resolve conflicts between on-screen buttons & tap gestures
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@@ -18,7 +18,7 @@
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@property (nonatomic, assign) uint8_t numberOfTouchesRequired;
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@property (nonatomic, assign) bool immediateTriggering; // if enabled, trigger the signal on touchesBegan stage.
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@property (nonatomic, assign) double tapDownTimeThreshold; // tap down threshold in seconds.
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@property (nonatomic, assign) bool areOnScreenButtonTaps; // will be set by the onscreencontrol or other related class
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@property (nonatomic, assign) bool areOnScreenControllerTaps; // will be set by the onscreencontrol or other related class
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//@property (nonatomic, assign) bool haveOnScreenButtonsOnStreamview;
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@property (nonatomic, readonly) CGFloat lowestTouchPointHeight;
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@property (nonatomic, readonly) bool gestureCaptured;
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@@ -9,9 +9,10 @@
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#import <Foundation/Foundation.h>
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#import <UIKit/UIGestureRecognizerSubclass.h>
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#import "CustomTapGestureRecognizer.h"
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#import "Moonlight-Swift.h"
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// The most accurate & reliable tap gesture recognizer of iOS:
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// - Almost 100% recoginition rate. UITapGestureRecognizer of Apple API fails frequently, just intractable.
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// - Almost 100% recoginition rate. UITapGestureRecognizer of Apple API fails frequently, just a piece of crap.
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// - When immediateTriggering is set to false (for native multi-touch):
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// Gesture signal will be triggered on touchesEnded stage, multi finger touch operations will not be interrupted by the arising keyboard.
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// Instances of different [numberOfTouchesRequired] barely compete with each other, for example, the chance of 3-finger gesture get triggered by 4 or 5 finger tap is very small.
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@@ -32,7 +33,7 @@ static CGFloat screenWidthInPoints;
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_immediateTriggering = false;
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_tapDownTimeThreshold = 0.3;
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_gestureCaptured = false;
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_areOnScreenButtonTaps = false;
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_areOnScreenControllerTaps = false;
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return self;
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}
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@@ -73,14 +74,38 @@ static CGFloat screenWidthInPoints;
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_gestureCaptured = false;
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self.state = UIGestureRecognizerStateFailed;
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}
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else if(_gestureCaptured && allTouchesCount == [touches count] && !_areOnScreenButtonTaps){ //must exclude virtual controller taps here to prevent stucked button, _areVirtualControllerTaps flag is set by onscreencontrols or anyother related classes.
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else if(_gestureCaptured && allTouchesCount == [touches count] && !_areOnScreenControllerTaps && ![self areOnScreenButtonsTaps]){ //must exclude virtual controller & onscreen button taps here to prevent stucked button, _areVirtualControllerTaps flag is set by onscreencontrols, areOnScreenButtonsTaps will be done by iterating all button views in streamframview
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_gestureCaptured = false; //reset for next recognition
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if((CACurrentMediaTime() - _gestureCapturedTime) < _tapDownTimeThreshold){
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lowestTouchPointYCoord = 0.0; //reset for next recognition
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self.state = UIGestureRecognizerStateRecognized;
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}
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}
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if (allTouchesCount == [touches count]) _areOnScreenButtonTaps = false; // need to reset this flag anyway, when all fingers are lefting
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if (allTouchesCount == [touches count]) _areOnScreenControllerTaps = false; // need to reset this flag anyway, when all fingers are lefting
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}
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// it was a not a perfect choice to code OnScreenButtonView in Swift...
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// we're unable to import this class to swift codebase by the bridging header,and have to exlucde the onscreen button taps here
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// by iterating every button view instances. but it's basically ok since the number of buttonViews are always limited.
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// and this method will only be called when the recognizer is active & and the taps passes all the checks and is about to ge triggered.
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- (bool)areOnScreenButtonsTaps {
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NSTimeInterval t1 = CACurrentMediaTime();
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bool gotOneButtonPressed = false;
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for(UIView* view in self.view.subviews){
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if ([view isKindOfClass:[OnScreenButtonView class]]) {
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OnScreenButtonView* buttonView = (OnScreenButtonView*) view;
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if(gotOneButtonPressed){ // once we have just 1 button pressed already, reset pressed flag for the all the buttonViews
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buttonView.pressed = false; //reset the flag for buttonView
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continue;
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}
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if(buttonView.pressed){
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gotOneButtonPressed = true; //got one button pressed
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buttonView.pressed = false; // reset the flag for current buttonView
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}
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}
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}
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return gotOneButtonPressed;
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}
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@end
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@@ -15,6 +15,7 @@ import UIKit
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@objc public var keyLabel: String
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@objc public var keyString: String
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@objc public var timestamp: TimeInterval
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@objc public var pressed: Bool
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private let label: UILabel
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@@ -27,7 +28,8 @@ import UIKit
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self.keyLabel = keyLabel
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self.label = UILabel()
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self.originalBackgroundColor = UIColor(white: 0.2, alpha: 0.7)
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self.timestamp = 0;
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self.timestamp = 0
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self.pressed = false
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super.init(frame: .zero)
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setupView()
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}
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@@ -104,6 +106,7 @@ import UIKit
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// Touch event handling
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override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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self.pressed = true
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super.touchesBegan(touches, with: event)
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//self.backgroundColor = UIColor(red: 0.0, green: 0.0, blue: 1.0, alpha: 0.7)
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@@ -161,6 +164,7 @@ import UIKit
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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// self.pressed = false // will be reset outside the class
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super.touchesEnded(touches, with: event)
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if !OnScreenButtonView.editMode && !self.keyString.contains("+") { // if the command(keystring contains "+", it's a multi-key command rather than a single key button
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@@ -1100,7 +1100,7 @@ static float L3_Y;
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if ([gesture isKindOfClass:[CustomTapGestureRecognizer class]]) {
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// This is a CustomTapGestureRecognizer
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CustomTapGestureRecognizer *tapGesture = (CustomTapGestureRecognizer *)gesture;
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tapGesture.areOnScreenButtonTaps = true;
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tapGesture.areOnScreenControllerTaps = true;
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// Perform actions with tapGesture
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}
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}
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