How to use MultiTouchScenarios class of Input package

Best WinAppDriver code snippet using Input.MultiTouchScenarios

MultiTouchScenarios.cs

Source:MultiTouchScenarios.cs Github

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...18using Microsoft.VisualStudio.TestTools.UnitTesting;19namespace Input20{21 [TestClass]22 public class MultiTouchScenarios : TestBase23 {24 #region Test lifecycle code25 [ClassInitialize]26 public static void Setup(TestContext context)27 {28 BaseSetup(context);29 }30 [ClassCleanup]31 public static void TearDown()32 {33 BaseTearDown();34 }35 [TestInitialize]36 public void Clear()...

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MultiTouchScenarios

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Windows.Devices.Input;7using Windows.UI.Input;8using Windows.UI.Xaml;9using Windows.UI.Xaml.Controls;10using Windows.UI.Xaml.Input;11{12 {13 private MultiTouchScenarios multiTouchScenarios;14 public MainPage()15 {16 this.InitializeComponent();17 multiTouchScenarios = new MultiTouchScenarios();18 }19 private void OnManipulationStarted(object sender, ManipulationStartedRoutedEventArgs e)20 {21 multiTouchScenarios.OnManipulationStarted(sender, e);22 }23 private void OnManipulationUpdated(object sender, ManipulationUpdatedRoutedEventArgs e)24 {25 multiTouchScenarios.OnManipulationUpdated(sender, e);26 }27 private void OnManipulationCompleted(object sender, ManipulationCompletedRoutedEventArgs e)28 {29 multiTouchScenarios.OnManipulationCompleted(sender, e);30 }31 private void OnManipulationInertiaStarting(object sender, ManipulationInertiaStartingRoutedEventArgs e)32 {33 multiTouchScenarios.OnManipulationInertiaStarting(sender, e);34 }35 }36}

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MultiTouchScenarios

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using System.Windows;7using System.Windows.Controls;8using System.Windows.Input;9using System.Windows.Media;10using System.Windows.Media.Imaging;11using System.Windows.Shapes;12{13 {14 public MainWindow()15 {16 InitializeComponent();17 Touch.FrameReported += new TouchFrameEventHandler(Touch_FrameReported);18 }19 void Touch_FrameReported(object sender, TouchFrameEventArgs e)20 {21 TouchPointCollection tpc = e.GetTouchPoints(this);22 foreach (TouchPoint tp in tpc)23 {24 switch (tp.Action)25 {26 Ellipse el = new Ellipse();27 el.Width = 20;28 el.Height = 20;29 el.Fill = Brushes.Red;30 Canvas.SetLeft(el, tp.Position.X);31 Canvas.SetTop(el, tp.Position.Y);32 canvas1.Children.Add(el);33 break;34 foreach (UIElement uie in canvas1.Children)35 {36 if (uie is Ellipse)37 {38 Ellipse el2 = (Ellipse)uie;39 if (el2.Fill == Brushes.Red)40 {41 Canvas.SetLeft(el2, tp.Position.X);42 Canvas.SetTop(el2, tp.Position.Y);43 }44 }45 }46 break;47 foreach (UIElement uie in canvas1.Children)48 {49 if (uie is Ellipse)50 {51 Ellipse el2 = (Ellipse)uie;52 if (el2.Fill == Brushes.Red)53 {54 el2.Fill = Brushes.Green;55 }56 }57 }58 break;59 }60 }61 }62 }63}

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MultiTouchScenarios

Using AI Code Generation

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

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MultiTouchScenarios

Using AI Code Generation

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1using System;2using System.Collections.Generic;3using System.Linq;4using System.Text;5using System.Threading.Tasks;6using Microsoft.Xna.Framework;7using Microsoft.Xna.Framework.Graphics;8using Microsoft.Xna.Framework.Input;9using Microsoft.Xna.Framework.Input.Touch;10{11 {12 GraphicsDeviceManager graphics;13 SpriteBatch spriteBatch;14 Texture2D texture;15 Vector2 position = new Vector2(0, 0);16 Vector2 velocity = new Vector2(0, 0);17 Vector2 touchPosition = new Vector2(0, 0);18 Vector2 touchVelocity = new Vector2(0, 0);19 float time = 0;20 float time2 = 0;21 float time3 = 0;22 float time4 = 0;23 float time5 = 0;24 float time6 = 0;25 float time7 = 0;26 float time8 = 0;27 float time9 = 0;28 float time10 = 0;29 float time11 = 0;30 float time12 = 0;31 float time13 = 0;32 float time14 = 0;33 float time15 = 0;34 float time16 = 0;35 float time17 = 0;36 float time18 = 0;37 float time19 = 0;38 float time20 = 0;39 float time21 = 0;40 float time22 = 0;41 float time23 = 0;42 float time24 = 0;43 float time25 = 0;44 float time26 = 0;45 float time27 = 0;46 float time28 = 0;47 float time29 = 0;48 float time30 = 0;49 float time31 = 0;50 float time32 = 0;51 float time33 = 0;52 float time34 = 0;53 float time35 = 0;54 float time36 = 0;55 float time37 = 0;56 float time38 = 0;57 float time39 = 0;58 float time40 = 0;59 float time41 = 0;60 float time42 = 0;61 float time43 = 0;62 float time44 = 0;

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MultiTouchScenarios

Using AI Code Generation

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1using UnityEngine;2using System.Collections;3using UnityEngine.UI;4using UnityEngine.EventSystems;5using UnityEngine.Input;6{7 public Text text;8 public Text text2;9 public Text text3;10 public Text text4;11 public Text text5;12 public Text text6;13 public Text text7;14 public Text text8;15 public Text text9;16 public Text text10;17 public Text text11;18 public Text text12;19 public Text text13;20 public Text text14;21 public Text text15;22 void Start()23 {24 Input.multiTouchEnabled = true;25 }26 void Update()27 {28 if (Input.touchCount > 0)29 {30 text.text = "Touch Count: " + Input.touchCount;31 text2.text = "Touch 0 ID: " + Input.GetTouch(0).fingerId;32 text3.text = "Touch 0 Phase: " + Input.GetTouch(0).phase;33 text4.text = "Touch 0 Tap Count: " + Input.GetTouch(0).tapCount;34 text5.text = "Touch 0 Position: " + Input.GetTouch(0).position;35 text6.text = "Touch 0 Delta Position: " + Input.GetTouch(0).deltaPosition;36 text7.text = "Touch 0 Delta Time: " + Input.GetTouch(0).deltaTime;37 text8.text = "Touch 0 Pressure: " + Input.GetTouch(0).pressure;38 text9.text = "Touch 0 Radius: " + Input.GetTouch(0).radius;39 }40 {41 text.text = "Touch Count: 0";42 text2.text = "Touch 0 ID: 0";43 text3.text = "Touch 0 Phase: 0";44 text4.text = "Touch 0 Tap Count: 0";45 text5.text = "Touch 0 Position: 0";46 text6.text = "Touch 0 Delta Position: 0";47 text7.text = "Touch 0 Delta Time: 0";48 text8.text = "Touch 0 Pressure: 0";49 text9.text = "Touch 0 Radius: 0";50 }51 if (Input.touchCount

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MultiTouchScenarios

Using AI Code Generation

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1using UnityEngine;2using System.Collections;3using UnityEngine.EventSystems;4using UnityEngine.UI;5{6 public Text text;7 public void OnPointerDown(PointerEventData data)8 {9 text.text = "OnPointerDown " + data.pointerId;10 }11 public void OnPointerUp(PointerEventData data)12 {13 text.text = "OnPointerUp " + data.pointerId;14 }15}16using UnityEngine;17using System.Collections;18using UnityEngine.EventSystems;19using UnityEngine.UI;20{21 public Text text;22 public void OnPointerDown(PointerEventData data)23 {24 text.text = "OnPointerDown " + data.pointerId;25 }26 public void OnPointerUp(PointerEventData data)27 {28 text.text = "OnPointerUp " + data.pointerId;29 }30}31using UnityEngine;32using System.Collections;33using UnityEngine.EventSystems;34using UnityEngine.UI;35{36 public Text text;37 public void OnPointerDown(PointerEventData data)38 {39 text.text = "OnPointerDown " + data.pointerId;40 }41 public void OnPointerUp(PointerEventData data)42 {43 text.text = "OnPointerUp " + data.pointerId;44 }45}46using UnityEngine;47using System.Collections;48using UnityEngine.EventSystems;49using UnityEngine.UI;50{51 public Text text;52 public void OnPointerDown(PointerEventData data)53 {54 text.text = "OnPointerDown " + data.pointerId;55 }56 public void OnPointerUp(PointerEventData data)57 {58 text.text = "OnPointerUp " + data.pointerId;59 }60}61using UnityEngine;62using System.Collections;63using UnityEngine.EventSystems;64using UnityEngine.UI;65{66 public Text text;

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MultiTouchScenarios

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1using UnityEngine;2using System.Collections;3using UnityEngine.UI;4using UnityEngine.EventSystems;5using UnityEngine.Input;6{7 [SerializeField] private Text _text;8 [SerializeField] private Text _text1;9 [SerializeField] private Text _text2;10 [SerializeField] private Text _text3;11 [SerializeField] private Text _text4;12 [SerializeField] private Text _text5;13 [SerializeField] private Text _text6;14 [SerializeField] private Text _text7;15 [SerializeField] private Text _text8;16 [SerializeField] private Text _text9;17 [SerializeField] private Text _text10;18 [SerializeField] private Text _text11;19 [SerializeField] private Text _text12;20 [SerializeField] private Text _text13;21 [SerializeField] private Text _text14;22 [SerializeField] private Text _text15;23 [SerializeField] private Text _text16;24 [SerializeField] private Text _text17;25 [SerializeField] private Text _text18;26 [SerializeField] private Text _text19;27 [SerializeField] private Text _text20;28 [SerializeField] private Text _text21;29 [SerializeField] private Text _text22;30 [SerializeField] private Text _text23;31 [SerializeField] private Text _text24;32 [SerializeField] private Text _text25;33 [SerializeField] private Text _text26;34 [SerializeField] private Text _text27;35 [SerializeField] private Text _text28;36 [SerializeField] private Text _text29;37 [SerializeField] private Text _text30;38 [SerializeField] private Text _text31;39 [SerializeField] private Text _text32;40 [SerializeField] private Text _text33;41 [SerializeField] private Text _text34;42 [SerializeField] private Text _text35;43 [SerializeField] private Text _text36;44 [SerializeField] private Text _text37;45 [SerializeField] private Text _text38;46 [SerializeField] private Text _text39;47 [SerializeField] private Text _text40;48 [SerializeField] private Text _text41;49 [SerializeField] private Text _text42;50 [SerializeField] private Text _text43;51 [SerializeField] private Text _text44;52 [SerializeField] private Text _text45;53 [SerializeField] private Text _text46;

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MultiTouchScenarios

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1using UnityEngine;2using UnityEngine.InputSystem;3{4 void Start()5 {6 Touch touch = Input.GetTouch(0);7 Vector2 touchPosition = Camera.main.ScreenToWorldPoint(touch.position);8 if (touch.phase == TouchPhase.Began)9 {10 RaycastHit2D hitInformation = Physics2D.Raycast(touchPosition, Camera.main.transform.forward);11 if (hitInformation.collider != null)12 {13 GameObject touchedObject = hitInformation.transform.gameObject;14 if (touchedObject.GetComponent<Rigidbody2D>() != null)15 {16 touchedObject.GetComponent<Rigidbody2D>().AddForce(-hitInformation.normal * 10);17 }18 }19 }20 }21 void Update()22 {23 }24}25using UnityEngine;26using UnityEngine.InputSystem;27{28 void Start()29 {30 Touch touch = Input.GetTouch(0);31 Vector2 touchPosition = Camera.main.ScreenToWorldPoint(touch.position);32 if (touch.phase == TouchPhase.Began)33 {34 RaycastHit2D hitInformation = Physics2D.Raycast(touchPosition, Camera.main.transform.forward);35 if (hitInformation.collider != null)36 {37 GameObject touchedObject = hitInformation.transform.gameObject;38 if (touchedObject.GetComponent<Rigidbody2

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