84 lines
3.8 KiB
Objective-C
84 lines
3.8 KiB
Objective-C
//
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// CustomTapGestureRecognizer.m
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// Moonlight
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//
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// Created by ZWM on 2024/5/15.
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// Copyright © 2024 Moonlight Game Streaming Project. All rights reserved.
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//
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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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// 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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// - 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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// - Set property immediateTriggering to true, to ensure the priority of keyboard toggle in non-native touch mode, in compete with 2-finger gestures.
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// - This recognizer also provides properties like gestureCapturedTime, to be accessed outside the class for useful purpose.
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@implementation CustomTapGestureRecognizer
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static CGFloat screenHeightInPoints;
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static CGFloat screenWidthInPoints;
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- (instancetype)initWithTarget:(nullable id)target action:(nullable SEL)action {
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self = [super initWithTarget:target action:action];
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screenHeightInPoints = CGRectGetHeight([[UIScreen mainScreen] bounds]);
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screenWidthInPoints = CGRectGetWidth([[UIScreen mainScreen] bounds]);
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lowestTouchPointYCoord = 0.0;
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_numberOfTouchesRequired = 3;
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_immediateTriggering = false;
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_tapDownTimeThreshold = 0.3;
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_gestureCaptured = false;
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_areVirtualControllerTaps = false;
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return self;
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}
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- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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// Check if the number of touches and taps meets the required criteria
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if ([[event allTouches] count] == _numberOfTouchesRequired) {
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_gestureCapturedTime = CACurrentMediaTime();
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_gestureCaptured = true;
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for(UITouch *touch in [event allTouches]){
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if(lowestTouchPointYCoord < [touch locationInView:self.view].y) lowestTouchPointYCoord = [touch locationInView:self.view].y;
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}
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if(_numberOfTouchesRequired == 2){
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NSArray *twoTouches = [[event allTouches] allObjects];
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_areVirtualControllerTaps = fabs([twoTouches[1] locationInView:self.view].x - [twoTouches[0] locationInView:self.view].x) > screenWidthInPoints/3;
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}
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_lowestTouchPointHeight = screenHeightInPoints - lowestTouchPointYCoord;
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if(_immediateTriggering){
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lowestTouchPointYCoord = 0.0; //reset for next recoginition
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self.state = UIGestureRecognizerStateRecognized;
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return;
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}
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self.state = UIGestureRecognizerStatePossible;
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}
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if ([[event allTouches] count] > _numberOfTouchesRequired) {
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_gestureCaptured = false;
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self.state = UIGestureRecognizerStateFailed;
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}
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}
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- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
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// [super touchesEnded:touches withEvent:event];
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if(_immediateTriggering) return;
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if([[event allTouches] count] > _numberOfTouchesRequired) {
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_gestureCaptured = false;
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self.state = UIGestureRecognizerStateFailed;
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}
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else if(_gestureCaptured && [[event allTouches] count] == [touches count] && !_areVirtualControllerTaps){ //must exclude virtual controller taps here to prevent stucked button
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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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}
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@end
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