Properties:
Methods:
The Gesture class represents a recognized movement by the user.
Public FunctionsPropertybool 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()Gesture(Gesture rhs)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 ()); }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
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 (int g = 0; g < manyGestures.Count; g++) { if (manyGestures [g].Id == gestureToFind) { //Process it... } }
- Return
- int32_t the ID of this Gesture.
Gesture Invalid
bool 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.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.
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.
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.