UiObject *ObjectMapper::getElement(const std::string &key)
{
- unsigned long long keyCnt = (unsigned long long)std::stoi(key); // this key is a result of calling std:to_string(mObjCounter)
+ unsigned long long keyCnt = (unsigned long long)std::stoll(key); // this key is a result of calling std:to_string(mObjCounter)
if (keyCnt <= 0 || keyCnt > mObjCounter) return nullptr;
if (mObjectMap.count(key)) {
UiObject *obj = mObjectMap[key].get();
#ifdef GBSBUILD
efl_util_input_generate_touch(mFakeTouchHandle, 0,
EFL_UTIL_INPUT_TOUCH_BEGIN, x, y);
- usleep(50);
+ usleep(5*10000);
efl_util_input_generate_touch(mFakeTouchHandle, 0, EFL_UTIL_INPUT_TOUCH_END,
x, y);
return true;
int i, j;
// TODO fixed fps implementation
+ if (duration < 10) duration = 10;
i = sx, j = sy;
LOG_SCOPE_F(INFO, "flicking (%d, %d)", i, j);
bool TM1Impl::takeScreenshot(std::string path, float scale, int quality)
{
return false;
-}
\ No newline at end of file
+}