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Webview_SgConfig_Unity_IOS/Assets/Plugins/iOS/UIApplication+UnityTouchHook.mm
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2026-07-10 11:30:12 +08:00

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#import <UIKit/UIKit.h>
#import <objc/runtime.h>
#import <QuartzCore/QuartzCore.h>
extern UIView *UnityGetGLView(void);
@interface UIApplication (UnityTouchHook)
- (void)ut_sendEvent:(UIEvent *)event;
@end
@implementation UIApplication (UnityTouchHook)
// ==========================================
// 【实装优化】:将 Ivar、Class 提取为静态全局变量,在 +load 中一次性缓存
static CFTimeInterval g_lastMovedTime = 0;
static Class g_touchClass = Nil;
static Ivar g_ivarView = NULL;
static Ivar g_ivarLocation = NULL;
static Ivar g_ivarPrevLocation = NULL;
// ==========================================
+ (void)load
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
Class cls = [UIApplication class];
Method original = class_getInstanceMethod(cls, @selector(sendEvent:));
Method swizzled = class_getInstanceMethod(cls, @selector(ut_sendEvent:));
if (original && swizzled) {
method_exchangeImplementations(original, swizzled);
}
// ==========================================
// 【实装优化】:在 +load 时集中初始化,彻底消灭每帧的 Runtime 检索开销
g_touchClass = [UITouch class];
g_ivarView = class_getInstanceVariable(g_touchClass, "_view");
g_ivarLocation = class_getInstanceVariable(g_touchClass, "_locationInWindow");
g_ivarPrevLocation = class_getInstanceVariable(g_touchClass, "_previousLocationInWindow");
// ==========================================
});
}
- (void)ut_sendEvent:(UIEvent *)event
{
// 1. 让系统和 WebView 先走正常响应
[self ut_sendEvent:event];
if (event.type != UIEventTypeTouches)
return;
UIView *unityView = UnityGetGLView();
if (!unityView)
return;
NSSet *touches = event.allTouches;
UITouch *touch = [touches anyObject];
if (!touch)
return;
// 2. 拦截所有来自 WebView 或非 UnityView 的点击
if (touch.view != unityView && ![touch.view isDescendantOfView:unityView]) {
UITouchPhase phase = touch.phase;
if (phase == UITouchPhaseMoved) {
CFTimeInterval currentTime = CACurrentMediaTime();
if (currentTime - g_lastMovedTime < 0.016) {
return;
}
g_lastMovedTime = currentTime;
}
// 【优化成果】:直接使用 self 获取 keyWindow
UIWindow *window = self.keyWindow;
if (!window && unityView.window) {
window = unityView.window;
}
// ==========================================
// 【实装优化】:window == nil 时提前返回,防止后续无意义计算与 KVC 崩溃风险
if (!window) {
return;
}
// ==========================================
// 【优化成果】:提取 locationInView 只计算一次
CGPoint pointInWindow = [touch locationInView:window];
CGPoint pointPrevWindow = [touch previousLocationInView:window];
CGPoint originalLocationStruct = pointInWindow;
CGPoint originalPrevLocationStruct = pointPrevWindow;
// 【优化成果】:砍掉 convertPoint:fromView: 的矩阵计算
CGPoint pointInUnity = pointInWindow;
CGRect unityFrame = unityView.frame;
if (unityFrame.origin.x != 0 || unityFrame.origin.y != 0) {
pointInUnity.x -= unityFrame.origin.x;
pointInUnity.y -= unityFrame.origin.y;
}
// 【优化安全加固】:保留最后一道防线,防御极端情况下的 NaN / Inf
if (isnan(pointInUnity.x) || isinf(pointInUnity.x)) pointInUnity.x = 0;
if (isnan(pointInUnity.y) || isinf(pointInUnity.y)) pointInUnity.y = 0;
// 【优化成果】:在栈上缓存一次 bounds 结构体
CGRect bounds = unityView.bounds;
CGFloat viewWidth = bounds.size.width <= 0 ? 375 : bounds.size.width;
CGFloat viewHeight = bounds.size.height <= 0 ? 812 : bounds.size.height;
// 【优化成果】:改用利于 CPU 分支预测的 if-else 约束范围
if (pointInUnity.x < 0) {
pointInUnity.x = 0;
} else if (pointInUnity.x > viewWidth) {
pointInUnity.x = viewWidth;
}
if (pointInUnity.y < 0) {
pointInUnity.y = 0;
} else if (pointInUnity.y > viewHeight) {
pointInUnity.y = viewHeight;
}
CGPoint finalInjectPoint = pointInUnity;
// 3. 备份原始值(后续无需重复获取 Ivar,直接使用静态全局变量)
UIView *originalView = touch.view;
NSValue *originalLocation = nil;
NSValue *originalPrevLocation = nil;
if (g_ivarLocation) {
originalLocation = [touch valueForKey:@"locationInWindow"];
}
if (g_ivarPrevLocation) {
originalPrevLocation = [touch valueForKey:@"previousLocationInWindow"];
}
// 4. 【强制临时修改】重写原生 touch
if (g_ivarView) {
object_setIvar(touch, g_ivarView, unityView);
} else {
[touch setValue:unityView forKey:@"view"];
}
if (g_ivarLocation) object_setIvar(touch, g_ivarLocation, [NSValue valueWithCGPoint:finalInjectPoint]);
// 计算 Moved 阶段的伪造历史坐标
if (phase == UITouchPhaseMoved && originalLocation && originalPrevLocation) {
CGPoint offset = CGPointMake(originalLocationStruct.x - originalPrevLocationStruct.x, originalLocationStruct.y - originalPrevLocationStruct.y);
CGPoint fakePrevPoint = CGPointMake(finalInjectPoint.x - offset.x, finalInjectPoint.y - offset.y);
if (isnan(fakePrevPoint.x) || isinf(fakePrevPoint.x)) fakePrevPoint.x = finalInjectPoint.x;
if (isnan(fakePrevPoint.y) || isinf(fakePrevPoint.y)) fakePrevPoint.y = finalInjectPoint.y;
if (fakePrevPoint.x < 0) {
fakePrevPoint.x = 0;
} else if (fakePrevPoint.x > viewWidth) {
fakePrevPoint.x = viewWidth;
}
if (fakePrevPoint.y < 0) {
fakePrevPoint.y = 0;
} else if (fakePrevPoint.y > viewHeight) {
fakePrevPoint.y = viewHeight;
}
if (g_ivarPrevLocation) object_setIvar(touch, g_ivarPrevLocation, [NSValue valueWithCGPoint:fakePrevPoint]);
} else {
if (g_ivarPrevLocation) object_setIvar(touch, g_ivarPrevLocation, [NSValue valueWithCGPoint:finalInjectPoint]);
}
[touch setValue:[NSValue valueWithCGPoint:finalInjectPoint] forKey:@"locationInWindow"];
// 5. 将清洗干净的事件丢给 UnityView 通道
switch (phase) {
case UITouchPhaseBegan: [unityView touchesBegan:touches withEvent:event]; break;
case UITouchPhaseMoved: [unityView touchesMoved:touches withEvent:event]; break;
case UITouchPhaseEnded: [unityView touchesEnded:touches withEvent:event]; break;
case UITouchPhaseCancelled: [unityView touchesCancelled:touches withEvent:event]; break;
default: break;
}
// 6. 立刻恢复现场
if (g_ivarView) {
object_setIvar(touch, g_ivarView, originalView);
} else {
[touch setValue:originalView forKey:@"view"];
}
if (g_ivarLocation && originalLocation) {
object_setIvar(touch, g_ivarLocation, originalLocation);
[touch setValue:originalLocation forKey:@"locationInWindow"];
}
if (g_ivarPrevLocation && originalPrevLocation) {
object_setIvar(touch, g_ivarPrevLocation, originalPrevLocation);
}
}
}
@end