/*----------------------------------------------------------------------------------------------------*/ void Gestures::update() { Frame frame = mController.frame(0); GestureList gestures = frame.gestures(); int gestureCount = gestures.count(); for ( int i = 0 ; i < gestureCount ; i++ ) { sendGesture(gestures[i]); } }
void MyListener::onFrame(const Controller& controller) { const Frame frame = controller.frame(); const GestureList gestures = frame.gestures(); HandList hands = frame.hands(); for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { const Hand hand = *hl; // Smoothing and stabilization is performed in order to make this // value more suitable for interaction with 2D content. The stabilized // position lags behind the palm position by a variable amount, // depending primarily on the speed of movement. Vector position = hand.stabilizedPalmPosition(); if (m_positionChanged) m_positionChanged(position[0], position[1], position[2], frame.fingers().extended().count(), hand.direction(), hand.palmVelocity()); if (m_pinch) m_pinch(hand.pinchStrength()); if (m_grab) m_grab(hand.grabStrength()); } for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_KEY_TAP: case Gesture::TYPE_SCREEN_TAP: if (m_tapped) m_tapped(); break; case Gesture::TYPE_SWIPE: break; } } }
void LeapHands::onFrame(const Controller& controller) { //Game::Instance()->PrintFloat("Hand children: ", childrenMap.size()); std::map<string, BoneData> tempBoneData; HandList hands = controller.frame().hands(); int handId = 0; hands[0].fingers()[(int) Finger::Type::TYPE_THUMB]; for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { // Get the first hand const Hand hand = *hl; // Get fingers const FingerList fingers = hand.fingers(); int fingerId = 0; bool firstFinger = true; Finger previousFinger; stringstream ass; ass << "Arm: 0 Hand: " << handId; tempBoneData[ass.str()] = BoneData(ass.str(), LeapToGlVec3(hand.arm().wristPosition()), LeapToGlVec3(hand.arm().elbowPosition()), true); ass.clear(); glm::vec3 thumbBone = LeapToGlVec3(hand.fingers()[Finger::Type::TYPE_THUMB].bone(Bone::Type::TYPE_DISTAL).nextJoint()); glm::vec3 indexBone = LeapToGlVec3(hand.fingers()[Finger::Type::TYPE_INDEX].bone(Bone::Type::TYPE_DISTAL).nextJoint()); pinchDist = glm::length(thumbBone - indexBone); if (pinchDist < 5.0f) { pinch = true; } else { pinch = false; } for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) { const Finger finger = *fl; // Get finger bones for (int b = 0; b < 4; ++b) { Bone::Type boneType = static_cast<Bone::Type>(b); Bone bone = finger.bone(boneType); stringstream ss; ss << "Hand: " << handId << " Finger: " << fingerId << " Bone: " << b; tempBoneData[ss.str()] = BoneData(ss.str(), LeapToGlVec3(bone.prevJoint()), LeapToGlVec3(bone.nextJoint()), true); } // Draw some other bits of the hand if (!firstFinger) { for (int b = 0; b < 2; ++b) { stringstream ss; ss << "Hand: " << handId << "Finger: " << (fingerId - 1) << "Finger: " << (fingerId) << " Bone: " << b; Bone startBone = previousFinger.bone(static_cast<Bone::Type>(b)); Bone endBone = finger.bone(static_cast<Bone::Type>(b)); if ((b == 1) && (fingerId == 1)) { tempBoneData[ss.str()] = BoneData(ss.str(), LeapToGlVec3(startBone.nextJoint()), LeapToGlVec3(endBone.prevJoint()), false); } else { tempBoneData[ss.str()] = BoneData(ss.str(), LeapToGlVec3(startBone.prevJoint()), LeapToGlVec3(endBone.prevJoint()), false); } } } const GestureList gestures = controller.frame().gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { CircleGesture circle = gesture; if (gesture.durationSeconds() > 1) { if (circle.pointable().direction().angleTo(circle.normal()) <= PI / 2) { spawn = vehicle; } else { spawn = model; } } } } } previousFinger = finger; firstFinger = false; ++fingerId; } ++handId; } EnterCriticalSection(&criticalSection); trackedHands = handId; map<string, BoneData>::iterator it = tempBoneData.begin(); boneData = tempBoneData; LeaveCriticalSection(&criticalSection); }
void SampleListener::onFrame(const Controller& controller) { // Get the most recent frame and report some basic information const Frame frame = controller.frame(); std::cout << "Frame id: " << frame.id() << ", timestamp: " << frame.timestamp() << ", hands: " << frame.hands().count() << ", fingers: " << frame.fingers().count() << ", tools: " << frame.tools().count() << ", gestures: " << frame.gestures().count() << std::endl; if (!frame.hands().isEmpty()) { // Get the first hand const Hand hand = frame.hands()[0]; // Check if the hand has any fingers const FingerList fingers = hand.fingers(); if (!fingers.isEmpty()) { // Calculate the hand's average finger tip position Vector avgPos; for (int i = 0; i < fingers.count(); ++i) { avgPos += fingers[i].tipPosition(); } avgPos /= (float)fingers.count(); std::cout << "Hand has " << fingers.count() << " fingers, average finger tip position" << avgPos << std::endl; } // Get the hand's sphere radius and palm position std::cout << "Hand sphere radius: " << hand.sphereRadius() << " mm, palm position: " << hand.palmPosition() << std::endl; // Get the hand's normal vector and direction const Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Calculate the hand's pitch, roll, and yaw angles std::cout << "Hand pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, " << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, " << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl; } // Get gestures const GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI/4) { clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Gesture::STATE_START) { CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI; } std::cout << "Circle id: " << gesture.id() << ", state: " << gesture.state() << ", progress: " << circle.progress() << ", radius: " << circle.radius() << ", angle " << sweptAngle * RAD_TO_DEG << ", " << clockwiseness << std::endl; break; } case Gesture::TYPE_SWIPE: { SwipeGesture swipe = gesture; std::cout << "Swipe id: " << gesture.id() << ", state: " << gesture.state() << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; std::cout << "Key Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << tap.position() << ", direction: " << tap.direction()<< std::endl; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << "Screen Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << screentap.position() << ", direction: " << screentap.direction()<< std::endl; break; } default: std::cout << "Unknown gesture type." << std::endl; break; } } if (!frame.hands().isEmpty() || !gestures.isEmpty()) { std::cout << std::endl; } }
void LeapListener::onFrame(const Controller & controller) { // Get the most recent frame and report some basic information const Frame frame = controller.frame(); std::cout << "Frame id: " << frame.id() << ", timestamp: " << frame.timestamp() << ", hands: " << frame.hands().count() << ", extended fingers: " << frame.fingers().extended().count() << ", tools: " << frame.tools().count() << ", gestures: " << frame.gestures().count() << std::endl; HandList hands = frame.hands(); for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { // Get the first hand const Hand hand = *hl; std::string handType = hand.isLeft() ? "Left hand" : "Right hand"; std::cout << std::string(2, ' ') << handType << ", id: " << hand.id() << ", palm position: " << hand.palmPosition() << std::endl; // Get the hand's normal vector and direction const Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Calculate the hand's pitch, roll, and yaw angles std::cout << std::string(2, ' ') << "pitch: " << direction.pitch() * RAD_TO_DEG << " degrees, " << "roll: " << normal.roll() * RAD_TO_DEG << " degrees, " << "yaw: " << direction.yaw() * RAD_TO_DEG << " degrees" << std::endl; // Get the Arm bone Arm arm = hand.arm(); std::cout << std::string(2, ' ') << "Arm direction: " << arm.direction() << " wrist position: " << arm.wristPosition() << " elbow position: " << arm.elbowPosition() << std::endl; // Get fingers const FingerList fingers = hand.fingers(); for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) { const Finger finger = *fl; std::cout << std::string(4, ' ') << fingerNames[finger.type()] << " finger, id: " << finger.id() << ", length: " << finger.length() << "mm, width: " << finger.width() << std::endl; // Get finger bones for (int b = 0; b < 4; ++b) { Bone::Type boneType = static_cast<Bone::Type>(b); Bone bone = finger.bone(boneType); std::cout << std::string(6, ' ') << boneNames[boneType] << " bone, start: " << bone.prevJoint() << ", end: " << bone.nextJoint() << ", direction: " << bone.direction() << std::endl; } } } // Get tools const ToolList tools = frame.tools(); for (ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) { const Tool tool = *tl; std::cout << std::string(2, ' ') << "Tool, id: " << tool.id() << ", position: " << tool.tipPosition() << ", direction: " << tool.direction() << std::endl; } // Get gestures const GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI/2) { clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Gesture::STATE_START) { CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI; } std::cout << std::string(2, ' ') << "Circle id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", progress: " << circle.progress() << ", radius: " << circle.radius() << ", angle " << sweptAngle * RAD_TO_DEG << ", " << clockwiseness << std::endl; break; } case Gesture::TYPE_SWIPE: { SwipeGesture swipe = gesture; std::cout << std::string(2, ' ') << "Swipe id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; std::cout << std::string(2, ' ') << "Key Tap id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", position: " << tap.position() << ", direction: " << tap.direction()<< std::endl; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << std::string(2, ' ') << "Screen Tap id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", position: " << screentap.position() << ", direction: " << screentap.direction() << std::endl; break; } default: std::cout << std::string(2, ' ') << "Unknown gesture type." << std::endl; break; } } if (!frame.hands().isEmpty() || !gestures.isEmpty()) std::cout << std::endl; }
void SampleListener::onFrame(const Controller& controller) { // This function needs to be broken up, it's way too long const Frame frame = controller.frame(); //int currid = 1; //check if we already processed this frame if (frame.id() == this->lastFrameID) return; this->lastFrameID = frame.id(); //stop activity if we've not been used for ACTIVETIMEOUT if ((ACTIVETIMEOUT + this->lastEvent) < time(0) && this->active) { std::cout << "auto deactivated" << std::endl; this->active = false; } if (frame.fingers().count() == 2) { GestureList gestures = frame.gestures(); for (int it = 0; it < gestures.count(); ++it) { if (gestures[it].type() != Gesture::TYPE_KEY_TAP) continue; if ((this->lastToggle + TOGGLE_FRAME_LIMIT) > frame.id()) //avoid detecting the same tap twice continue; KeyTapGesture gesture = gestures[it]; Vector v = gesture.direction(); this->active = !this->active; this->lastToggle = frame.id(); this->lastEvent = time(0); std::cout << (this->active ? "activated" : "deactivated") << std::endl; break; //make sure we don't accidentally use the same list twice } } if (!this->active) return; if (frame.fingers().count() == 1 & side != 2) { PointableList pointables = frame.pointables(); InteractionBox iBox = frame.interactionBox(); for (int p = 0; p < pointables.count(); ++p) { Pointable pointable = pointables[p]; Vector normalizedPosition = iBox.normalizePoint(pointable.stabilizedTipPosition()); float distance = pointable.touchDistance(); float x = normalizedPosition.x * (Mouse->w_width+250); float y = (Mouse->w_height + 250) - normalizedPosition.y * (Mouse->w_height + 250); if (side == 0) { Mouse->move((int)x, (int)y); pressedDelay = 0; } if (distance < 0) { clickcount++; side = 1; if (clickcount > sensibility) { if (pressstate == 0) { Mouse->leftPress(); pressstate = 1; } else { if (clickcount >= 30) { if (rclick == 0) Mouse->move((int)x,(int)y); std::cout << "move side: "<< side << std::endl; clickcount = 20; } } } } else if (side == 1) { Mouse->leftRelease(); std::cout << "released side: " << side << std::endl; side = 0; pressstate = 0; pressedDelay = 0; clickcount = 0; rclick = 0; } } this->lastEvent = time(0); } else if (frame.fingers().count() > 1 & side != 1) { clickcount = 0; std::cout << "active side: " << side << std::endl; // Get gestures const GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE : { CircleGesture circle = gesture; if (gesture.state() == 3 & circle.progress() > 1) { side = 0; rclick = 1; Mouse->rightPress(); Mouse->rightRelease(); } break; } case Gesture::TYPE_SWIPE : { side = 2; SwipeGesture swipe = gesture; Vector d = swipe.direction(); // std::cout << "Swipe id: " << d(1) << std::endl; if (d[1] > 0.8) { this->mystate = 1; //up // std::cout << "wheel up " <<std::endl; } else if (d[1] < -0.8) { this->mystate = 2; //down //std::cout << "wheel down " <<std::endl; } if (swipe.state() == 3) { if (this->mystate == 1) { side = 0; this->mystate = 0; Mouse->wheelUp(); } else if (this->mystate == 2) { side = 0; this->mystate = 0; Mouse->wheelDown(); } } break; } default: //std::cout << "Unknown gesture type." << std::endl; break; } } this->lastEvent = time(0); } }
void QLeapEventListener::onFrame(const Controller & controller) { const Frame frame = controller.frame(); // Get gestures const GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI/4) { clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Gesture::STATE_START) { CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI; } std::cout << "Circle id: " << gesture.id() << ", state: " << gesture.state() << ", progress: " << circle.progress() << ", radius: " << circle.radius() << ", angle " << sweptAngle * RAD_TO_DEG << ", " << clockwiseness << std::endl; break; } case Gesture::TYPE_SWIPE: { SwipeGesture swipe = gesture; std::cout << "Swipe id: " << gesture.id() << ", state: " << gesture.state() << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; onSwipe(swipe); break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; std::cout << "Key Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << tap.position() << ", direction: " << tap.direction()<< std::endl; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << "Screen Tap id: " << gesture.id() << ", state: " << gesture.state() << ", position: " << screentap.position() << ", direction: " << screentap.direction()<< std::endl; break; } default: std::cout << "Unknown gesture type." << std::endl; break; } } }
void SampleListener::onFrame(const Controller& controller) { //tictoc_stack.push(clock()); // Get the most recent frame and report some basic information const Frame frame = controller.frame(); HandList hands = frame.hands(); for (HandList::const_iterator hl = hands.begin(); hl != hands.end(); ++hl) { // Get the first hand const Hand hand = *hl; std::string handType = hand.isLeft() ? "Left hand" : "Right hand"; const Vector normal = hand.palmNormal(); const Vector direction = hand.direction(); // Get the Arm bone Arm arm = hand.arm(); // Get fingers const FingerList fingers = hand.fingers(); for (FingerList::const_iterator fl = fingers.begin(); fl != fingers.end(); ++fl) { const Finger finger = *fl; myfile << std::string(4, ' ') << fingerNames[finger.type()] << ": " << hand.palmPosition().distanceTo(finger.tipPosition()); // Get finger bones for (int b = 0; b < 4; ++b) { Bone::Type boneType = static_cast<Bone::Type>(b); Bone bone = finger.bone(boneType); } } } // Get tools const ToolList tools = frame.tools(); for (ToolList::const_iterator tl = tools.begin(); tl != tools.end(); ++tl) { const Tool tool = *tl; } // Get gestures const GestureList gestures = frame.gestures(); for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI / 2) { clockwiseness = "clockwise"; } else { clockwiseness = "counterclockwise"; } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Gesture::STATE_START) { CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI; } break; } case Gesture::TYPE_SWIPE: { SwipeGesture swipe = gesture; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; break; } default: break; } } if (!frame.hands().isEmpty() || !gestures.isEmpty()) { std::cout << std::endl; } myfile << " Time elapsed: " << ((double)(clock() - tictoc_stack.top())) / CLOCKS_PER_SEC; tictoc_stack.pop(); myfile << endl; }
void LeapController::update() { hands = leap.getLeapHands(); if(leap.isFrameNew() && hands.size()){ for(int i = 0; i < hands.size(); i++){ Hand hand = hands[i]; if (handsPrevious.size() == hands.size() && hand.fingers().count() == 3){ float dx = hand.palmPosition().x - handsPrevious[i].palmPosition().x; float dy = hand.palmPosition().z - handsPrevious[i].palmPosition().z; float dz = -hand.palmPosition().y + handsPrevious[i].palmPosition().y; int numFingers = hands[i].fingers().count(); // horizontalPan = (numFingers == 2); horizontalPan = false; verticalPan = true; pan(dx,dy,dz); } } } Frame frame = controller.frame(); GestureList gestures = framePrevious.isValid() ? frame.gestures(framePrevious) : frame.gestures(); framePrevious = frame; for (size_t i=0; i < gestures.count(); i++) { if (gestures[i].type() == Gesture::TYPE_SCREEN_TAP) { ScreenTapGesture tap = gestures[i]; static GestureEventArgs args; args.pos = ofVec3f(tap.position().x, tap.position().y, tap.position().z); ofNotifyEvent(onTapScreen, args, this); } else if (gestures[i].type() == Gesture::TYPE_KEY_TAP) { KeyTapGesture tap = gestures[i]; static GestureEventArgs args; args.pos = ofVec3f(tap.position().x, tap.position().y, tap.position().z); ofNotifyEvent(onTapDown, args, this); //cout << "LEAP TAP GESTURE AT: " << pos << endl; } else if (gestures[i].type() == Gesture::TYPE_SWIPE) { SwipeGesture swipe = gestures[i]; Vector diff = 0.004f*(swipe.position() - swipe.startPosition()); static GestureEventArgs args; args.pos = ofVec3f(swipe.position().x, swipe.position().y, swipe.position().z); args.startPos = ofVec3f(swipe.startPosition().x, swipe.startPosition().y, swipe.startPosition().z); args.state = swipe.state(); ofNotifyEvent(onSwipe, args, this); //cout << "LEAP SWIPE GESTURE" << endl; } else if (gestures[i].type() == Gesture::TYPE_CIRCLE) { CircleGesture circle = gestures[i]; float progress = circle.progress(); if (progress >= 1.0f) { double curAngle = 6.5; //cout << "LEAP CIRCLE GESTURE" << endl; } static GestureEventArgs args; args.pos = ofVec3f(circle.center().x, circle.center().y, circle.center().z); args.normal = ofVec3f(circle.normal().x, circle.normal().y, circle.normal().z); args.progress = circle.progress(); ofNotifyEvent(onCircle, args, this); } } handsPrevious = hands; leap.markFrameAsOld(); SceneController::update(); }
void QTVS_Leap::LeapGestureLogic() { for (int g = 0; g < gestures.count(); ++g) { Gesture gesture = gestures[g]; switch (gesture.type()) { case Gesture::TYPE_CIRCLE: { // emit Listener_Gesture(gesture, gesture.type()); CircleGesture circle = gesture; std::string clockwiseness; if (circle.pointable().direction().angleTo(circle.normal()) <= PI / 2) { clockwiseness = "clockwise"; // MouseKeyboardEmulation::MouseWheelDown(5); } else { clockwiseness = "counterclockwise"; // MouseKeyboardEmulation::MouseWheelUp(5); } // Calculate angle swept since last frame float sweptAngle = 0; if (circle.state() != Gesture::STATE_START) { CircleGesture previousUpdate = CircleGesture(controller.frame(1).gesture(circle.id())); sweptAngle = (circle.progress() - previousUpdate.progress()) * 2 * PI; } std::cout << std::string(2, ' ') << "Circle id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", progress: " << circle.progress() << ", radius: " << circle.radius() << ", angle " << sweptAngle * RAD_TO_DEG << ", " << clockwiseness << std::endl; break; } case Gesture::TYPE_SWIPE: { SwipeGesture swipe = gesture; // debugDisplayString = ""; // debugDisplayString.append("Swipe id: " + QString::number(gesture.id())); // debugDisplayString.append( ", state: " + QString(stateNames[gesture.state()].data())); // debugDisplayString.append( ", direction: " + QString(swipe.direction().toString().data())); // debugDisplayString.append( ", speed: " + QString::number(swipe.speed())); std::cout << std::string(2, ' ') << "Swipe id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", direction: " << swipe.direction() << ", speed: " << swipe.speed() << std::endl; break; } case Gesture::TYPE_KEY_TAP: { KeyTapGesture tap = gesture; // std::cout << std::string(2, ' ') //debugDisplayString = ""; // debugDisplayString.append("Key Tap id: " + QString::number(gesture.id())); // debugDisplayString.append( ", state: " + QString(stateNames[gesture.state()].data())); //debugDisplayString.append( ", position: " + QString(tap.position().toString().data())); // debugDisplayString.append( ", direction: " + QString(tap.direction().toString().data())); break; } case Gesture::TYPE_SCREEN_TAP: { ScreenTapGesture screentap = gesture; std::cout << std::string(2, ' ') << "Screen Tap id: " << gesture.id() << ", state: " << stateNames[gesture.state()] << ", position: " << screentap.position() << ", direction: " << screentap.direction() << std::endl; break; } default: std::cout << std::string(2, ' ') << "Unknown gesture type." << std::endl; break; } } if (!frame.hands().isEmpty() || !gestures.isEmpty()) { std::cout << std::endl; } }