/**************************************************************************** ** ** Copyright (C) 2016 Jeremy Katz ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the documentation of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:FDL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Free Documentation License Usage ** Alternatively, this file may be used under the terms of the GNU Free ** Documentation License version 1.3 as published by the Free Software ** Foundation and appearing in the file included in the packaging of ** this file. Please review the following information to ensure ** the GNU Free Documentation License version 1.3 requirements ** will be met: https://www.gnu.org/licenses/fdl-1.3.html. ** $QT_END_LICENSE$ ** ****************************************************************************/ /*! \qmltype TouchEventSequence \inqmlmodule QtTest \ingroup qtquicktest \brief TouchEventSequence is used to build and dispatch touch events for testing. \since 5.9 A TouchEventSequence is created by calling \l [QML] {TestCase::touchEvent()}{TestCase.touchEvent()}. The type can not be directly instantiated. Each method provided by the type returns the same object, allowing chained calls. For example: \code touchEvent(item).press(0).commit(); \endcode is equivalent to: \code var sequence = touchEvent(item); sequence.press(0); sequence.commit(); \endcode Events are delivered to the window which contains the item specified in touchEvent. \sa TestCase::touchEvent(), QTest::QTouchEventSequence */ /*! \qmlmethod TouchEventSequence TouchEventSequence::press(int touchId, object item, real x = item.width / 2, real y = item.height / 2) Creates a new point identified as \a touchId, at the point indicated by \a x and \a y relative to \a item. Further use of the same touch point should maintain the same touchId. Item defaults to the value provided via touchEvent(). X and y default to the midpoint of the item. */ /*! \qmlmethod TouchEventSequence TouchEventSequence::move(int touchId, object item, real x = item.width / 2, real y = item.height / 2) Moves \a touchId to the point indicated by \a x and \a y relative to \a item. Item defaults to the value provided via touchEvent(). X and y default to the midpoint of the item. */ /*! \qmlmethod TouchEventSequence TouchEventSequence::release(int touchId, object item, real x = item.width / 2, real y = item.height / 2) Removes \a touchId at the point indicated by \a x and \a y relative to \a item. Item defaults to the value provided via touchEvent(). X and y default to the midpoint of the item. */ /*! \qmlmethod TouchEventSequence TouchEventSequence::stationary(int touchId) Indicates that \a touchId is present but otherwise unchanged from prior events. */ /*! \qmlmethod TouchEventSequence TouchEventSequence::commit() Sends the touch event composed by prior use of press(), move(), release(), and stationary(). Following commit's return, the TouchEventSequence can be used to compose a new event. \code var sequence = touchEvent(target); // Touch the middle of target with 1 point sequence.press(1); sequence.commit(); // Begin a new event // Move the point to target's upper left corner sequence.move(1, target, 0, 0); sequence.commit(); \endcode Commit is automatically invoked when the TouchEventSequence object is destroyed. */