Esempio n. 1
0
        /// <summary>
        /// Function that takes the state of the core interaction components
        /// and translates it to RoutedEvents.  Also updates hand pointer states.
        /// </summary>
        /// <param name="data">Data directly from the core interaction components</param>
        public void HandleHandPointerData(InteractionFrameData data)
        {
            Debug.Assert(this.IsInInteractionFrame, "Call to HandleHandPointerData made without call to BeginInteractionFrame");

            if (this.isClearRequestPending)
            {
                // We don't care about new hand pointer data if client requested to clear
                // all hand pointers while in the middle of interaction frame processing.
                return;
            }

            var id = new Tuple <int, HandType>(data.TrackingId, data.HandType);

            HandPointer handPointer;

            if (!this.handPointers.TryGetValue(id, out handPointer))
            {
                handPointer = new HandPointer
                {
                    TrackingId  = data.TrackingId,
                    PlayerIndex = data.PlayerIndex,
                    HandType    = data.HandType,
                    Owner       = this,
                };
                this.handPointers[id] = handPointer;
            }

            handPointer.Updated = true;

            handPointer.TimestampOfLastUpdate = data.TimeStampOfLastUpdate;
            handPointer.HandEventType         = data.HandEventType;

            bool pressedChanged = handPointer.IsPressed != data.IsPressed;

            handPointer.IsPressed = data.IsPressed;

            handPointer.IsTracked     = data.IsTracked;
            handPointer.IsActive      = data.IsActive;
            handPointer.IsInteractive = data.IsInteractive;

            bool primaryHandOfPrimaryUserChanged = handPointer.IsPrimaryHandOfPrimaryUser != (data.IsPrimaryHandOfUser && data.IsPrimaryUser);

            handPointer.IsPrimaryHandOfUser = data.IsPrimaryHandOfUser;
            handPointer.IsPrimaryUser       = data.IsPrimaryUser;

            double newX;
            double newY;

            //InteractionZoneDefinition.InteractionZoneToUserInterface(data.X, data.Y, data.Z, this.InteractionRootElement.ActualWidth, this.InteractionRootElement.ActualHeight, mapperParameters, out newX, out newY);
            InteractionZoneDefinition.InteractionZoneToUserInterface(data.X, data.Y, this.InteractionRootElement.ActualWidth, this.InteractionRootElement.ActualHeight, out newX, out newY);
            bool positionChanged = !InteractionZoneDefinition.AreUserInterfaceValuesClose(newX, handPointer.X) ||
                                   !InteractionZoneDefinition.AreUserInterfaceValuesClose(newY, handPointer.Y) ||
                                   !InteractionZoneDefinition.AreUserInterfaceValuesClose(data.Z, handPointer.PressExtent);

            handPointer.X           = newX;
            handPointer.Y           = newY;
            handPointer.PressExtent = data.Z;

            this.HandleHandPointerChanges(handPointer, pressedChanged, positionChanged, primaryHandOfPrimaryUserChanged, false);
        }
Esempio n. 2
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        private void KinectScrollViewerHandPointersUpdated(object sender, EventArgs e)
        {
            var kinectRegion       = (KinectRegion)sender;
            var primaryHandPointer = kinectRegion.HandPointers.FirstOrDefault(hp => hp.IsPrimaryHandOfPrimaryUser);

            if (primaryHandPointer == null)
            {
                return;
            }

            if (primaryHandPointer.HandEventType == HandEventType.Grip)
            {
                if (this.capturedHandPointer == primaryHandPointer)
                {
                    return;
                }

                this.grippedHandpointer = primaryHandPointer;
                return;
            }

            if (this.grippedHandpointer == primaryHandPointer && primaryHandPointer.HandEventType == HandEventType.GripRelease)
            {
                this.grippedHandpointer = null;
            }
        }
Esempio n. 3
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        private void HandleHandPointerGrip(HandPointer handPointer)
        {
            if (handPointer == null)
            {
                return;
            }

            if (this.capturedHandPointer != handPointer)
            {
                if (handPointer.Captured == null)
                {
                    // Only capture hand pointer if it isn't already captured
                    handPointer.Capture(this);
                }
                else
                {
                    // Some other control has capture, ignore grip
                    return;
                }
            }

            this.lastGripState     = GripState.Gripped;
            this.lastGripTimeStamp = handPointer.TimestampOfLastUpdate;
            this.scrollViewerInertiaScroller.Stop();
            this.gripPoint            = handPointer.GetPosition(this);
            this.startingScrollOffset = new Point(this.HorizontalOffset, this.VerticalOffset);
        }
Esempio n. 4
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        internal bool CaptureHandPointer(HandPointer handPointer, UIElement element)
        {
            this.InteractionRootElement.VerifyAccess();

            var         id = new Tuple <int, HandType>(handPointer.TrackingId, handPointer.HandType);
            HandPointer checkHandPointer;


            if (!this.handPointers.TryGetValue(id, out checkHandPointer))
            {
                // No hand pointer to capture
                return(false);
            }

            if (!object.ReferenceEquals(handPointer, checkHandPointer))
            {
                // The HandPointer we have for this hand pointer is not the one
                // we were handed in.  Caller has an older instance of the HandPointer
                return(false);
            }

            if (element != null && handPointer.Captured != null)
            {
                // Request wasn't to clear capture and some other element has this captured
                // Maybe this isn't necessary.
                return(false);
            }

            SwitchCapture(handPointer, handPointer.Captured, element);

            return(true);
        }
        // TODO: Remove
        private void SwipeGestureDetected(string gesture)
        {
            HandPointer primaryHandPointer = this.HandPointers.SingleOrDefault(handPointer => handPointer.IsPrimaryHandOfPrimaryUser);

            if (primaryHandPointer == null)
            {
                return;
            }

            if (gesture.Equals("SwipeToLeft"))
            {
                HandPointerSwipeEventArgs handPointerSwipeEventArgs =
                    new HandPointerSwipeEventArgs(primaryHandPointer, new SwipeGesture {
                    SwipeDirection = SwipeDirection.Left
                }, HandPointerSwipeEvent, uiElement);
                uiElement.RaiseEvent(handPointerSwipeEventArgs);
            }
            else
            {
                HandPointerSwipeEventArgs handPointerSwipeEventArgs =
                    new HandPointerSwipeEventArgs(primaryHandPointer, new SwipeGesture {
                    SwipeDirection = SwipeDirection.Right
                }, HandPointerSwipeEvent, uiElement);

                uiElement.RaiseEvent(handPointerSwipeEventArgs);
            }
        }
Esempio n. 6
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        /// <summary>
        /// Updates the internal state about the elements this hand pointer is over.
        /// Does not set any attached properties or send any events.
        /// </summary>
        /// <param name="handPointer">The hand pointer we are updating</param>
        /// <param name="targetElement">element the hand pointer is over or captured to</param>
        /// <param name="oldIntersectedElements">The list of elements this hand pointer was intersecting before they were updated</param>
        private void UpdateIntersections(HandPointer handPointer, UIElement targetElement, out HashSet <UIElement> oldIntersectedElements)
        {
            var newIntersectedElements = new HashSet <UIElement>();
            var scanStop = (UIElement)VisualTreeHelper.GetParent(this.InteractionRootElement);

            oldIntersectedElements = handPointer.EnteredElements;

            // Get the list of elements this hand pointer is now over.  Note that
            // we will say the pointer is over an element even if it is really
            // over a child which could be transformed outside the bounds of
            // the item.
            for (DependencyObject scan = targetElement; scan != null && scan != scanStop; scan = VisualTreeHelper.GetParent(scan))
            {
                var scanElement = scan as UIElement;
                if (scanElement != null)
                {
                    newIntersectedElements.Add(scanElement);
                }
            }

            // Update to the new list of entered elements before sending
            // any events.  If we get called back in an event handler, we
            // will have the current data, not the old data.
            handPointer.EnteredElements = newIntersectedElements;
        }
Esempio n. 7
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        /// <summary>
        /// Sends the events and updates the attached properties having to do
        /// with this hand pointer being over any elements.
        /// </summary>
        /// <param name="handPointer">The hand pointer we are working with</param>
        /// <param name="primaryHandOfPrimaryUserChanged"> Did the primary hand of the primary user change </param>
        /// <param name="oldIntersectedElements">The list of elements this hand pointer used to intersect</param>
        private static void DoIntersectionNotifications(HandPointer handPointer, bool primaryHandOfPrimaryUserChanged, HashSet <UIElement> oldIntersectedElements)
        {
            var wasPrimaryHandOfPrimaryUser = primaryHandOfPrimaryUserChanged ? !handPointer.IsPrimaryHandOfPrimaryUser : handPointer.IsPrimaryHandOfPrimaryUser;

            // Leave any elements we aren't in any more
            foreach (var oldIntersectedElement in oldIntersectedElements)
            {
                if (!handPointer.EnteredElements.Contains(oldIntersectedElement))
                {
                    // We are no longer over this element.

                    // If we were or still are the HandPointer for the primary user's
                    // primary hand then clear out the attatched DP for this.
                    if (wasPrimaryHandOfPrimaryUser)
                    {
                        KinectRegion.SetIsPrimaryHandPointerOver(oldIntersectedElement, false);
                    }

                    // Tell this element that this hand pointer has left
                    var leaveArgs = new HandPointerEventArgs(handPointer, KinectRegion.HandPointerLeaveEvent, oldIntersectedElement);
                    oldIntersectedElement.RaiseEvent(leaveArgs);
                }
                else
                {
                    if (wasPrimaryHandOfPrimaryUser && !handPointer.IsPrimaryHandOfPrimaryUser)
                    {
                        // Hand pointer didn't leave the element but it is no longer the primary
                        KinectRegion.SetIsPrimaryHandPointerOver(oldIntersectedElement, false);
                    }
                }
            }

            // Enter any elements that we are now in
            foreach (var newEnteredElement in handPointer.EnteredElements)
            {
                if (!oldIntersectedElements.Contains(newEnteredElement))
                {
                    // Tell this element the hand pointer entered.

                    // Set the attached DP for this
                    if (handPointer.IsPrimaryHandOfPrimaryUser)
                    {
                        KinectRegion.SetIsPrimaryHandPointerOver(newEnteredElement, true);
                    }

                    // Send the routed event for this.
                    var enterArgs = new HandPointerEventArgs(handPointer, KinectRegion.HandPointerEnterEvent, newEnteredElement);
                    newEnteredElement.RaiseEvent(enterArgs);
                }
                else
                {
                    if (!wasPrimaryHandOfPrimaryUser && handPointer.IsPrimaryHandOfPrimaryUser)
                    {
                        // Hand pointer was already in this element but it became the primary
                        KinectRegion.SetIsPrimaryHandPointerOver(newEnteredElement, true);
                    }
                }
            }
        }
 private void OnHandPointerLostCapture(object sender, HandPointerEventArgs handPointerEventArgs)
 {
     if (this.capturedHandPointer == handPointerEventArgs.HandPointer)
     {
         this.capturedHandPointer     = null;
         this.IsPressed               = false;
         handPointerEventArgs.Handled = true;
     }
 }
 private void OnHandPointerCaptured(object sender, HandPointerEventArgs handPointerEventArgs)
 {
     if (this.capturedHandPointer == null)
     {
         this.capturedHandPointer     = handPointerEventArgs.HandPointer;
         this.IsPressed               = true;
         handPointerEventArgs.Handled = true;
     }
 }
Esempio n. 10
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 private void OnHandPointerLostCapture(object sender, HandPointerEventArgs kinectHandPointerEventArgs)
 {
     if (this.capturedHandPointer == kinectHandPointerEventArgs.HandPointer)
     {
         this.capturedHandPointer = null;
         this.lastGripState       = GripState.Released;
         this.scrollMoveTimer.Start();
         kinectHandPointerEventArgs.Handled = true;
         this.DoTransformAnimations();
     }
 }
Esempio n. 11
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 private void OnHandPointerEnter(object sender, HandPointerEventArgs kinectHandPointerEventArgs)
 {
     if (kinectHandPointerEventArgs.HandPointer.IsPrimaryHandOfPrimaryUser)
     {
         kinectHandPointerEventArgs.Handled = true;
         if (this.grippedHandpointer == kinectHandPointerEventArgs.HandPointer)
         {
             this.HandleHandPointerGrip(kinectHandPointerEventArgs.HandPointer);
             this.grippedHandpointer = null;
         }
     }
 }
Esempio n. 12
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        private void OnHandPointerCaptured(object sender, HandPointerEventArgs kinectHandPointerEventArgs)
        {
            if (this.capturedHandPointer != null)
            {
                // Release capture on any previous captured handpointer
                this.capturedHandPointer.Capture(null);
            }

            this.capturedHandPointer           = kinectHandPointerEventArgs.HandPointer;
            kinectHandPointerEventArgs.Handled = true;
            this.SetScrollBarVisualState("GripScrolling");
            this.scrollMoveTimer.Stop();
        }
        public override void HandPointersCallback(long timestamp, HandPointer[] handPointers)
        {
            HashSet<int> activeUserIds = new HashSet<int>();

            foreach (HandPointer handPointer in handPointers)
            {
                if (handPointer.IsActive)
                {
                    activeUserIds.Add(handPointer.TrackingId);
                }
            }

            ActiveUserCount = activeUserIds.Count;
        }
Esempio n. 14
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        private static void SwitchCapture(HandPointer handPointer, UIElement oldElement, UIElement newElement)
        {
            handPointer.Captured = newElement;

            if (oldElement != null)
            {
                var lostArgs = CreateEventArgs(KinectRegion.HandPointerLostCaptureEvent, oldElement, handPointer);
                oldElement.RaiseEvent(lostArgs);
            }

            if (newElement != null)
            {
                var gotArgs = CreateEventArgs(KinectRegion.HandPointerGotCaptureEvent, newElement, handPointer);
                newElement.RaiseEvent(gotArgs);
            }
        }
Esempio n. 15
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 private void OnHandPointerLostCapture(object sender, HandPointerEventArgs handPointerEventArgs)
 {
     if (this.capturedHandPointer == handPointerEventArgs.HandPointer)
     {
         this.capturedHandPointer = null;
         this.IsPressed = false;
         handPointerEventArgs.Handled = true;
     }
 }
 //Se define esta función para detectar cuando se ha cerrado la mano
 //Primero se guarda en la variable mano los datos para acceder posteriormente
 //y a continuación se inicializan las variables de posición
 private void mano_cerrada(object sender, RoutedEventArgs e)
 {
     if (this.kinectRegion.HandPointers[0].IsActive) mano = this.kinectRegion.HandPointers[0];
     else mano = this.kinectRegion.HandPointers[1];
     posicion_cuadrado = mano.GetPosition(wrapPanel);
     cuadrado_max = posicion_cuadrado;
     puno = true;
 }
Esempio n. 17
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        /// <summary>
        /// Function that takes the state of the core interaction components
        /// and translates it to RoutedEvents.  Also updates hand pointer states.
        /// </summary>
        /// <param name="data">Data directly from the core interaction components</param>
        public void HandleHandPointerData(InteractionFrameData data)
        {
            Debug.Assert(this.IsInInteractionFrame, "Call to HandleHandPointerData made without call to BeginInteractionFrame");

            if (this.isClearRequestPending)
            {
                // We don't care about new hand pointer data if client requested to clear
                // all hand pointers while in the middle of interaction frame processing.
                return;
            }

            var id = new Tuple<int, HandType>(data.TrackingId, data.HandType);

            HandPointer handPointer;
            if (!this.handPointers.TryGetValue(id, out handPointer))
            {
                handPointer = new HandPointer
                {
                    TrackingId = data.TrackingId, 
                    PlayerIndex = data.PlayerIndex, 
                    HandType = data.HandType, 
                    Owner = this,
                };
                this.handPointers[id] = handPointer;
            }

            handPointer.Updated = true;

            handPointer.TimestampOfLastUpdate = data.TimeStampOfLastUpdate;
            handPointer.HandEventType = data.HandEventType;

            bool pressedChanged = handPointer.IsPressed != data.IsPressed;
            handPointer.IsPressed = data.IsPressed;

            handPointer.IsTracked = data.IsTracked;
            handPointer.IsActive = data.IsActive;
            handPointer.IsInteractive = data.IsInteractive;

            bool primaryHandOfPrimaryUserChanged = handPointer.IsPrimaryHandOfPrimaryUser != (data.IsPrimaryHandOfUser && data.IsPrimaryUser);
            handPointer.IsPrimaryHandOfUser = data.IsPrimaryHandOfUser;
            handPointer.IsPrimaryUser = data.IsPrimaryUser;

            double newX;
            double newY;
            InteractionZoneDefinition.InteractionZoneToUserInterface(data.X, data.Y, this.InteractionRootElement.ActualWidth, this.InteractionRootElement.ActualHeight, out newX, out newY);
            bool positionChanged = !InteractionZoneDefinition.AreUserInterfaceValuesClose(newX, handPointer.X) ||
                    !InteractionZoneDefinition.AreUserInterfaceValuesClose(newY, handPointer.Y) ||
                    !InteractionZoneDefinition.AreUserInterfaceValuesClose(data.Z, handPointer.PressExtent);
            handPointer.X = newX;
            handPointer.Y = newY;
            handPointer.PressExtent = data.Z;

            this.HandleHandPointerChanges(handPointer, pressedChanged, positionChanged, primaryHandOfPrimaryUserChanged, false);
        }
 internal HandPointerEventArgs(HandPointer handPointer, RoutedEvent routedEvent, UIElement source)
     : base(routedEvent, source)
 {
     this.HandPointer = handPointer;
 }
        private void KinectScrollViewerHandPointersUpdated(object sender, EventArgs e)
        {
            var kinectRegion = (KinectRegion)sender;
            var primaryHandPointer = kinectRegion.HandPointers.FirstOrDefault(hp => hp.IsPrimaryHandOfPrimaryUser);
            if (primaryHandPointer == null)
            {
                return;
            }

            if (primaryHandPointer.HandEventType == HandEventType.Grip)
            {
                if (this.capturedHandPointer == primaryHandPointer)
                {
                    return;
                }

                this.grippedHandpointer = primaryHandPointer;
                return;
            }

            if (this.grippedHandpointer == primaryHandPointer && primaryHandPointer.HandEventType == HandEventType.GripRelease)
            {
                this.grippedHandpointer = null;
            }
        }
Esempio n. 20
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        internal bool CaptureHandPointer(HandPointer handPointer, UIElement element)
        {
            this.InteractionRootElement.VerifyAccess();

            var id = new Tuple<int, HandType>(handPointer.TrackingId, handPointer.HandType);
            HandPointer checkHandPointer;


            if (!this.handPointers.TryGetValue(id, out checkHandPointer))
            {
                // No hand pointer to capture
                return false;
            }

            if (!object.ReferenceEquals(handPointer, checkHandPointer))
            {
                // The HandPointer we have for this hand pointer is not the one
                // we were handed in.  Caller has an older instance of the HandPointer
                return false;
            }

            if (element != null && handPointer.Captured != null)
            {
                // Request wasn't to clear capture and some other element has this captured
                // Maybe this isn't necessary.
                return false;
            }

            SwitchCapture(handPointer, handPointer.Captured, element);

            return true;
        }
Esempio n. 21
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        private static void SwitchCapture(HandPointer handPointer, UIElement oldElement, UIElement newElement)
        {
            handPointer.Captured = newElement;

            if (oldElement != null)
            {
                var lostArgs = CreateEventArgs(KinectRegion.HandPointerLostCaptureEvent, oldElement, handPointer);
                oldElement.RaiseEvent(lostArgs);
            }

            if (newElement != null)
            {
                var gotArgs = CreateEventArgs(KinectRegion.HandPointerGotCaptureEvent, newElement, handPointer);
                newElement.RaiseEvent(gotArgs);
            }
        }
 /// <summary>
 /// Check the position of the hand on the Y-axis to determine what track it is over
 /// </summary>
 /// <param name="handPointer">A Kinect.Toolkit.Controls.HandPointer object</param>
 /// <returns>The track number</returns>
 public int CheckHandForTrack(HandPointer handPointer)
 {
     double y = handPointer.GetPosition(tracksUI).Y;
     int trackSelected = (int)y / 101;
     return trackSelected;
 }
Esempio n. 23
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 private static HandPointerEventArgs CreateEventArgs(RoutedEvent routedEvent, UIElement targetElement, HandPointer handPointer)
 {
     return new HandPointerEventArgs(handPointer, routedEvent, targetElement);
 }
 /// <summary>
 /// Check the position of the hand on the X-axis to determine what slot it is over
 /// </summary>
 /// <param name="hand">A Kinect.Toolkit.Controls.HandPointer object</param>
 /// <returns>The slot number</returns>
 public int CheckHandForSlot(HandPointer hand)
 {
     double x = hand.GetPosition(tracksUI).X;
     int slot = (int)x / 101;
     return slot;
 }
Esempio n. 25
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        /// <summary>
        /// Updates the internal state about the elements this hand pointer is over.
        /// Does not set any attached properties or send any events.
        /// </summary>
        /// <param name="handPointer">The hand pointer we are updating</param>
        /// <param name="targetElement">element the hand pointer is over or captured to</param>
        /// <param name="oldIntersectedElements">The list of elements this hand pointer was intersecting before they were updated</param>
        private void UpdateIntersections(HandPointer handPointer, UIElement targetElement, out HashSet<UIElement> oldIntersectedElements)
        {
            var newIntersectedElements = new HashSet<UIElement>();
            var scanStop = (UIElement)VisualTreeHelper.GetParent(this.InteractionRootElement);

            oldIntersectedElements = handPointer.EnteredElements;

            // Get the list of elements this hand pointer is now over.  Note that
            // we will say the pointer is over an element even if it is really
            // over a child which could be transformed outside the bounds of
            // the item.
            for (DependencyObject scan = targetElement; scan != null && scan != scanStop; scan = VisualTreeHelper.GetParent(scan))
            {
                var scanElement = scan as UIElement;
                if (scanElement != null)
                {
                    newIntersectedElements.Add(scanElement);
                }
            }

            // Update to the new list of entered elements before sending
            // any events.  If we get called back in an event handler, we
            // will have the current data, not the old data.
            handPointer.EnteredElements = newIntersectedElements;
        }
Esempio n. 26
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        private void HandleHandPointerChanges(
            HandPointer handPointer, bool pressedChanged, bool positionChanged, bool primaryHandOfPrimaryUserChanged, bool removed)
        {
            bool doPress = false;
            bool doRelease = false;
            bool doMove = false;
            bool doLostCapture = false;
            bool doGrip = false;
            bool doGripRelease = false;

            if (removed)
            {
                // Deny the existence of this hand pointer
                doRelease = handPointer.IsPressed;
                doLostCapture = handPointer.Captured != null;
            }
            else
            {
                if (pressedChanged)
                {
                    doPress = handPointer.IsPressed;
                    doRelease = !handPointer.IsPressed;
                }

                if (positionChanged)
                {
                    doMove = true;
                }

                doGrip = handPointer.HandEventType == HandEventType.Grip;
                doGripRelease = handPointer.HandEventType == HandEventType.GripRelease;
            }

            if (doLostCapture)
            {
                SwitchCapture(handPointer, handPointer.Captured, null);
            }

            var targetElement = handPointer.Captured;
            if (targetElement == null)
            {
                var position = handPointer.GetPosition(this.InteractionRootElement);
                targetElement = this.HitTest(position);
            }

            // Update internal enter/leave state
            HashSet<UIElement> oldIntersectingElements;
            this.UpdateIntersections(handPointer, removed ? null : targetElement, out oldIntersectingElements);

            // See if this hand pointer is participating in a grip-initiated
            // interaction.
            var newIsInGripInteraction = false;
            if (targetElement != null)
            {
                var args = new QueryInteractionStatusEventArgs(handPointer, this.InteractionRootElement);
                targetElement.RaiseEvent(args);

                if (args.Handled && args.IsInGripInteraction)
                {
                    newIsInGripInteraction = true;
                }
            }

            handPointer.IsInGripInteraction = newIsInGripInteraction;

            //// After this point there should be no more changes to the internal
            //// state of the handPointers.  We don't want event handlers calling us
            //// when our internal state is inconsistent.

            DoIntersectionNotifications(handPointer, primaryHandOfPrimaryUserChanged, oldIntersectingElements);

            if (targetElement == null)
            {
                return;
            }

            if (doGrip)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerGripEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doGripRelease)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerGripReleaseEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doPress)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerPressEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doMove)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerMoveEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doRelease)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerPressReleaseEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }
        }
Esempio n. 27
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 private void OnHandPointerCaptured(object sender, HandPointerEventArgs handPointerEventArgs)
 {
     if (this.capturedHandPointer == null)
     {
         this.capturedHandPointer = handPointerEventArgs.HandPointer;
         this.IsPressed = true;
         handPointerEventArgs.Handled = true;
     }
 }
Esempio n. 28
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 internal HandPointerSwipeEventArgs(HandPointer handPointer, SwipeGesture swipeGesture, RoutedEvent routedEvent, UIElement source)
     : base(routedEvent, source)
 {
     HandPointer  = handPointer;
     SwipeGesture = swipeGesture;
 }
Esempio n. 29
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 private static HandPointerSwipeEventArgs CreateSwipeEventArgs(RoutedEvent routedEvent, UIElement targetElement, HandPointer handPointer, SwipeGesture swipeGesture)
 {
     return(new HandPointerSwipeEventArgs(handPointer, swipeGesture, routedEvent, targetElement));
 }
Esempio n. 30
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        /// <summary>
        /// Sends the events and updates the attached properties having to do
        /// with this hand pointer being over any elements.
        /// </summary>
        /// <param name="handPointer">The hand pointer we are working with</param>
        /// <param name="primaryHandOfPrimaryUserChanged"> Did the primary hand of the primary user change </param>
        /// <param name="oldIntersectedElements">The list of elements this hand pointer used to intersect</param>
        private static void DoIntersectionNotifications(HandPointer handPointer, bool primaryHandOfPrimaryUserChanged, HashSet<UIElement> oldIntersectedElements)
        {
            var wasPrimaryHandOfPrimaryUser = primaryHandOfPrimaryUserChanged ? !handPointer.IsPrimaryHandOfPrimaryUser : handPointer.IsPrimaryHandOfPrimaryUser;

            // Leave any elements we aren't in any more
            foreach (var oldIntersectedElement in oldIntersectedElements)
            {
                if (!handPointer.EnteredElements.Contains(oldIntersectedElement))
                {
                    // We are no longer over this element.

                    // If we were or still are the HandPointer for the primary user's
                    // primary hand then clear out the attatched DP for this.
                    if (wasPrimaryHandOfPrimaryUser)
                    {
                        KinectRegion.SetIsPrimaryHandPointerOver(oldIntersectedElement, false);
                    }

                    // Tell this element that this hand pointer has left
                    var leaveArgs = new HandPointerEventArgs(handPointer, KinectRegion.HandPointerLeaveEvent, oldIntersectedElement);
                    oldIntersectedElement.RaiseEvent(leaveArgs);
                }
                else
                {
                    if (wasPrimaryHandOfPrimaryUser && !handPointer.IsPrimaryHandOfPrimaryUser)
                    {
                        // Hand pointer didn't leave the element but it is no longer the primary
                        KinectRegion.SetIsPrimaryHandPointerOver(oldIntersectedElement, false);
                    }
                }
            }

            // Enter any elements that we are now in
            foreach (var newEnteredElement in handPointer.EnteredElements)
            {
                if (!oldIntersectedElements.Contains(newEnteredElement))
                {
                    // Tell this element the hand pointer entered.

                    // Set the attached DP for this
                    if (handPointer.IsPrimaryHandOfPrimaryUser)
                    {
                        KinectRegion.SetIsPrimaryHandPointerOver(newEnteredElement, true);
                    }

                    // Send the routed event for this.
                    var enterArgs = new HandPointerEventArgs(handPointer, KinectRegion.HandPointerEnterEvent, newEnteredElement);
                    newEnteredElement.RaiseEvent(enterArgs);
                }
                else
                {
                    if (!wasPrimaryHandOfPrimaryUser && handPointer.IsPrimaryHandOfPrimaryUser)
                    {
                        // Hand pointer was already in this element but it became the primary
                        KinectRegion.SetIsPrimaryHandPointerOver(newEnteredElement, true);
                    }
                }
            }
        }
Esempio n. 31
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 private static HandPointerEventArgs CreateEventArgs(RoutedEvent routedEvent, UIElement targetElement, HandPointer handPointer)
 {
     return(new HandPointerEventArgs(handPointer, routedEvent, targetElement));
 }
        private void HandleHandPointerGrip(HandPointer handPointer)
        {
            if (handPointer == null)
            {
                return;
            }

            if (this.capturedHandPointer != handPointer)
            {
                if (handPointer.Captured == null)
                {
                    // Only capture hand pointer if it isn't already captured
                    handPointer.Capture(this);
                }
                else
                {
                    // Some other control has capture, ignore grip
                    return;
                }
            }

            this.lastGripState = GripState.Gripped;
            this.lastGripTimeStamp = handPointer.TimestampOfLastUpdate;
            this.scrollViewerInertiaScroller.Stop();
            this.gripPoint = handPointer.GetPosition(this);
            this.startingScrollOffset = new Point(this.HorizontalOffset, this.VerticalOffset);
        }
 private void OnHandPointerLostCapture(object sender, HandPointerEventArgs kinectHandPointerEventArgs)
 {
     if (this.capturedHandPointer == kinectHandPointerEventArgs.HandPointer)
     {
         this.capturedHandPointer = null;
         this.lastGripState = GripState.Released;
         this.scrollMoveTimer.Start();
         kinectHandPointerEventArgs.Handled = true;
         this.DoTransformAnimations();
     }
 }
 /// <summary>
 /// This implements any special interactions with the hand pointer.
 /// For example, if the hand pointer was to repel or attract this object,
 /// the code to implement that would go here.
 /// </summary>
 /// <param name="pointer"></param>
 public override void InteractWithHandPointer(HandPointer pointer)
 {
     /* Also no interactions with a hand pointer. We'll handle the
      * button press separately. */
 }
 internal QueryInteractionStatusEventArgs(HandPointer handPointer, UIElement source)
     : base(handPointer, KinectRegion.QueryInteractionStatusEvent, source)
 {
 }
Esempio n. 36
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        private void OnHandPointerLeave(object sender, HandPointerEventArgs e)
        {
            if (this.activeHandpointer != e.HandPointer)
            {
                return;
            }

            this.activeHandpointer = null;
            this.IsHandPointerOver = false;
            this.repeatTimer.Stop();
        }
 public virtual void OnHandPointerGripRelease(HandPointer grippedHandpointer, Point startGripPoint, Point endGripPoint)
 {
 }
        private void OnHandPointerEnter(object sender, HandPointerEventArgs e)
        {
            if (!e.HandPointer.IsPrimaryHandOfUser || !e.HandPointer.IsPrimaryUser)
            {
                return;
            }

            this.activeHandpointer = e.HandPointer;
            this.IsHandPointerOver = true;
            this.repeatTimer.Start();
            ((MainWindow)System.Windows.Application.Current.MainWindow).glove.ActivateMotor(positivePins, valuesMax);
        }
 private void OnHandPointerEnter(object sender, HandPointerEventArgs kinectHandPointerEventArgs)
 {
     if (kinectHandPointerEventArgs.HandPointer.IsPrimaryHandOfPrimaryUser)
     {
         kinectHandPointerEventArgs.Handled = true;
         if (this.grippedHandpointer == kinectHandPointerEventArgs.HandPointer)
         {
             this.HandleHandPointerGrip(kinectHandPointerEventArgs.HandPointer);
             this.grippedHandpointer = null;
         }
     }
 }
Esempio n. 40
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        private void HandleHandPointerChanges(
            HandPointer handPointer, bool pressedChanged, bool positionChanged, bool primaryHandOfPrimaryUserChanged, bool removed)
        {
            bool doPress       = false;
            bool doRelease     = false;
            bool doMove        = false;
            bool doLostCapture = false;
            bool doGrip        = false;
            bool doGripRelease = false;

            // bool doSwipe = false;

            if (removed)
            {
                // Deny the existence of this hand pointer
                doRelease     = handPointer.IsPressed;
                doLostCapture = handPointer.Captured != null;
            }
            else
            {
                if (pressedChanged)
                {
                    doPress   = handPointer.IsPressed;
                    doRelease = !handPointer.IsPressed;
                }

                if (positionChanged)
                {
                    doMove = true;
                }

                doGrip        = handPointer.HandEventType == HandEventType.Grip;
                doGripRelease = handPointer.HandEventType == HandEventType.GripRelease;
            }

            if (doLostCapture)
            {
                SwitchCapture(handPointer, handPointer.Captured, null);
            }

            var targetElement = handPointer.Captured;

            if (targetElement == null)
            {
                var position = handPointer.GetPosition(this.InteractionRootElement);
                targetElement = this.HitTest(position);
            }

            // Update internal enter/leave state
            HashSet <UIElement> oldIntersectingElements;

            this.UpdateIntersections(handPointer, removed ? null : targetElement, out oldIntersectingElements);

            // See if this hand pointer is participating in a grip-initiated
            // interaction.
            var newIsInGripInteraction = false;

            if (targetElement != null)
            {
                var args = new QueryInteractionStatusEventArgs(handPointer, this.InteractionRootElement);
                targetElement.RaiseEvent(args);

                if (args.Handled && args.IsInGripInteraction)
                {
                    newIsInGripInteraction = true;
                }
            }

            handPointer.IsInGripInteraction = newIsInGripInteraction;

            //// After this point there should be no more changes to the internal
            //// state of the handPointers.  We don't want event handlers calling us
            //// when our internal state is inconsistent.

            DoIntersectionNotifications(handPointer, primaryHandOfPrimaryUserChanged, oldIntersectingElements);

            if (targetElement == null)
            {
                return;
            }

            if (doGrip)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerGripEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doGripRelease)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerGripReleaseEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doPress)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerPressEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doMove)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerMoveEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }

            if (doRelease)
            {
                var args = CreateEventArgs(KinectRegion.HandPointerPressReleaseEvent, targetElement, handPointer);
                targetElement.RaiseEvent(args);
            }
        }
        private void OnHandPointerCaptured(object sender, HandPointerEventArgs kinectHandPointerEventArgs)
        {
            if (this.capturedHandPointer != null)
            {
                // Release capture on any previous captured handpointer
                this.capturedHandPointer.Capture(null);
            }

            this.capturedHandPointer = kinectHandPointerEventArgs.HandPointer;
            kinectHandPointerEventArgs.Handled = true;
            this.SetScrollBarVisualState("GripScrolling");
            this.scrollMoveTimer.Stop();
        }
 //Se define esta función para detectar cuando se ha cerrado la mano
 //Primero se guarda en la variable mano los datos para acceder posteriromente
 //y a continuación se inicializan las variables de posición
 private void mano_cerrada(object sender, RoutedEventArgs e)
 {
     if (this.kinectRegion.HandPointers[0].IsActive) mano = this.kinectRegion.HandPointers[0];
     else mano = this.kinectRegion.HandPointers[1];
     posicion_cuadrado = mano.GetPosition(wrapPanel);
     cuadrado_max = posicion_cuadrado;
     puno = true;
     this.wrapPanel.Children.Add(new SelectionDisplay(("Mano cerrada, puede comenzar el cuadrado")));
 }
            public override void OnHandPointerGripRelease(HandPointer grippedHandpointer, System.Windows.Point startGripPoint, System.Windows.Point endGripPoint)
            {
                System.Windows.Point diffVector = (System.Windows.Point)(endGripPoint - startGripPoint);

                if (Math.Abs(diffVector.X / diffVector.Y) > 2.0)
                {
                    page.performMove(diffVector.X < 0 ? GameManager.Direction.LEFT : GameManager.Direction.RIGHT);
                }
                else if (Math.Abs(diffVector.Y / diffVector.X) > 2.0)
                {
                    page.performMove(diffVector.Y < 0 ? GameManager.Direction.UP : GameManager.Direction.DOWN);
                }
            }
 /// <summary>
 /// Defines non-click/grip interactions with any hand pointers on the screen.
 /// </summary>
 /// <param name="pointer"></param>
 public override void InteractWithHandPointer(HandPointer pointer)
 {
     /* For now, we don't do anything here. */
 }
 internal HandPointerEventArgs(HandPointer handPointer, RoutedEvent routedEvent, UIElement source)
     : base(routedEvent, source)
 {
     this.HandPointer = handPointer;
 }
 internal QueryInteractionStatusEventArgs(HandPointer handPointer, UIElement source)
     : base(handPointer, KinectRegion.QueryInteractionStatusEvent, source)
 {
 }
Esempio n. 47
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        private void OnHandPointerEnter(object sender, HandPointerEventArgs e)
        {
            if (!e.HandPointer.IsPrimaryHandOfUser || !e.HandPointer.IsPrimaryUser)
            {
                return;
            }

            this.activeHandpointer = e.HandPointer;
            this.IsHandPointerOver = true;
            this.repeatTimer.Start();
        }
 /// <summary>
 /// This implements any special interactions with the hand pointer.
 /// For example, if the hand pointer was to repel or attract this object,
 /// the code to implement that would go here.
 /// </summary>
 /// <param name="pointer"></param>
 public override void InteractWithHandPointer(HandPointer pointer)
 {
 }
        private void OnHandPointerLeave(object sender, HandPointerEventArgs e)
        {
            if (this.activeHandpointer != e.HandPointer)
            {
                return;
            }

            this.activeHandpointer = null;
            this.IsHandPointerOver = false;
            this.repeatTimer.Stop();

            ((MainWindow)System.Windows.Application.Current.MainWindow).glove.ActivateMotor(positivePins, valuesMinium);
        }
Esempio n. 50
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 public virtual void Add(HandPointer handPointer)
 {
     handPointerSampleTracker.AddSample(handPointer.X, handPointer.Y, handPointer.TimestampOfLastUpdate);
     LookForGesture();
 }