How to use Swipe method of Input.SingleTouchScenarios class

Best WinAppDriver code snippet using Input.SingleTouchScenarios.Swipe

TouchScenarios.cs

Source:TouchScenarios.cs Github

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...104 /// One finger touches the screen and moves a short distance in a direction.105 /// Manipulation gesture.106 /// </summary>107 [TestMethod, TestCategory("SingleTouch")]108 public void Swipe()109 {110 var touchable = AppSession.FindElementByAccessibilityId("Touchable");111 var startCoords = touchable.Coordinates.LocationInViewport;112 // Not supported113 //var startX = startCoords.X + touchable.Size.Width / 2;114 //var startY = startCoords.Y + touchable.Size.Width / 2;115 //var endX = startX + TouchDistance.Short;116 //var endY = startY + TouchDistance.Short;117 //AppSession.Swipe(startX, startY, endX, endY, TouchDuration.Short);118 TouchScreen.Flick(touchable.Coordinates, TouchDistance.Short, TouchDistance.Short, TouchSpeed.Slow);119 120 var endCoords = touchable.Coordinates.LocationInViewport;121 Assert.IsTrue(endCoords.X > startCoords.X);122 Assert.IsTrue(endCoords.Y > startCoords.Y);123 Assert.IsTrue(endCoords.X - startCoords.X <= TouchDistance.Short);124 Assert.IsTrue(endCoords.Y - startCoords.Y <= TouchDistance.Short);125 }126 }127}...

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Using AI Code Generation

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1using UnityEngine;2using System.Collections;3{4 private Vector2 fingerDown;5 private Vector2 fingerUp;6 public bool detectSwipeOnlyAfterRelease = false;7 public float SWIPE_THRESHOLD = 20f;8 void Update()9 {10 foreach (Touch touch in Input.touches)11 {12 if (touch.phase == TouchPhase.Began)13 {14 fingerUp = touch.position;15 fingerDown = touch.position;16 }17 if (touch.phase == TouchPhase.Moved)18 {19 if (!detectSwipeOnlyAfterRelease)20 {21 fingerDown = touch.position;22 CheckSwipe();23 }24 }25 if (touch.phase == TouchPhase.Ended)26 {27 fingerDown = touch.position;28 CheckSwipe();29 }30 }31 }32 void CheckSwipe()33 {34 if (VerticalMove() > SWIPE_THRESHOLD && VerticalMove() > HorizontalValMove())35 {36 Debug.Log("Vertical");37 {38 Debug.Log("up swipe");39 }40 {41 Debug.Log("Down swipe");42 }43 fingerUp = fingerDown;44 }45 else if (HorizontalValMove() > SWIPE_THRESHOLD && HorizontalValMove() > VerticalMove())46 {47 Debug.Log("Horizontal");48 {49 Debug.Log("Right swipe");50 }51 {52 Debug.Log("Left swipe");53 }54 fingerUp = fingerDown;55 }56 {57 Debug.Log("No Swipe!");58 }59 }60 float VerticalMove()61 {62 return Mathf.Abs(fingerDown.y - fingerUp.y);63 }64 float HorizontalValMove()65 {66 return Mathf.Abs(fingerDown.x - fingerUp.x);67 }68}

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1using UnityEngine;2using System.Collections;3{4 private Vector2 fingerDown;5 private Vector2 fingerUp;6 public bool detectSwipeOnlyAfterRelease = false;7 public float SWIPE_THRESHOLD = 20f;8 public GameObject player;9 public float speed = 10f;10 private void Update()11 {12 foreach (Touch touch in Input.touches)13 {14 if (touch.phase == TouchPhase.Began)15 {16 fingerUp = touch.position;17 fingerDown = touch.position;18 }19 if (touch.phase == TouchPhase.Moved)20 {21 if (!detectSwipeOnlyAfterRelease)22 {23 fingerDown = touch.position;24 CheckSwipe();25 }26 }27 if (touch.phase == TouchPhase.Ended)28 {29 fingerDown = touch.position;30 CheckSwipe();31 }32 }33 }34 void CheckSwipe()35 {36 if (VerticalMove() > SWIPE_THRESHOLD && VerticalMove() > HorizontalValMove())37 {38 Debug.Log("Vertical");39 {40 Debug.Log("up swipe");41 player.transform.Translate(Vector3.forward * speed * Time.deltaTime);42 }43 {44 Debug.Log("down swipe");45 player.transform.Translate(Vector3.back * speed * Time.deltaTime);46 }47 fingerUp = fingerDown;48 }49 else if (HorizontalValMove() > SWIPE_THRESHOLD && HorizontalValMove() > VerticalMove())50 {51 Debug.Log("Horizontal");52 {53 Debug.Log("right swipe");54 player.transform.Translate(Vector3.right * speed * Time.deltaTime);55 }56 {57 Debug.Log("left swipe");58 player.transform.Translate(Vector3.left * speed * Time.deltaTime);59 }60 fingerUp = fingerDown;61 }62 {63 Debug.Log("No Swipe!");64 }65 }66 float VerticalMove()67 {

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Swipe

Using AI Code Generation

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1using UnityEngine;2using System.Collections;3using System.Collections.Generic;4using System;5{6 private Vector2 fingerDownPosition;7 private Vector2 fingerUpPosition;8 private bool detectSwipeOnlyAfterRelease = false;9 private float SWIPE_THRESHOLD = 20f;10 public bool isSwiping = false;11 public bool isSwipedLeft = false;12 public bool isSwipedRight = false;13 public bool isSwipedUp = false;14 public bool isSwipedDown = false;15 private void Update()16 {17 foreach (Touch touch in Input.touches)18 {19 if (touch.phase == TouchPhase.Began)20 {21 fingerUpPosition = touch.position;22 fingerDownPosition = touch.position;23 }24 if (!detectSwipeOnlyAfterRelease && touch.phase == TouchPhase.Moved)25 {26 fingerDownPosition = touch.position;27 DetectSwipe();28 }29 if (touch.phase == TouchPhase.Ended)30 {31 fingerDownPosition = touch.position;32 DetectSwipe();33 }34 }35 }36 private void DetectSwipe()37 {38 if (SwipeDistanceCheckMet())39 {40 if (IsVerticalSwipe())41 {42 var direction = fingerDownPosition.y - fingerUpPosition.y;43 if (direction > 0 && !isSwiping)44 {45 isSwiping = true;46 isSwipedUp = true;47 isSwipedDown = false;48 isSwipedLeft = false;49 isSwipedRight = false;50 }51 else if (direction < 0 && !isSwiping)52 {53 isSwiping = true;54 isSwipedDown = true;55 isSwipedUp = false;56 isSwipedLeft = false;57 isSwipedRight = false;58 }59 fingerUpPosition = fingerDownPosition;60 }61 {62 var direction = fingerDownPosition.x - fingerUpPosition.x;63 if (direction > 0 && !isSwiping)64 {65 isSwiping = true;66 isSwipedRight = true;67 isSwipedUp = false;68 isSwipedDown = false;69 isSwipedLeft = false;70 }71 else if (direction < 0 && !isSwiping)72 {73 isSwiping = true;

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1using UnityEngine;2using System.Collections;3public class TouchSwipe : MonoBehaviour {4 void Start () {5 }6 void Update () {7 if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved) {8 Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;9 transform.Translate(-touchDeltaPosition.x * Time.deltaTime, -touchDeltaPosition.y * Time.deltaTime, 0);10 }11 }12}13using UnityEngine;14using System.Collections;15public class TouchTap : MonoBehaviour {16 void Start () {17 }18 void Update () {19 if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Ended) {20 Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;21 transform.Translate(-touchDeltaPosition.x * Time.deltaTime, -touchDeltaPosition.y * Time.deltaTime, 0);22 }23 }24}25using UnityEngine;26using System.Collections;27public class TouchPinch : MonoBehaviour {28 private Vector2 firstPressPos;29 private Vector2 secondPressPos;30 private Vector2 currentSwipe;31 void Start () {32 }33 void Update () {34 if (Input.touchCount == 2) {35 Touch touchZero = Input.GetTouch(0);36 Touch touchOne = Input.GetTouch(1);37 Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition;38 Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition;39 float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude;40 float touchDeltaMag = (touchZero.position - touchOne.position).magnitude;41 float deltaMagnitudeDiff = prevTouchDeltaMag - touchDeltaMag;42 transform.Translate(-deltaMagnitudeDiff * Time.deltaTime, -deltaMagnitudeDiff * Time.deltaTime, 0);43 }44 }45}

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1using UnityEngine;2using System.Collections;3{4 public float speed = 10.0f;5 public float sensitivity = 10.0f;6 public float zoomSensitivity = 10.0f;7 private Vector3 touchStart;8 private Vector3 touchStartRotate;9 private Vector3 touchStartZoom;10 void Update()11 {12 if (Input.touchCount == 1)13 {14 Touch touch = Input.GetTouch(0);15 if (touch.phase == TouchPhase.Began)16 {17 touchStart = touch.position;18 touchStartRotate = touch.position;19 }20 else if (touch.phase == TouchPhase.Moved)21 {22 Vector3 direction = touch.position - touchStart;23 touchStart = touch.position;24 transform.position = transform.position + direction * speed * Time.deltaTime;25 Vector3 directionRotate = touch.position - touchStartRotate;26 touchStartRotate = touch.position;27 transform.Rotate(new Vector3(0, -directionRotate.x, 0) * Time.deltaTime * sensitivity, Space.World);28 transform.Rotate(new Vector3(-directionRotate.y, 0, 0) * Time.deltaTime * sensitivity, Space.World);29 }30 }31 if (Input.touchCount == 2)32 {33 Touch touch1 = Input.GetTouch(0);34 Touch touch2 = Input.GetTouch(1);35 Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition;36 Vector2 touch2PrevPos = touch2.position - touch2.deltaPosition;37 float prevMagnitude = (touch1PrevPos - touch2PrevPos).magnitude;38 float currentMagnitude = (touch1.position - touch2.position).magnitude;39 float difference = currentMagnitude - prevMagnitude;40 transform.position = transform.position + transform.forward * difference * Time.deltaTime * zoomSensitivity;41 }42 }43}44using UnityEngine;45using System.Collections;46{47 public float speed = 10.0f;48 public float sensitivity = 10.0f;49 public float zoomSensitivity = 10.0f;50 private Vector3 touchStart;51 private Vector3 touchStartRotate;52 private Vector3 touchStartZoom;53 void Update()54 {55 if (

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1using UnityEngine;2using System.Collections;3using System.Collections.Generic;4using UnityEngine.UI;5using System;6using System.IO;7using System.Linq;8using System.Text;9using System.Threading.Tasks;10using System.Threading;11using System.Net.Sockets;12using System.Net;13using System.Runtime.Serialization.Formatters.Binary;14using System.Runtime.Serialization;15{16 public Text text;17 public Text text1;18 public Text text2;19 public Text text3;20 public Text text4;21 public Text text5;22 public Text text6;23 public Text text7;24 public Text text8;25 public Text text9;26 public Text text10;27 public Text text11;28 public Text text12;29 public Text text13;30 public Text text14;31 public Text text15;32 public Text text16;33 public Text text17;34 public Text text18;35 public Text text19;36 public Text text20;37 public Text text21;38 public Text text22;39 public Text text23;40 public Text text24;41 public Text text25;42 public Text text26;43 public Text text27;44 public Text text28;45 public Text text29;46 public Text text30;47 public Text text31;48 public Text text32;49 public Text text33;50 public Text text34;51 public Text text35;52 public Text text36;53 public Text text37;54 public Text text38;55 public Text text39;56 public Text text40;57 public Text text41;58 public Text text42;59 public Text text43;60 public Text text44;61 public Text text45;62 public Text text46;63 public Text text47;64 public Text text48;65 public Text text49;66 public Text text50;67 public Text text51;68 public Text text52;69 public Text text53;70 public Text text54;71 public Text text55;72 public Text text56;73 public Text text57;74 public Text text58;75 public Text text59;76 public Text text60;77 public Text text61;78 public Text text62;79 public Text text63;80 public Text text64;81 public Text text65;82 public Text text66;83 public Text text67;84 public Text text68;85 public Text text69;86 public Text text70;

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1using UnityEngine;2using System.Collections;3{4 private Vector2 fingerDownPosition;5 private Vector2 fingerUpPosition;6 public bool detectSwipeOnlyAfterRelease = false;7 public float SWIPE_THRESHOLD = 20f;8 void Update()9 {10 foreach (Touch touch in Input.touches)11 {12 if (touch.phase == TouchPhase.Began)13 {14 fingerUpPosition = touch.position;15 fingerDownPosition = touch.position;16 }17 if (touch.phase == TouchPhase.Moved)18 {19 if (!detectSwipeOnlyAfterRelease)20 {21 fingerDownPosition = touch.position;22 DetectSwipe();23 }24 }25 if (touch.phase == TouchPhase.Ended)26 {27 fingerDownPosition = touch.position;28 DetectSwipe();29 }30 }31 }32 void DetectSwipe()33 {34 if (SwipeDistanceCheckMet())35 {36 if (IsVerticalSwipe())37 {38 var direction = fingerDownPosition.y - fingerUpPosition.y > 0 ? SwipeDirection.Up : SwipeDirection.Down;39 SendSwipe(direction);40 }41 {42 var direction = fingerDownPosition.x - fingerUpPosition.x > 0 ? SwipeDirection.Right : SwipeDirection.Left;43 SendSwipe(direction);44 }45 fingerUpPosition = fingerDownPosition;46 }47 }48 void SendSwipe(SwipeDirection direction)49 {50 var swipeMessage = "OnSwipe" + direction;51 SendMessage(swipeMessage, SendMessageOptions.DontRequireReceiver);52 }53 bool IsVerticalSwipe()54 {55 return VerticalMovementDistance() > HorizontalMovementDistance();56 }57 float VerticalMovementDistance()58 {59 return Mathf.Abs(fingerDownPosition.y - fingerUpPosition.y);60 }61 float HorizontalMovementDistance()62 {63 return Mathf.Abs(fingerDownPosition.x - fingerUpPosition.x);64 }65 bool SwipeDistanceCheckMet()66 {67 return VerticalMovementDistance() > SWIPE_THRESHOLD || HorizontalMovementDistance() > SWIPE_THRESHOLD;68 }69}70using UnityEngine;71using System.Collections;

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Swipe

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1using UnityEngine;2using System.Collections;3using UnityEngine.UI;4{5 public Text swipeText;6 public Text swipeDirectionText;7 public Text swipeDistanceText;8 public Text swipeTimeText;9 public Text swipeSpeedText;10 public Text swipeVelocityText;11 public Text swipeTouchCountText;12 public Text swipeFingerIdText;13 public Text swipeTouchPhaseText;14 public Text swipeDeltaTimeText;15 public Text swipeTapCountText;16 public Text swipePositionText;17 public Text swipeRawPositionText;18 public Text swipePositionDeltaText;19 public Text swipePressureText;20 public Text swipeMaximumPossiblePressureText;21 public Text swipeRadiusText;22 public Text swipeRadiusVarianceText;23 public Text swipeAltitudeAngleText;24 public Text swipeAzimuthAngleText;25 public Text swipeTypeText;26 public Text swipeDeltaTimeText2;27 public Text swipeTouchCountText2;28 public Text swipeFingerIdText2;29 public Text swipeTouchPhaseText2;30 public Text swipePositionText2;31 public Text swipeRawPositionText2;32 public Text swipePositionDeltaText2;33 public Text swipePressureText2;34 public Text swipeMaximumPossiblePressureText2;35 public Text swipeRadiusText2;36 public Text swipeRadiusVarianceText2;37 public Text swipeAltitudeAngleText2;38 public Text swipeAzimuthAngleText2;39 public Text swipeTypeText2;40 public Text swipeDeltaTimeText3;41 public Text swipeTouchCountText3;42 public Text swipeFingerIdText3;43 public Text swipeTouchPhaseText3;44 public Text swipePositionText3;45 public Text swipeRawPositionText3;46 public Text swipePositionDeltaText3;47 public Text swipePressureText3;48 public Text swipeMaximumPossiblePressureText3;49 public Text swipeRadiusText3;50 public Text swipeRadiusVarianceText3;51 public Text swipeAltitudeAngleText3;52 public Text swipeAzimuthAngleText3;53 public Text swipeTypeText3;54 public Text swipeDeltaTimeText4;55 public Text swipeTouchCountText4;56 public Text swipeFingerIdText4;57 public Text swipeTouchPhaseText4;58 public Text swipePositionText4;59 public Text swipeRawPositionText4;

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Xamarin.Forms;7using Xamarin.Forms.Xaml;8{9 [XamlCompilation(XamlCompilationOptions.Compile)]10 {11 public Page4()12 {13 InitializeComponent();14 }15 private void OnSwipe(object sender, Input.SwipeEventArgs e)16 {17 directionLabel.Text = "Direction: " + e.SwipeDirection;18 lengthLabel.Text = "Length: " + e.SwipeLength;19 speedLabel.Text = "Speed: " + e.SwipeSpeed;20 timeLabel.Text = "Time: " + e.SwipeTime;21 startLabel.Text = "Start: " + e.SwipeStart;22 endLabel.Text = "End: " + e.SwipeEnd;23 }24 }25}

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1using UnityEngine.InputManager;2{3 SingleTouchScenarios singleTouchScenarios;4 void Start()5 {6 singleTouchScenarios = new SingleTouchScenarios();7 }8 void Update()9 {10 if (singleTouchScenarios.Swipe())11 {12 Debug.Log(singleTouchScenarios.SwipeDirection);13 }14 }15}16using UnityEngine.InputManager;17{18 SingleTouchScenarios singleTouchScenarios;19 void Start()20 {21 singleTouchScenarios = new SingleTouchScenarios();22 }23 void Update()24 {25 if (singleTouchScenarios.Tap())26 {27 Debug.Log(singleTouchScenarios.TapPosition);28 }29 }30}31using UnityEngine.InputManager;32{33 SingleTouchScenarios singleTouchScenarios;34using UnityEngine.InputManager;35{36 SingleTouchScenarios singleTouchScenarios;37 void Start()38 {39 singleTouchScenarios = new SingleTouchScenarios();40 }41 void Update()42 {43 if (singleTouchScenarios.Swipe())44 {45 Debug.Log(singleTouchScenarios.SwipeDirection);46 }47 }48}49using UnityEngine.InputManager;50{51 SingleTouchScenarios singleTouchScenarios;52 void Start()53 {54 singleTouchScenarios = new SingleTouchScenarios();55 }56 void Update()57 {58 if (singleTouchScenarios.Tap())59 {60 Debug.Log(singleTouchScenarios.TapPosition);61 }62 }63}64using UnityEngine.InputManager;65{66 SingleTouchScenarios singleTouchScenarios;

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Xamarin.Forms;7using Xamarin.Forms.Xaml;8{9 [XamlCompilation(XamlCompilationOptions.Compile)]10 {11 public Page4()12 {13 InitializeComponent();14 }15 private void OnSwipe(object sender, Input.SwipeEventArgs e)16 {17 directionLabel.Text = "Direction: " + e.SwipeDirection;18 lengthLabel.Text = "Length: " + e.SwipeLength;19 speedLabel.Text = "Speed: " + e.SwipeSpeed;20 timeLabel.Text = "Time: " + e.SwipeTime;21 startLabel.Text = "Start: " + e.SwipeStart;22 endLabel.Text = "End: " + e.SwipeEnd;23 }24 }25}

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1using UnityEngine.InputManager;2{3 SingleTouchScenarios singleTouchScenarios;4 void Start()5 {6 singleTouchScenarios = new SingleTouchScenarios();7 }8 void Update()9 {10 if (singleTouchScenarios.Swipe())11 {12 Debug.Log(singleTouchScenarios.SwipeDirection);13 }14 }15}16using UnityEngine.InputManager;17{18 SingleTouchScenarios singleTouchScenarios;19 void Start()20 {21 singleTouchScenarios = new SingleTouchScenarios();22 }23 void Update()24 {25 if (singleTouchScenarios.Tap())26 {27 Debug.Log(singleTouchScenarios.TapPosition);28 }29 }30}31using UnityEngine.InputManager;32{33 SingleTouchScenarios singleTouchScenarios;

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