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by postfuturist
5688 days ago
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I didn't see that at all. The gesture recognition stuff all looks written from scratch and the integration code doesn't match anything from UIKit. There are thousands of lines of code added by Sony with only a few commented out sections, mostly well-commented code also. The only thing I could see that remotely looks like what you are talking about is this // Adding and removing targets and actions
//- (void)addTarget:(id)targetaction:(SEL)action;
//- (void)removeTarget:(id)targetaction:(SEL)action;
// Adding and removing targets and actions
/***
- (void)addTarget:(id)targetaction:(SEL)action
{
}
- (void)removeTarget:(id)targetaction:(SEL)action
{
}
***/
This is an unused interface in SNGestureRecognizer. The name of one of the methods, addTarget, is the same as something from UIKit's UIControl. It's hardly a smoking gun, as it is unused and doesn't even match the method signature of the one from UIKit: - (void)addTarget:(id)target action:(SEL)action forEvents:(int)eventMask;
It's certainly not the result of a reverse engineering dump. If anything, Sony engineers thought for a second that they would mimic UIKit's interfaces and then quickly scrapped the idea. The other commented regions look like you might expect from a normal codebase: /*** Cannot assume touches will come simultaneously
// Not a valid pan if # of touches on view doesn't match
if ([touches count] != numberOfTouchesRequired ||
//[_view touchCount] != numberOfTouchesRequired)
[_hitTestedView touchCount] != numberOfTouchesRequired)
{
if (_state == SNGestureRecognizerStatePossible)
[self changeState: SNGestureRecognizerStateFailed];
else
[self changeState: SNGestureRecognizerStateCancelled];
return;
}
***/
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