I couldn't find an implementation of a double tap for Appium that was straightforward and allowed you to pass in the element locator strategy, so here goes:
public static void doubleTapElementBy(By by) {
WebElement el = getDriver().findElement(by);
MultiTouchAction multiTouch = new MultiTouchAction(getDriver());
TouchAction action0 = new TouchAction(getDriver()).tap(el).waitAction(50).tap(el);
try {
multiTouch.add(action0).perform();
} catch (WebDriverException e) {
logger.info("Unable to do second tap on element, probably because element requieres single tap on this Android version");
}
}
You can also try below approach using tap method in TouchAction class.
TouchAction taction = new TouchAction(driver);
taction.tap(tapOptions().withElement(ElementOption.element(YOUR_WebElement))
.withTapsCount(2)).perform();
You will need to add below static import as well:
import static io.appium.java_client.touch.TapOptions.tapOptions;
This is a workaround in pseudocode and possibly there's a more "official" way to do it, but it should do the work if no other solution is available:
Interpretmessages(){
switch(msg)
{
OnClick:
{ if (lastClicked - thisTime() < 0.2) //if it was clicked very recently
{doubleTapped()} //handle it as a double tap
else{lastClicked = thisTime()} //otherwise keep the time of the tap
} //end of OnClick
} //End of Message Handler
}//End of switch
}//End of messageHandler
If you have access to ready timer functions, you can set a function to be executed 0.2s after the click has gone off:
OnClick: if (!functionWaiting) // has the timer not been set?
{
enableTimer(); // set a function to go off in x time
clicks = 0; //we'll tell it that there's been one click in a couple of lines
} //set it for the first click
clicks++; //if it's already clicked, it'll become 2 (double tap) otherwise it's just one
So, the idea is that when you get a tap, you check if there's been another one recently (a. by checking the relative times, b. by checking if the function is still pending) and you handle it dependingly, only note that you will have to implement a timer so your function fires a bit later so you have time to get a second tap
The style draws upon the Win32's message handling, I'm pretty sure it works there, it should work for you too.
Double tap and hold -- Use below code:
new TouchAction(driver).press(112,567).release().perform().press(112,567).perform();
Double tap -- Use below code:
new TouchAction(driver).press(112,567).release().perform().press(112,567).release().perform();
Related
I am navigating from different class objects (screens) within my React Native App. Once I navigate to a given screen, I want to execute different functions including Activity Indicators to show that the function is still running.
Therefore is set up a focus Event Listener which is called every time I navigate back to my screen. My current problem is that my Activity Indicators are not updated within the focus Event but directly after, which is not my wanted behavior as I have to wait for my functions to end without any visual indicator.
class Homescreen extends Component {
constructor(props){
super(props};
this.state = {
showIndicator: false;
}
}
componentDidMount(){
this.props.navigation.addListener('focus', this._onFocus);
}
componentWillUnmount(){
this.props.navigation.removeListener('focus', this._onFocus);
}
_onFocus = async () => {
this.setState({showIndicator: true});
asyncFunc();
};
async asyncFunc(){
//calling a function from swift which calls a C function inside DispatchQeue.main.async
//inside my C function I successfully set my ActivityIndicator to false with an Event which calls
//this.setState({showIndicator: false});
}
render(){
console.log(this.state.showIndicator); // correct value is printed while I wait inside the ```focus``` Event to finish, but the UI is not updated.
return(
{this.state.showIndicator && <ActivityIndicator/>}
)
}
}
I receive the correct current status of showIndicatorbut before the focus Event is not finished, my render does not redraw.
To me it seems like the UI won't update until I am out of my focus Event. How can I reach my goal of displaying the ActivityIndicator before the focus Event or how do I call my function right after the focus Event?
I can achieve my wanted behavior by using the blurevent and setting my ActivityIndicator visible while moving to another screen and after moving back I wait until my function is finished and remove the ActivityIndicator but this seems like a bad workaround and also I can see the ActivityIndicator when moving which might be confusing.
You should replace curly braces around this statement {this.state.showIndicator && } and check.
If it doesn't work accordingly then let me know.
I'm working with the Blackberry Touch Event and I need to process the TouchEvent.MOVE, TouchEvent.UP and TouchEvent.DOWN to move a carousel of images and the TouchEvent.CLICK to generate some specific action.
My problem is that the touchEvent() method is being called several times. How can I prevent this? Because the behaviour is getting all messed up.
For example: when I just want to capture the TouchEvent.CLICK event, the UP-DOWN-MOVE-CLICK are being triggered one after the next.
My code does the following:
protected boolean touchEvent(TouchEvent message) {
if (message.getEvent() == TouchEvent.CLICK) {
//CHANGE THE CONTENT OF A FIELD
return true;
} else if ((message.getEvent() == TouchEvent.MOVE)
|| (message.getEvent() == TouchEvent.UP)
|| (message.getEvent() == TouchEvent.DOWN)) {
//DELETE THE FIELD
//MOVE A CAROUSEL OF IMAGES
} else {
return false;
}
}
public void moverTouch(int dx) {
//ADD THE FIELD PREVIOUSLY DELETED
}
As you can see, when the CLICK event is captured, I need to change the content of a field, but when the MOVE or UP or DOWN event is captured, I need to delete that Field from his manager, do some working with a carousel of images, and then re-add the field previously deleted.
The carousel moving part works fine, but when I try to capture JUST the CLICK event, and the others are being triggered as well, but the moverTouch() function doesn't get triggered because there is no actual movement on the carousel of images, I end up with a deleted field that I need to update its content.
At a glance:
I think you need to differentiate touch gestures (I believe you are "listening" for something like a swipe gesture to scroll the gallery image) from "normal" touch events (specifically you need to process TouchEvent.CLICK to apply "some specific action" to the clicked image).
To decide whether the TouchEvent represents a gesture there is a TouchEvent.GESTURE constant. Then it is possible to know what exactly TouchGesture it represents by calling TouchEvent.getGesture().
Some sample code for touch gestures can be viewed here.
I am dealing with KeywordFilterField which is populated with the list of the countries. Now the problem i am facing is that when i click the particular country it should move to the next screen as I have written the pushScreen code in the trackwheelClick event after checking that _keywordFilterField is focusable or not, but this is not the case. The Menu opens when trackwheelClick event is fired, at the center of the screen, rather than moving onto the next screen.Can anybody have the idea why Menu dialog opens on the trackwheelclick event instead of going to the next screen.
See what i have done on trackwheel click event:
protected boolean trackwheelClick(int status, int time) {
if (_keywordFilterField.isFocus()) {
int index = _keywordFilterField.getSelectedIndex();
ReadableList readableList = _keywordFilterField.getResultList();
Object selectedCountry = readableList.getAt(index);
String countryName=selectedCountry.toString();
urlutf8Encoder=new URLUTF8Encoder();
String newCountry=urlutf8Encoder.encode(countryName);
pushToSearchResult(newCountry,countryName);//To Next SCreen
return true;
}
return false;
}
But it looks like:
The trackwheelClick event returns a boolean that indicates whether the event is consumed. Once an event is consumed, it stops propagating to other UI elements. If you return true, the menu will stop appearing.
Here I am display push notification in globalscreen in blackberry, I need to push screen by clicking OK button of the dialog. I want to start app by clicking the ok button.
Please help me.
Thanks in advance!
I'm not 100% sure I understand what you want, but if this doesn't work, just add a comment and I'll try to give you a better answer.
First, read this on pushing global screens
and this on performing actions after receiving global alerts
Your code, if I'm understanding correctly, should be similar to the second link's example.
Then, if you implement the DialogClosedListener, like in the second link, you might have something like this:
called from the background when you get notified:
Dialog myDialog = new Dialog(Dialog.D_OK_CANCEL, "Hello", Dialog.OK, null, 0);
myDialog.setDialogClosedListener(new MyListener());
UiApplication.getUiApplication().pushGlobalScreen(myDialog, 1, true);
implementation of your dialog listener:
private class MyListener implements DialogClosedListener {
public void dialogClosed(Dialog dialog, int choice) {
switch (choice) {
case Dialog.OK:
// ok clicked
UiApplication.getUiApplication().requestForeground();
break;
case Dialog.CANCEL:
// cancel clicked. or escape pressed
break;
default:
break;
}
}
}
And, then in your UiApplication class, you can respond to activation, which will happen if the user selects Ok from the Dialog:
public class MyApp extends UiApplication {
private boolean _nextScreenShowing = false;
public void activate() {
super.activate();
if (!_nextScreenShowing) {
pushScreen(new NextScreen());
_nextScreenShowing = true;
}
}
}
I show the _nextScreenShowing variable, just to make sure you think about whether pushing the next screen is appropriate. It probably won't be every time activate is called. You may need to keep track of that boolean flag by responding to the Application.deactivate() method, or maybe Screen.onExposed() or Screen.onObscured(). All that depends on how your app works.
I'm just going to explain the context so it is clearer.
I made this menu : my menu
I am looking to make an improved and more advanced version of the same menu.
I made an animation of waves on the cofee's surface and am looking to make it loop when the mouse is moving and to stop looping when it's not.
Sorry for the lack of specifications as I am quite new to actionscript, but I hope somebody will be able to help me. :)
Thanks,
Mathieu
Well, you said it - leverage MouseEvent.MOUSE_MOVE to set a conditional in your looping routine.
private var _isMoving:Boolean = false;
stage.addEventListener(MouseEvent.MOUSE_MOVE, checkMouse);
this.addEventListener(Event.ENTER_FRAME, doLoop);
private function checkMouse(e:MouseEvent):void
{
_isMoving = true;
}
private function doLoop(e:Event):void
{
trace("moving =" + _isMoving);
if(_isMoving)
{
// loop animation
}
_isMoving = false;
}
depending on how you want it to work I would do this as follows:
create an animation of wavy coffee
ensure the animation loops
note that clips loop by default, so all you have to do is match the first and last frames!
place the clip at the edge of your current coffee graphic
double click on the graphic to edit it
drag an instance of the looping animation from the library onto the "edge" of the graphic
OR just replace your entire light brown graphic with an animated one that loops
when the mouse is moving, call play on the animated loop clip
when the mouse stops, call stop on the animated loop clip
Some example code would be along the lines of:
public function init():void {
menuClip.addEventListener(MouseEvent.MOUSE_OVER, onMenuRollOver);
menuClip.addEventListener(MouseEvent.MOUSE_OUT, onMenuRollOut);
}
public function onMenuRollOver(event:MouseEvent):void {
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMove);
/* do the stuff you're currently doing to animate the clip here.
something like: coffee graphic height = ease to mouseHeight */
}
public function onMenuRollOut(event:MouseEvent):void {
/* do the stuff you're currently doing to stop the clip here. */
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMove);
coffeeClip.stop();
}
public function onMove(event:MouseEvent):void {
resetTimer();
coffeeClip.play(); //note: play has no effect when movie is playing (that's ideal in this case)
}
public function resetTimer():void {
if(mouseMovementTimer == null) createTimer();
mouseMovementTimer.reset();
mouseMovementTimer.start();
}
public function createTimer():Timer {
mouseMovementTimer = new Timer(DELAY, 1); //fiddle with the delay variable. Try 500, at first
mouseMovementTimer.addEventListener(TimerEvent.TIMER, stopAnimationLoop);
}
public function stopAnimationLoop(event:TimerEvent):void {
mouseMovementTimer.removeEventListener(TimerEvent.TIMER, stopAnimationLoop); //optional but recommended
mouseMovementTimer = null;
coffeClip.stop();
}
Of course, you would need to do things like call init() and import flash.utils.Timer and initialize variables like mouseMovementTimer, menuClip, coffeeClip and DELAY.
Warning: This code is off the top of my head and untested. So there's likely to be small bugs in it but you should get the general idea:
add a mouse listener when the user mouses over the menu
remove that listener if the user mouses out of the menu
have that listener play the looping movie clip
trigger an event that will stop the looping clip if movement hasn't been detected in a while
once the trigger goes of, stop the clip
The key is in detecting when the mouse stops moving. Flash detects interaction well but does not detect NON-INTERACTION for obvious reasons. One easy way to solve that is to trigger a timer that will go off once too much time has elapsed since the last activity. Then, when the timer triggers, you know action has stopped!
I think that's the key piece to solving your problem. I hope that helps someone in some way.
~gmale