTimer fire];
|
|
[self.view touchesMoved:cleared withEvent:event];
|
|
return;
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
[self.view touchesMoved:cleared withEvent:event];
|
|
}
|
|
|
|
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
[self.delayTimer fire];
|
|
|
|
NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
|
|
[self.view touchesEnded:cleared withEvent:event];
|
|
}
|
|
|
|
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
|
|
[self.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
|