Gesture

Properties:

Methods:

class Leap::Gesture

The Gesture class represents a recognized movement by the user.

Public Functions

bool Equals(Gesture rhs)

Compare Gesture object equality.

Boolean gestureIsEqual = thisGesture == thatGesture;

Two Gestures are equal if they represent the same snapshot of the same recognized movement.

Gesture()

Constructs a new Gesture object.

An uninitialized Gesture object is considered invalid. Get valid instances of the Gesture class, which will be one of the Gesture subclasses, from a Frame object.

Since
1.0

Gesture(Gesture rhs)

Constructs a new copy of an Gesture object.

Gesture copy = new Gesture (gesture);

override string ToString()

A string containing a brief, human-readable description of this Gesture.

for (int g = 0; g < frame.Gestures().Count; g++) {
    Console.WriteLine (frame.Gestures () [g].ToString ());
}

Property

long 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.

Frame Frame

The Frame containing this Gesture instance.

Frame frameOfGesture = gesture.Frame;

Return
Frame The parent Frame object.

HandList Hands

The list of hands associated with this Gesture, if any.

HandList handsForGesture = gesture.Hands;

If no hands are related to this gesture, the list is empty.

Return
HandList the list of related Hand objects.

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 (int g = 0; g < manyGestures.Count; g++) {
    if (manyGestures [g].Id == gestureToFind) {
        //Process it...
    }
}

Return
int32_t the ID of this Gesture.

Gesture Invalid

Returns an invalid Gesture object.

Gesture trackedGesture = frame.Gesture (gestureID);
if (trackedGesture != Gesture.Invalid) {
    //Process it...
}

Return
The invalid Gesture instance.

bool IsValid

Reports whether this Gesture instance represents a valid Gesture.

if (gesture.IsValid) {
    // Process it...
}

Return
bool True, if this is a valid Gesture instance; false, otherwise.

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.GestureState 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 (int g = 0; g < frame.Gestures().Count; g++) {
    switch (frame.Gestures () [g].State) {
        case Gesture.GestureState.STATE_START:
        //Handle starting gestures
            break;
        case Gesture.GestureState.STATE_UPDATE:
        //Handle continuing gestures
            break;
        case Gesture.GestureState.STATE_STOP:
        //Handle ending gestures
            break;
        default:
        //Handle unrecognized states
            break;
    }
}

Return
Gesture::State A value from the Gesture::State enumeration.

Gesture.GestureType Type

The gesture type.

for (int g = 0; g < frame.Gestures().Count; g++) {
    switch (frame.Gestures () [g].Type) {
        case Gesture.GestureType.TYPE_CIRCLE:
        //Handle circle gestures
            break;
        case Gesture.GestureType.TYPE_KEY_TAP:
        //Handle key tap gestures
            break;
        case Gesture.GestureType.TYPE_SCREEN_TAP:
        //Handle screen tap gestures
            break;
        case Gesture.GestureType.TYPE_SWIPE:
        //Handle swipe gestures
            break;
        default:
        //Handle unrecognized gestures
            break;
    }
}

Return
Gesture::Type A value from the Gesture::Type enumeration.

Gesture Type

GestureType enum

The supported types of gestures.

Values:

  • TYPE_INVALID = = -1 -

    An invalid type.

  • TYPE_SWIPE = = 1 -

    A straight line movement by the hand with fingers extended.

  • TYPE_CIRCLE = = 4 -

    A circular movement by a finger.

  • TYPE_SCREEN_TAP = = 5 -

    A forward tapping movement by a finger.

  • TYPE_KEY_TAP = = 6 -

    A downward tapping movement by a finger.

Gesture State

GestureState enum

The possible gesture states.

Values:

  • STATE_INVALID = = -1 -

    An invalid state.

  • STATE_START = = 1 -

    The gesture is starting.

    Just enough has happened to recognize it.

  • STATE_UPDATE = = 2 -

    The gesture is in progress.

    (Note: not all gestures have updates).

  • STATE_STOP = = 3 -

    The gesture has completed or stopped.