Kev*_*vin 6 android android-2.2-froyo
我有一个Android视图,我正在检测执行操作的手势,我想编写一些测试来验证手势是否正常工作.我曾尝试TouchUtils.dragViewTo和TouchUtils.drag(有极少数的步骤),但这些都不似乎触发事件.
有没有办法模拟投掷手势?
从 TouchUtils 源代码来看,这里的问题是步数只是要生成的触摸事件的数量,并不影响它们发生的速度:
for (int i = 0; i < stepCount; ++i) {
y += yStep;
x += xStep;
eventTime = SystemClock.uptimeMillis();
event = MotionEvent.obtain(downTime, eventTime, MotionEvent.ACTION_MOVE, x, y, 0);
inst.sendPointerSync(event);
inst.waitForIdleSync();
}
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每次事件发生后,它都会等待与应用程序同步,因此似乎发生的速度不够快,无法快速进行。从 GestureDetector 如何识别 fling 可以看出:
// A fling must travel the minimum tap distance
final VelocityTracker velocityTracker = mVelocityTracker;
velocityTracker.computeCurrentVelocity(1000);
final float velocityY = velocityTracker.getYVelocity();
final float velocityX = velocityTracker.getXVelocity();
if ((Math.abs(velocityY) > ViewConfiguration.getMinimumFlingVelocity())
|| (Math.abs(velocityX) > ViewConfiguration.getMinimumFlingVelocity())){
handled = mListener.onFling(mCurrentDownEvent, mCurrentUpEvent, velocityX, velocityY);
}
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因此,我建议使用一种自定义拖动方法,该方法不等待每个触摸移动事件的同步(无论如何,我们不关心 UI 随每个拖动移动而更新,我们只想生成一次滑动)。像这样的东西(未测试):
public static void fling(InstrumentationTestCase test, float fromX, float toX, float fromY,
float toY, int stepCount) {
Instrumentation inst = test.getInstrumentation();
long downTime = SystemClock.uptimeMillis();
long eventTime = SystemClock.uptimeMillis();
float y = fromY;
float x = fromX;
float yStep = (toY - fromY) / stepCount;
float xStep = (toX - fromX) / stepCount;
MotionEvent event = MotionEvent.obtain(downTime, eventTime,
MotionEvent.ACTION_DOWN, fromX, y, 0);
inst.sendPointerSync(event);
inst.waitForIdleSync();
for (int i = 0; i < stepCount; ++i) {
y += yStep;
x += xStep;
eventTime = SystemClock.uptimeMillis();
event = MotionEvent.obtain(downTime, eventTime, MotionEvent.ACTION_MOVE, x, y, 0);
inst.sendPointerSync(event);
//inst.waitForIdleSync();
}
eventTime = SystemClock.uptimeMillis();
event = MotionEvent.obtain(downTime, eventTime, MotionEvent.ACTION_UP, fromX, y, 0);
inst.sendPointerSync(event);
inst.waitForIdleSync();
}
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好吧,实际上我所做的就是注释掉运动事件循环中等待空闲同步的部分。为行驶距离和步数选择一些合理的值,这应该有效。如果没有,您可能需要在循环中短暂等待,以稍微间隔开事件(如果它们来得太快)。
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