iOS: Fix memory leak on touch input

Replace incomplete iOS gesture with touch implementation.

Fixes #66422.
This commit is contained in:
Travis Veralrud 2022-11-25 19:18:35 -08:00 committed by Rémi Verschelde
parent 8c7b98d452
commit 10be2c343f
No known key found for this signature in database
GPG key ID: C3336907360768E1
7 changed files with 27 additions and 297 deletions

View file

@ -1147,9 +1147,6 @@
<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
If [code]true[/code], sends touch input events when clicking or dragging the mouse.
</member>
<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
Default delay for touch events. This only affects iOS devices.
</member>
<member name="internationalization/locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
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.
</member>

View file

@ -1843,7 +1843,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
GLOBAL_DEF("display/window/ios/hide_status_bar", true);
GLOBAL_DEF("display/window/ios/suppress_ui_gesture", true);
GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "input_devices/pointing/ios/touch_delay", PROPERTY_HINT_RANGE, "0,1,0.001"), 0.15);
// XR project settings.
GLOBAL_DEF_RST_BASIC("xr/openxr/enabled", false);

View file

@ -17,7 +17,6 @@ ios_lib = [
"display_layer.mm",
"godot_app_delegate.m",
"godot_view_renderer.mm",
"godot_view_gesture_recognizer.mm",
"device_metrics.m",
"keyboard_input_view.mm",
"key_mapping_ios.mm",

View file

@ -59,9 +59,4 @@ class String;
- (void)stopRendering;
- (void)startRendering;
- (void)godotTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
@end

View file

@ -35,7 +35,6 @@
#include "core/string/ustring.h"
#import "display_layer.h"
#include "display_server_ios.h"
#import "godot_view_gesture_recognizer.h"
#import "godot_view_renderer.h"
#import <CoreMotion/CoreMotion.h>
@ -60,8 +59,6 @@ static const float earth_gravity = 9.80665;
@property(strong, nonatomic) CMMotionManager *motionManager;
@property(strong, nonatomic) GodotViewGestureRecognizer *delayGestureRecognizer;
@end
@implementation GodotView
@ -148,10 +145,6 @@ static const float earth_gravity = 9.80665;
[self.animationTimer invalidate];
self.animationTimer = nil;
}
if (self.delayGestureRecognizer) {
self.delayGestureRecognizer = nil;
}
}
- (void)godot_commonInit {
@ -171,11 +164,6 @@ static const float earth_gravity = 9.80665;
self.motionManager = nil;
}
}
// Initialize delay gesture recognizer
GodotViewGestureRecognizer *gestureRecognizer = [[GodotViewGestureRecognizer alloc] init];
self.delayGestureRecognizer = gestureRecognizer;
[self addGestureRecognizer:self.delayGestureRecognizer];
}
- (void)stopRendering {
@ -347,58 +335,42 @@ static const float earth_gravity = 9.80665;
}
}
- (void)godotTouchesBegan:(NSSet *)touchesSet withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touchesSet containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, true, touch.tapCount > 1);
}
}
- (void)godotTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
CGPoint prev_point = [touch previousLocationInView:self];
CGFloat alt = [touch altitudeAngle];
CGVector azim = [touch azimuthUnitVectorInView:self];
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));
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
CGPoint touchPoint = [touch locationInView:self];
CGPoint prev_point = [touch previousLocationInView:self];
CGFloat alt = [touch altitudeAngle];
CGVector azim = [touch azimuthUnitVectorInView:self];
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));
}
}
- (void)godotTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
[self removeTouch:touch];
CGPoint touchPoint = [touch locationInView:self];
DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
[self removeTouch:touch];
CGPoint touchPoint = [touch locationInView:self];
DisplayServerIOS::get_singleton()->touch_press(tid, touchPoint.x * self.contentScaleFactor, touchPoint.y * self.contentScaleFactor, false, false);
}
}
- (void)godotTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
NSArray *tlist = [event.allTouches allObjects];
for (unsigned int i = 0; i < [tlist count]; i++) {
if ([touches containsObject:[tlist objectAtIndex:i]]) {
UITouch *touch = [tlist objectAtIndex:i];
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
DisplayServerIOS::get_singleton()->touches_canceled(tid);
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
int tid = [self getTouchIDForTouch:touch];
ERR_FAIL_COND(tid == -1);
DisplayServerIOS::get_singleton()->touches_canceled(tid);
}
[self clearTouches];
}

View file

@ -1,46 +0,0 @@
/**************************************************************************/
/* godot_view_gesture_recognizer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 correctly 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 cancellation or end message is fired it fires delayed
// begin touch immediately as well as last touch signal
#import <UIKit/UIKit.h>
@interface GodotViewGestureRecognizer : UIGestureRecognizer
@property(nonatomic, readonly, assign) NSTimeInterval delayTimeInterval;
- (instancetype)init;
@end

View file

@ -1,186 +0,0 @@
/**************************************************************************/
/* godot_view_gesture_recognizer.mm */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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"
#import "godot_view.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
- (GodotView *)godotView {
return (GodotView *)self.view;
}
- (instancetype)init {
self = [super init];
self.cancelsTouchesInView = YES;
self.delaysTouchesBegan = YES;
self.delaysTouchesEnded = YES;
self.requiresExclusiveTouchType = NO;
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.godotView godotTouchesBegan: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];
[super touchesBegan:touches withEvent: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.godotView];
CGPoint to = [touch previousLocationInView:self.godotView];
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.godotView godotTouchesMoved:cleared withEvent:event];
return;
}
}
return;
}
[self.godotView godotTouchesMoved:cleared withEvent:event];
[super touchesMoved:touches withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[self.delayTimer fire];
NSSet *cleared = [self copyClearedTouches:touches phase:UITouchPhaseEnded];
[self.godotView godotTouchesEnded:cleared withEvent:event];
[super touchesEnded:touches withEvent:event];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self.delayTimer fire];
[self.godotView godotTouchesCancelled:touches withEvent:event];
[super touchesCancelled:touches withEvent:event];
}
- (NSSet *)copyClearedTouches:(NSSet *)touches phase:(UITouchPhase)phaseToSave {
NSMutableSet *cleared = [touches mutableCopy];
for (UITouch *touch in touches) {
if (touch.view != self.view || touch.phase != phaseToSave) {
[cleared removeObject:touch];
}
}
return cleared;
}
@end