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authorVolker Hilsheimer <volker.hilsheimer@qt.io>2020-09-17 12:06:52 +0200
committerVolker Hilsheimer <volker.hilsheimer@qt.io>2020-09-23 19:50:26 +0200
commit9c5698a8fcf9b890d8ed23b8e6cbab2971c8dc87 (patch)
treef32317cd546af26c1bc0439d99cf98c34ce99849 /src/widgets/util/qflickgesture.cpp
parent850d850c5af8ff77a4b9d53457ec6b1ba6c20cb3 (diff)
Fix compiler warnings from deprecated QTouchEvent::touchPoints
Replace with QPointerEvent::points(). As a drive-by, turn QEventPoint copies into const references where possible. Change-Id: Ia5e0645493984fe9177dd3ca16afdb4d56e384ee Reviewed-by: Shawn Rutledge <shawn.rutledge@qt.io>
Diffstat (limited to 'src/widgets/util/qflickgesture.cpp')
-rw-r--r--src/widgets/util/qflickgesture.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/widgets/util/qflickgesture.cpp b/src/widgets/util/qflickgesture.cpp
index 3b4af0fe8f..d23dfda83e 100644
--- a/src/widgets/util/qflickgesture.cpp
+++ b/src/widgets/util/qflickgesture.cpp
@@ -464,8 +464,8 @@ QGestureRecognizer::Result QFlickGestureRecognizer::recognize(QGesture *state,
if (button == Qt::NoButton) {
te = static_cast<const QTouchEvent *>(event);
keyboardModifiers = te->modifiers();
- if (!te->touchPoints().isEmpty())
- globalPos = te->touchPoints().at(0).globalPosition().toPoint();
+ if (!te->points().isEmpty())
+ globalPos = te->points().at(0).globalPosition().toPoint();
}
break;
@@ -555,17 +555,17 @@ QGestureRecognizer::Result QFlickGestureRecognizer::recognize(QGesture *state,
inputType = QScroller::InputMove;
if (te->pointingDevice()->type() == QInputDevice::DeviceType::TouchPad) {
- if (te->touchPoints().count() != 2) // 2 fingers on pad
+ if (te->points().count() != 2) // 2 fingers on pad
return Ignore;
- point = te->touchPoints().at(0).scenePressPosition() +
- ((te->touchPoints().at(0).scenePosition() - te->touchPoints().at(0).scenePressPosition()) +
- (te->touchPoints().at(1).scenePosition() - te->touchPoints().at(1).scenePressPosition())) / 2;
+ point = te->points().at(0).scenePressPosition() +
+ ((te->points().at(0).scenePosition() - te->points().at(0).scenePressPosition()) +
+ (te->points().at(1).scenePosition() - te->points().at(1).scenePressPosition())) / 2;
} else { // TouchScreen
- if (te->touchPoints().count() != 1) // 1 finger on screen
+ if (te->points().count() != 1) // 1 finger on screen
return Ignore;
- point = te->touchPoints().at(0).scenePosition();
+ point = te->points().at(0).scenePosition();
}
break;