Why are my iPad touch events being delayed (sometimes up to a second)? - ios

I'm working on a game, and I'm using a CAEAGLLayer backed UIView subclass to present the game engine. Touch handling is done using -touchesBegan:withEvent: et. al.
Everything works fine, except that very rarely, if one of the on-screen controls is tapped rapidly, -touchesBegan:withEvent: doesn't get called for somewhere between 0.1 and 1-2 seconds. This happens maybe one in 20 times, and only if you tap the screen rapidly (4-5 times) first. It seems to be more likely to happen if I am also holding down another finger on a different control on the screen.
Thinking that it was something to do with my own code, I subclassed UIApplication so I could add a logging statement to -sendEvent:. When the laggy touch happens, -sendEvent: doesn't get called until some period of time after the touch has started, so it the touch handling code inside my UIView subclass doesn't appear to be at fault.
Does anyone have any idea what's going on here (other than iOS having some obscure bug)? Is there some sort of internal "events queue" that makes event delivery become laggy when it fills up? Has anyone else experienced this?

Touch events are only dispatched in the main UI run loop, and sometimes only when the main run loop goes idle for a bit. So if your app is busy handling several previous touch events in a row without taking a break, the main UI run loop might be saturated, and thus not get any further touch events until done with the current stuff.
Touch events also have time stamps. So you can check if they're coming too fast (faster than your event handlers and resulting UI updates can run), and skip or combine some of the event handlers, as appropriate for your app, if you want the app to stay maximally responsive.

Related

Detect palm touching/releasing the iphone screen

Implementing a sort of 'distress call' button which should work as following:
User starts application and covers a screen with a palm of a hand
Some time passes, user may introduce additional touches during that time or remove some of the existing (but not all of them), location/shape of touches may change
When user releases a hand (i.e. removes last touch) a distress signal is emitted by the app
Basically, the app should register two events: (1) a screen is touched (2) all touched are released
I'm trying to use touchesBegan/touchesEnded methods and those work for small area touches (fingertips) but on touching screen with a full palm or even only palm edge a touchesCancelled gets triggered immediately while hand is still on the screen. Obviously no other events are emitted upon hand release afterwards.
I tried subclassing UIWindow and UIApplication and overriding sendEvent in those but got no additional info - large area touches are triggering touch begin and immediately touch cancel, releasing hand afterwards emits nothing. In some cases large area touches fire no events at all, not even the touchesBegan. Basically, iOS doesn't let me work with a very basic scenario - detecting just the fact of screen touch/release.
Is there any way to query the screen touch state directly and not work with responder chain? Or suppress the cancellation event from firing? Or maybe I'm missing something?
Unfortunately, as of right now, no solution exists

Any interaction with the screen locks animation

I have a UIView that sets a timer and each firing it generates a UIImage on a background queue (priority .userInitiated), and when finished (measured to take between 1-2 milliseconds, it pushes to the main queue and updates a UIImageView's image.
This creates a smooth animation effect (e.g. if the Timer is configured to fire 30 times per second). Touching the screen however either slows down or completely shuts down the updating. I removed my overrides of touchesBegan,Moved,Ended and any GestureRecognizers to ensure that I wasn't doing anything expensive. Simply touching the screen (especially dragging quickly) prevents the UI updating.
I watched this and googled as many SO posts as I can but I'm completely stuck on this.
Here is a reproduction of the problem. Run the app and it will display a stripped down rendering of a basic project. From there, you can drag/touch the screen and notice the frames will either slow down to a crawl or completely stop.
Github Repro

UITouch Force on touchesBegan

3D touch seems really cool and I wanted to see how it would work in a musical context. I was reading a bit about 3D touch and it seems like the force property almost always reads as 0 when a touch begins (touchesBegan method).
How do I get a usable force when a touch begins because even if I'm pressing with maximum "force" I'm still getting that initial 0? I was thinking about just approximating a value within a time frame but that would involve me moving the touch. I just want a usable force upon the first touch.
Thanks!
Unfortunately this is impossible.
Every touch starts as a contact with no force at all, as soon as the user's finger makes contact (or even near-contact) with the screen. The force only starts to build as the user's finger is compressed against the screen.
The only way for touchesBegan: to report any force at all would be for it to delay artificially for a certain number of milliseconds before reporting a touch, to allow the force to build up. This would destroy the interactivity of all iOS applications; and Apple put a huge amount of work into delivering a touch the instant it is detected.

Getting touches at launch on iOS

On Mac, one can always get the location of the mouse "outside the event stream" (ie, even if you've not subscribed to any delegate methods for mouseUp: et al) by calling [NSEvent mouseLocation].
Is there any way on iOS to get current touch events without listening to touchesBegan:?
I ask because there is at least one situation in which touchesBegan is not called: at app launch, if a touch is already in progress, touchesBegan is never called. In fact, neither are any of the touch-related UIEvent methods called as near as I can tell (nor UIApplication's / UIWindow's sendEvent:, apparently).
I would like to vary the behavior of my app slightly based on whether a touch is in progress at launch. Is there any way to detect an in-progress touch at app launch?
This cannot be done. The simple reason: The touch events don't belong to your app. Each touch belongs to some UI element (or responder). As you already know, this element gets the began, moved, ended, cancelled messages.
This is even true within a properly programmed app: All events regarding one touch are delivered to the very same object. After all, how would another object know what to do with that event, and how should the first object properly finish its expected behavior?
While you can (or could, but probably shouldn't) find a work around within your app, there's just no way for cross-app-touch passings.
And on the Mac you may query the mouse position, but in normal application flow there'll always be a mouse down before you get a mouse up event.
To be honest, I don't see any reason why this would be needed anyway... oh wait... I could split my app icon into several areas... not sure if it would already break privacy laws, though, if you get to know where the user has his icon on screen.
I think you could simply "extend" the application launch. When I had time consuming tasks during my application launch, I used to show the same splash screen with a UIActivityIndicator while the action was being carried out.
You could simply create a NSTimer, wait for about 2 seconds and during this time, check for touches, while the splash screen will still be showing.
To do this, in applicationDidFinishLaunch, push a ViewController that looks exactaly like the splash screen and check for touches in this ViewController. After those 2 seconds, proceed with normal initialisation. This behaviour also helps if you have time consuming tasks during initialisation.
I know, it`s a workaround, but my guess, is that it is not possible to check for touches because application will be working on the main thread and the touches also processes on the main thread. This could happen also because there are no ViewControllers or UIWindow initialised and ready to listen to touches.
Hope it helps.
You might try handling the hitTest:withEvent: instead.
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event;
Since according to apple doc "Returns the farthest descendant of the receiver in the view hierarchy (including itself) that contains a specified point."

Trouble toggling the userInteractionEnabled property in iOS

I am developing a tic tac toe game for iOS and I am using a combination of UIButtons and UIImageViews to allow for user interaction and to display the moves made. My problem is that the buttons continue to accept user input before the cpu makes it's move, which breaks my game logic. I have made several attempts to toggle the userInteractionEnabled property, but I have only been able to turn it off. The engine that gets everything started in the game is my buttonPressed method. I also toggle the userInteractionEnabled property within this method and therein lies my problem: How do I re-enable the property after disabling user interaction? Is there a method that is called in between events that I can overwrite?
I have searched the web and I have searched through the developer documentation provided by Apple and I found information on the touchesBegan and touchesEnded methods. However, from what I understand, those methods need to be explicitly called which brings me back to my original problem of not being able to call those functions without the user's interaction.
If anyone can help, I would greatly appreciate it! I have been racking my brain over this for the past couple of weeks and I am just not seeing a solution.
I'd think that for a game like tic-tac-toe, calculating the countermove should be so fast that it can be done immediately in response to the first button press. If you're doing something complicated to calculate the next move, like kicking off a thread, you might want to reconsider that.
Let's say, though, that your game is something like chess or go, where coming up with a countermove might take a bit longer. Your view controller should have a method to make a move for the current player, let's call it -makeMove:. Your -buttonPressed action should call that method to make a move for the user. In response, -makeMove: should update the state of the game, switch the current player to the next player. If the new current player is the computer, it should then disable the controls and start the process of calculating the next move. Let's imagine that's done by invoking some NSOperation, so that coming up with the next move is an asynchronous task. Once the operation has come up with a move, it should again invoke -makeMove: (by calling -performSelectorOnMainThread:), which will again update the game state and the current player. This time, though, it should see that the new current player is not the computer, and so it should re-enable the controls.

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