コード例 #1
0
/*
 * Callback function invoked when an event has been received from the EyeX Engine.
 */
void TX_CALLCONVENTION HandleEvent(TX_CONSTHANDLE hAsyncData, TX_USERPARAM userParam)
{
	TX_HANDLE hEvent = TX_EMPTY_HANDLE;
	TX_HANDLE hBehavior = TX_EMPTY_HANDLE;

    txGetAsyncDataContent(hAsyncData, &hEvent);

	// NOTE. Uncomment the following line of code to view the event object. The same function can be used with any interaction object.
	//OutputDebugStringA(txDebugObject(hEvent));
	
	if (txGetEventBehavior(hEvent, &hBehavior, TX_BEHAVIORTYPE_FIXATIONDATA) == TX_RESULT_OK) {
		OnFixationDataEvent(hBehavior);
		txReleaseObject(&hBehavior);
	}

	if (txGetEventBehavior(hEvent, &hBehavior, TX_BEHAVIORTYPE_GAZEPOINTDATA) == TX_RESULT_OK) {
		OnGazeDataEvent(hBehavior);
		txReleaseObject(&hBehavior);
	}
	
	if (txGetEventBehavior(hEvent, &hBehavior, TX_BEHAVIORTYPE_EYEPOSITIONDATA) == TX_RESULT_OK) {
		OnPositionDataEvent(hBehavior);
		txReleaseObject(&hBehavior);
	}


	// NOTE since this is a very simple application with a single interactor and a single data stream, 
	// our event handling code can be very simple too. A more complex application would typically have to 
	// check for multiple behaviors and route events based on interactor IDs.
	
	txReleaseObject(&hEvent);
}
コード例 #2
0
void TX_CALLCONVENTION HandleEvent(TX_CONSTHANDLE hAsyncData, TX_USERPARAM userParam)
{
	TX_HANDLE hEvent = TX_EMPTY_HANDLE;
	TX_HANDLE hBehavior = TX_EMPTY_HANDLE;

	txGetAsyncDataContent(hAsyncData, &hEvent);

	if (txGetEventBehavior(hEvent, &hBehavior, TX_BEHAVIORTYPE_GAZEPOINTDATA) == TX_RESULT_OK)
	{
		OnGazeDataEvent(hBehavior);
		txReleaseObject(&hBehavior);
	}

	txReleaseObject(&hEvent);
}
コード例 #3
0
void TX_CALLCONVENTION eyeXHost::HandleEvent(TX_CONSTHANDLE hAsyncData) {
	TX_HANDLE hEvent = TX_EMPTY_HANDLE;
	TX_HANDLE hBehavior = TX_EMPTY_HANDLE;

	txGetAsyncDataContent(hAsyncData, &hEvent);

	if (txGetEventBehavior(hEvent, &hBehavior, TX_BEHAVIORTYPE_GAZEPOINTDATA) == TX_RESULT_OK) {
		OnGazeDataEvent(hBehavior);
		txReleaseObject(&hBehavior);
	}

	// NOTE since this is a very simple application with a single interactor and a single data stream, 
	// our event handling code can be very simple too. A more complex application would typically have to 
	// check for multiple behaviors and route events based on interactor IDs.
	txReleaseObject(&hEvent);
}