// // CustomTapGestureRecognizer.m // Moonlight // // Created by ZWM on 2024/5/15. // Copyright © 2024 Moonlight Game Streaming Project. All rights reserved. // #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 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. // - Set property immediateTriggering to true, to ensure the priority of keyboard toggle in non-native touch mode, in compete with 2-finger gestures. // - This recognizer also provides properties like gestureCapturedTime, to be accessed outside the class for useful purpose. @implementation CustomTapGestureRecognizer static CGFloat screenHeightInPoints; static CGFloat screenWidthInPoints; - (instancetype)initWithTarget:(nullable id)target action:(nullable SEL)action { self = [super initWithTarget:target action:action]; screenHeightInPoints = CGRectGetHeight([[UIScreen mainScreen] bounds]); screenWidthInPoints = CGRectGetWidth([[UIScreen mainScreen] bounds]); lowestTouchPointYCoord = 0.0; _numberOfTouchesRequired = 3; _immediateTriggering = false; _tapDownTimeThreshold = 0.3; _gestureCaptured = false; _areOnScreenControllerTaps = 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; } // this mechanism is deprecated. /* if(_numberOfTouchesRequired == 2){ NSArray *twoTouches = [[event allTouches] allObjects]; _areVirtualControllerTaps = fabs([twoTouches[1] locationInView:self.view].x - [twoTouches[0] locationInView:self.view].x) > screenWidthInPoints/3; } */ _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; uint8_t allTouchesCount = [[event allTouches] count]; if(allTouchesCount > _numberOfTouchesRequired) { _gestureCaptured = false; self.state = UIGestureRecognizerStateFailed; } 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]) _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