// // CustomTapGestureRecognizer.m // Moonlight // // Created by ZWM on 2024/5/15. // Copyright © 2024 Moonlight Game Streaming Project. All rights reserved. // #import #import #import "CustomTapGestureRecognizer.h" // The most accurate & reliable tap gesture recognizer of iOS: // - almost 100% recoginition rate. UITapGestureRecognizer of Apple API is just intractable. // - instances of different numberOfTouchesRequired barely compete with each other, even when immediateTriggering is set to false. // - set property immediateTriggering = true, ensures no competition with gestures of less fingers in non-native touch mode. @implementation CustomTapGestureRecognizer static CGFloat screenHeightInPoints; - (instancetype)initWithTarget:(nullable id)target action:(nullable SEL)action { self = [super initWithTarget:target action:action]; screenHeightInPoints = CGRectGetHeight([[UIScreen mainScreen] bounds]); lowestTouchPointYCoord = 0.0; _numberOfTouchesRequired = 3; _immediateTriggering = false; _tapDownTimeThreshold = 0.3; _gestureCaptured = false; return self; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { // Check if the number of touches and taps meets the required criteria if ([[event allTouches] count] == _numberOfTouchesRequired) { _gestureCapturedTime = CACurrentMediaTime(); _gestureCaptured = true; for(UITouch *touch in [event allTouches]){ if(lowestTouchPointYCoord < [touch locationInView:self.view].y) lowestTouchPointYCoord = [touch locationInView:self.view].y; } _lowestTouchPointHeight = screenHeightInPoints - lowestTouchPointYCoord; if(_immediateTriggering){ lowestTouchPointYCoord = 0.0; //reset for next recoginition self.state = UIGestureRecognizerStateRecognized; return; } self.state = UIGestureRecognizerStatePossible; } if ([[event allTouches] count] > _numberOfTouchesRequired) { _gestureCaptured = false; self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { // [super touchesEnded:touches withEvent:event]; if(_immediateTriggering) return; if([[event allTouches] count] > _numberOfTouchesRequired) { _gestureCaptured = false; self.state = UIGestureRecognizerStateFailed; } else if(_gestureCaptured && [[event allTouches] count] == [touches count]){ _gestureCaptured = false; //reset for next recognition if((CACurrentMediaTime() - _gestureCapturedTime) < _tapDownTimeThreshold){ lowestTouchPointYCoord = 0.0; //reset for next recognition self.state = UIGestureRecognizerStateRecognized; } } } @end