diff --git a/Limelight/Input/CustomTapGestureRecognizer.h b/Limelight/Input/CustomTapGestureRecognizer.h index dfb113d0..8d987953 100644 --- a/Limelight/Input/CustomTapGestureRecognizer.h +++ b/Limelight/Input/CustomTapGestureRecognizer.h @@ -18,7 +18,7 @@ @property (nonatomic, assign) uint8_t numberOfTouchesRequired; @property (nonatomic, assign) bool immediateTriggering; // if enabled, trigger the signal on touchesBegan stage. @property (nonatomic, assign) double tapDownTimeThreshold; // tap down threshold in seconds. -@property (nonatomic, assign) bool areOnScreenButtonTaps; // will be set by the onscreencontrol or other related class +@property (nonatomic, assign) bool areOnScreenControllerTaps; // will be set by the onscreencontrol or other related class //@property (nonatomic, assign) bool haveOnScreenButtonsOnStreamview; @property (nonatomic, readonly) CGFloat lowestTouchPointHeight; @property (nonatomic, readonly) bool gestureCaptured; diff --git a/Limelight/Input/CustomTapGestureRecognizer.m b/Limelight/Input/CustomTapGestureRecognizer.m index ea2a22d3..ae2aaa08 100644 --- a/Limelight/Input/CustomTapGestureRecognizer.m +++ b/Limelight/Input/CustomTapGestureRecognizer.m @@ -9,9 +9,10 @@ #import #import #import "CustomTapGestureRecognizer.h" +#import "Moonlight-Swift.h" // The most accurate & reliable tap gesture recognizer of iOS: -// - Almost 100% recoginition rate. UITapGestureRecognizer of Apple API fails frequently, just intractable. +// - Almost 100% recoginition rate. UITapGestureRecognizer of Apple API fails frequently, just a piece of crap. // - When immediateTriggering is set to false (for native multi-touch): // Gesture signal will be triggered on touchesEnded stage, multi finger touch operations will not be interrupted by the arising keyboard. // 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. @@ -32,7 +33,7 @@ static CGFloat screenWidthInPoints; _immediateTriggering = false; _tapDownTimeThreshold = 0.3; _gestureCaptured = false; - _areOnScreenButtonTaps = false; + _areOnScreenControllerTaps = false; return self; } @@ -73,14 +74,38 @@ static CGFloat screenWidthInPoints; _gestureCaptured = false; self.state = UIGestureRecognizerStateFailed; } - 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. + 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 _gestureCaptured = false; //reset for next recognition if((CACurrentMediaTime() - _gestureCapturedTime) < _tapDownTimeThreshold){ lowestTouchPointYCoord = 0.0; //reset for next recognition self.state = UIGestureRecognizerStateRecognized; } } - if (allTouchesCount == [touches count]) _areOnScreenButtonTaps = false; // need to reset this flag anyway, when all fingers are lefting + if (allTouchesCount == [touches count]) _areOnScreenControllerTaps = false; // need to reset this flag anyway, when all fingers are lefting +} + + +// it was a not a perfect choice to code OnScreenButtonView in Swift... +// we're unable to import this class to swift codebase by the bridging header,and have to exlucde the onscreen button taps here +// by iterating every button view instances. but it's basically ok since the number of buttonViews are always limited. +// 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. +- (bool)areOnScreenButtonsTaps { + NSTimeInterval t1 = CACurrentMediaTime(); + bool gotOneButtonPressed = false; + for(UIView* view in self.view.subviews){ + if ([view isKindOfClass:[OnScreenButtonView class]]) { + OnScreenButtonView* buttonView = (OnScreenButtonView*) view; + if(gotOneButtonPressed){ // once we have just 1 button pressed already, reset pressed flag for the all the buttonViews + buttonView.pressed = false; //reset the flag for buttonView + continue; + } + if(buttonView.pressed){ + gotOneButtonPressed = true; //got one button pressed + buttonView.pressed = false; // reset the flag for current buttonView + } + } + } + return gotOneButtonPressed; } @end diff --git a/Limelight/Input/OnScreenButtonView.swift b/Limelight/Input/OnScreenButtonView.swift index 02c389a1..4fdea998 100644 --- a/Limelight/Input/OnScreenButtonView.swift +++ b/Limelight/Input/OnScreenButtonView.swift @@ -15,6 +15,7 @@ import UIKit @objc public var keyLabel: String @objc public var keyString: String @objc public var timestamp: TimeInterval + @objc public var pressed: Bool private let label: UILabel @@ -27,7 +28,8 @@ import UIKit self.keyLabel = keyLabel self.label = UILabel() self.originalBackgroundColor = UIColor(white: 0.2, alpha: 0.7) - self.timestamp = 0; + self.timestamp = 0 + self.pressed = false super.init(frame: .zero) setupView() } @@ -104,6 +106,7 @@ import UIKit // Touch event handling override func touchesBegan(_ touches: Set, with event: UIEvent?) { + self.pressed = true super.touchesBegan(touches, with: event) //self.backgroundColor = UIColor(red: 0.0, green: 0.0, blue: 1.0, alpha: 0.7) @@ -161,6 +164,7 @@ import UIKit override func touchesEnded(_ touches: Set, with event: UIEvent?) { + // self.pressed = false // will be reset outside the class super.touchesEnded(touches, with: event) if !OnScreenButtonView.editMode && !self.keyString.contains("+") { // if the command(keystring contains "+", it's a multi-key command rather than a single key button diff --git a/Limelight/Input/OnScreenControls.m b/Limelight/Input/OnScreenControls.m index 23e2eb88..773ad822 100644 --- a/Limelight/Input/OnScreenControls.m +++ b/Limelight/Input/OnScreenControls.m @@ -1100,7 +1100,7 @@ static float L3_Y; if ([gesture isKindOfClass:[CustomTapGestureRecognizer class]]) { // This is a CustomTapGestureRecognizer CustomTapGestureRecognizer *tapGesture = (CustomTapGestureRecognizer *)gesture; - tapGesture.areOnScreenButtonTaps = true; + tapGesture.areOnScreenControllerTaps = true; // Perform actions with tapGesture } }