Methods:
The Gesture class represents a recognized movement by the user.
Public FunctionsPublic Static Functionslong duration()The elapsed duration of the recognized movement up to the frame containing this Gesture object, in microseconds.
float microseconds = gesture.duration();The duration reported for the first Gesture in the sequence (with the STATE_START state) will typically be a small positive number since the movement must progress far enough for the Leap Motion software to recognize it as an intentional gesture.
- Return
- int64_t the elapsed duration in microseconds.
float durationSeconds()The elapsed duration in seconds.
float seconds = gesture.durationSeconds();
- See
- duration()
- Return
- float the elapsed duration in seconds.
boolean equals(Gesture rhs)Compare Gesture object equality.
Boolean gestureIsEqual = thisGesture.equals(thatGesture);Two Gestures are equal if they represent the same snapshot of the same recognized movement.
Frame frame()Gesture()Gesture(Gesture rhs)HandList hands()int id()The gesture ID.
All Gesture objects belonging to the same recognized movement share the same ID value. Use the ID value with the Frame::gesture() method to find updates related to this Gesture object in subsequent frames.
int gestureToFind = gesture.id(); GestureList manyGestures = frame.gestures(olderFrame); for(Gesture gestureObject : manyGestures) { if (gestureObject.id() == gestureToFind) { //Process it... } }
- Return
- int32_t the ID of this Gesture.
boolean isValid()PointableList pointables()The list of fingers and tools associated with this Gesture, if any.
If no Pointable objects are related to this gesture, the list is empty.
PointableList pointablesForGesture = gesture.pointables();
- Return
- PointableList the list of related Pointable objects.
Gesture.State state()The gesture state.
Recognized movements occur over time and have a beginning, a middle, and an end. The ‘state()‘ attribute reports where in that sequence this Gesture object falls.
for(Gesture gestureObj : frame.gestures()) { switch (gesture.state()) { case STATE_START: //Handle starting gestures break; case STATE_UPDATE: //Handle continuing gestures break; case STATE_STOP: //Handle ending gestures break; default: //Handle unrecognized states break; } }
- Return
- Gesture::State A value from the Gesture::State enumeration.
String toString()Gesture.Type type()The gesture type.
for(Gesture gesture : frame.gestures()) { switch (gesture.type()) { case TYPE_CIRCLE: //Handle circle gestures break; case TYPE_KEY_TAP: //Handle key tap gestures break; case TYPE_SCREEN_TAP: //Handle screen tap gestures break; case TYPE_SWIPE: //Handle swipe gestures break; default: //Handle unrecognized gestures break; } }
- Return
- Gesture::Type A value from the Gesture::Type enumeration.
class State
The possible gesture states.
class Type
The supported types of gestures.