void MouseController::onFrame(const Leap::Controller &controller) { // get list of detected screens const Leap::ScreenList screens = controller.calibratedScreens(); // make sure we have a detected screen if (screens.empty()) return; const Leap::Screen screen = screens[0]; // find the first finger or tool const Leap::Frame frame = controller.frame(); const Leap::HandList hands = frame.hands(); if (hands.empty()) return; const Leap::PointableList pointables = hands[0].pointables(); if (pointables.empty()) return; const Leap::Pointable firstPointable = pointables[0]; // get x, y coordinates on the first screen const Leap::Vector intersection = screen.intersect( firstPointable, true, // normalize 1.0f // clampRatio ); // if the user is not pointing at the screen all components of // the returned vector will be Not A Number (NaN) // isValid() returns true only if all components are finite if (! intersection.isValid()) return; unsigned int x = screen.widthPixels() * intersection.x; // flip y coordinate to standard top-left origin unsigned int y = screen.heightPixels() * (1.0f - intersection.y); CGPoint destPoint = CGPointMake(x, y); CGDisplayMoveCursorToPoint(kCGDirectMainDisplay, destPoint); }
void MouseListener::onFrame(const Leap::Controller &controller) { // get list of detected screens const Leap::ScreenList screens = controller.calibratedScreens(); // make sure we have a detected screen if (screens.empty()) return; const Leap::Screen screen = screens[0]; // get hands const Leap::Frame frame = controller.frame(); const Leap::HandList hands = frame.hands(); if (hands.empty()) return; // which is the pointer hand and which is the clicker hand? // if there's only one hand it's the pointer hand. if there's two // then we'll use the user's primary hand. if ambidextrous, bail. Leap::Hand pointerHand, clickerHand; if (pointerHandID) { pointerHand = frame.hand(pointerHandID); if (! pointerHand.isValid()) pointerHand = hands[0]; } if (clickerHandID) clickerHand = frame.hand(clickerHandID); if (! clickerHand.isValid() && hands.count() == 2) { // figure out clicker and pointer hand // which hand is on the left and which is on the right? Leap::Hand leftHand, rightHand; if (hands[0].palmPosition()[0] <= hands[1].palmPosition()[0]) { leftHand = hands[0]; rightHand = hands[1]; } else { leftHand = hands[1]; rightHand = hands[0]; } // now that we know the left and right hands, determine // which is the clicker and which is the pointer if (leftHanded) { pointerHand = leftHand; clickerHand = rightHand; } else { pointerHand = rightHand; clickerHand = leftHand; } // keep track of which hands we decided on clickerHandID = clickerHand.id(); pointerHandID = pointerHand.id(); } // find the first finger or tool const Leap::PointableList pointables = pointerHand.pointables(); if (pointables.empty()) return; const Leap::Pointable firstPointable = pointables[0]; // get x, y coordinates on the first screen const Leap::Vector intersection = screen.intersect( firstPointable, true, // normalize 1.0f // clampRatio ); // if the user is not pointing at the screen all components of // the returned vector will be Not A Number (NaN) // isValid() returns true only if all components are finite if (! intersection.isValid()) return; unsigned int x = screen.widthPixels() * intersection.x; // flip y coordinate to standard top-left origin unsigned int y = screen.heightPixels() * (1.0f - intersection.y); // move cursor to location pointed at CGPoint destPoint = CGPointMake(x, y); CGDisplayMoveCursorToPoint(kCGDirectMainDisplay, destPoint); // check for click gesture if (! clickerHand.isValid()) return; // click = two fingers on the clicker hand touching together const Leap::PointableList clickerFingers = clickerHand.pointables(); if (clickerFingers.count() != 2) return; // get finger distance float clickFingerDistance = clickerFingers[0].tipPosition().distanceTo( clickerFingers[1].tipPosition() ); cout << "distance: " << clickFingerDistance << endl; if (! clickActive && clickFingerDistance < clickActivationDistance) { clickActive = true; cout << "mouseDown\n"; postMouseDown(x, y); } else if (clickActive && clickFingerDistance > clickActivationDistance) { cout << "mouseUp\n"; clickActive = false; postMouseUp(x, y); } }