Beispiel #1
0
// Runs update logic
void UiApp::update()
{
	// Update frame rate
	mFrameRate = getAverageFps();

	// Toggle fullscreen
	if ( mFullScreen != isFullScreen() ) {
		setFullScreen( mFullScreen );
	}

	// Interact with first hand
	const Leap::HandList& hands = mFrame.hands();
	if ( hands.isEmpty() ) {
		mCursorType		= CursorType::NONE;
	} else {
		const Leap::Hand& hand = *hands.begin();
		
		// Update cursor position
		mCursorPositionTarget	= warpVector( hand.palmPosition() );
		if ( mCursorType == CursorType::NONE ) {
			mCursorPosition = mCursorPositionTarget;
		}
		
		// Choose cursor type based on number of exposed fingers
		switch ( hand.fingers().count() ) {
			case 0:
				mCursorType	= CursorType::GRAB;
				
				// Slider
				if ( mSlider.getBounds().contains( mCursorPosition - mSliderPosition ) ) {
					float x1			= mTrackPosition.x;
					float x2			= mTrackPosition.x + (float)( mTrack.getWidth() - mSlider.getWidth() );
					mSliderPosition.x	= math<float>::clamp( mCursorPosition.x, x1, x2 );
				}
				break;
			case 1:
				mCursorType	= CursorType::TOUCH;
				
				// Buttons
				mFingerTipPosition = warpPointable( *hand.fingers().begin() );
				for ( size_t i = 0; i < 3; ++i ) {
					mButtonState[ i ] = false;
					if ( mButton[ 0 ].getBounds().contains( mFingerTipPosition - mButtonPosition[ i ] ) ) {
						mButtonState[ i ] = true;
					}
				}
				break;
			default:
				mCursorType	= CursorType::HAND;
				break;
		}
	}
	
	// Smooth cursor animation
	mCursorPosition = mCursorPosition.lerp( 0.21f, mCursorPositionTarget );
}
void MovieLoaderTestApp::draw()
{
	// clear out the window with black
	gl::clear( Color( 0, 0, 0 ) );
	
	if (!mMovieSelected) return;
	
	if (mTexture) {
		Rectf centeredRect = Rectf( mTexture.getBounds() ).getCenteredFit( getWindowBounds(), true );
		gl::draw(mTexture, centeredRect);
	}
}