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/******************************************************************************\
* Copyright (C) 2012-2015 Leap Motion, Inc. All rights reserved. *
* Leap Motion proprietary and confidential. Not for distribution. *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
\******************************************************************************/
#if !defined(__Leap_h__)
#define __Leap_h__
#include "LeapMath.h"
#include <string>
#include <vector>
#include <cstring>
// Define integer types for Visual Studio 2008 and earlier
#if defined(_MSC_VER) && (_MSC_VER < 1600)
typedef __int32 int32_t;
typedef __int64 int64_t;
typedef unsigned __int32 uint32_t;
typedef unsigned __int64 uint64_t;
#else
#include <stdint.h>
#endif
// Define Leap export macros
#if defined(_MSC_VER) // Visual C++
#if LEAP_API_INTERNAL
#define LEAP_EXPORT
#elif LEAP_API_IMPLEMENTATION
#define LEAP_EXPORT __declspec(dllexport)
#else
#define LEAP_EXPORT __declspec(dllimport)
#endif
#define LEAP_EXPORT_CLASS
#define LEAP_EXPORT_PLUGIN __declspec(dllexport)
#elif !defined(SWIG)
#define LEAP_EXPORT __attribute__((visibility("default")))
#define LEAP_EXPORT_CLASS __attribute__((visibility("default")))
#define LEAP_EXPORT_PLUGIN __attribute__((visibility("default")))
#else
#define LEAP_EXPORT
#define LEAP_EXPORT_CLASS
#define LEAP_EXPORT_PLUGIN
#endif
namespace Leap {
// Interface for internal use only
class LEAP_EXPORT_CLASS Interface {
public:
struct Implementation {
LEAP_EXPORT virtual ~Implementation() {}
};
protected:
LEAP_EXPORT Interface(void* owner);
LEAP_EXPORT Interface(Implementation* reference, void* owner);
LEAP_EXPORT Interface(const Interface& rhs);
Interface(class SharedObject* object);
LEAP_EXPORT Interface& operator=(const Interface& rhs);
LEAP_EXPORT virtual ~Interface();
template<typename T> T* get() const { return static_cast<T*>(reference()); }
class SharedObject* m_object;
LEAP_EXPORT static void deleteCString(const char* cstr);
private:
LEAP_EXPORT Implementation* reference() const;
};
// Forward declarations for internal use only
class PointableImplementation;
class BoneImplementation;
class FingerImplementation;
class ToolImplementation;
class HandImplementation;
class GestureImplementation;
class ScreenImplementation;
class DeviceImplementation;
class ImageImplementation;
class InteractionBoxImplementation;
class BugReportImplementation;
class FrameImplementation;
class ControllerImplementation;
class MaskImplementation;
class TrackedQuadImplementation;
template<typename T> class ListBaseImplementation;
// Forward declarations
class PointableList;
class FingerList;
class ToolList;
class HandList;
class GestureList;
class ImageList;
class MaskList;
class Hand;
class Gesture;
class Screen;
class InteractionBox;
class Frame;
class Listener;
/**
* The Pointable class reports the physical characteristics of a detected finger or tool.
*
* Both fingers and tools are classified as Pointable objects. Use the Pointable::isFinger()
* function to determine whether a Pointable object represents a finger. Use the
* Pointable::isTool() function to determine whether a Pointable object represents a tool.
* The Leap Motion software classifies a detected entity as a tool when it is thinner, straighter, and longer
* than a typical finger.
*
* \include Pointable_Get_Basic.txt
*
* To provide touch emulation, the Leap Motion software associates a floating touch
* plane that adapts to the user's finger movement and hand posture. The Leap Motion
* interprets purposeful movements toward this plane as potential touch points.
* The Pointable class reports
* touch state with the touchZone and touchDistance values.
*
* Note that Pointable objects can be invalid, which means that they do not contain
* valid tracking data and do not correspond to a physical entity. Invalid Pointable
* objects can be the result of asking for a Pointable object using an ID from an
* earlier frame when no Pointable objects with that ID exist in the current frame.
* A Pointable object created from the Pointable constructor is also invalid.
* Test for validity with the Pointable::isValid() function.
*
* @since 1.0
*/
class Pointable : public Interface {
public:
/**
* Defines the values for reporting the state of a Pointable object in relation to
* an adaptive touch plane.
* @since 1.0
*/
enum Zone {
/**
* The Pointable object is too far from the plane to be
* considered hovering or touching.
* @since 1.0
*/
ZONE_NONE = 0,
/**
* The Pointable object is close to, but not touching
* the plane.
* @since 1.0
*/
ZONE_HOVERING = 1,
/**
* The Pointable has penetrated the plane.
* @since 1.0
*/
ZONE_TOUCHING = 2,
#ifdef SWIGCSHARP
// deprecated
ZONENONE = ZONE_NONE,
ZONEHOVERING = ZONE_HOVERING,
ZONETOUCHING = ZONE_TOUCHING,
#endif
};
// For internal use only.
Pointable(PointableImplementation*);
// For internal use only.
Pointable(FingerImplementation*);
// For internal use only.
Pointable(ToolImplementation*);
/**
* Constructs a Pointable object.
*
* An uninitialized pointable is considered invalid.
* Get valid Pointable objects from a Frame or a Hand object.
*
* \include Pointable_Pointable.txt
*
* @since 1.0
*/
LEAP_EXPORT Pointable();
/**
* A unique ID assigned to this Pointable object, whose value remains the
* same across consecutive frames while the tracked finger or tool remains
* visible. If tracking is lost (for example, when a finger is occluded by
* another finger or when it is withdrawn from the Leap Motion Controller field of view), the
* Leap Motion software may assign a new ID when it detects the entity in a future frame.
*
* \include Pointable_id.txt
*
* Use the ID value with the Frame::pointable() function to find this
* Pointable object in future frames.
*
* IDs should be from 1 to 100 (inclusive). If more than 100 objects are tracked
* an IDs of -1 will be used until an ID in the defined range is available.
*
* @returns The ID assigned to this Pointable object.
* @since 1.0
*/
LEAP_EXPORT int32_t id() const;
/**
* The Frame associated with this Pointable object.
*
* \include Pointable_frame.txt
*
* @returns The associated Frame object, if available; otherwise,
* an invalid Frame object is returned.
* @since 1.0
*/
LEAP_EXPORT Frame frame() const;
/**
* The Hand associated with a finger.
*
* \include Pointable_hand.txt
*
* Not that in version 2+, tools are not associated with hands. For
* tools, this function always returns an invalid Hand object.
*
* @returns The associated Hand object, if available; otherwise,
* an invalid Hand object is returned.
* @since 1.0
*/
LEAP_EXPORT Hand hand() const;
/**
* The tip position in millimeters from the Leap Motion origin.
*
* \include Pointable_tipPosition.txt
*
* @returns The Vector containing the coordinates of the tip position.
* @since 1.0
*/
LEAP_EXPORT Vector tipPosition() const;
/**
* The rate of change of the tip position in millimeters/second.
*
* \include Pointable_tipVelocity.txt
*
* @returns The Vector containing the coordinates of the tip velocity.
* @since 1.0
*/
LEAP_EXPORT Vector tipVelocity() const;
/**
* The direction in which this finger or tool is pointing.
*
* \include Pointable_direction.txt
*
* The direction is expressed as a unit vector pointing in the same
* direction as the tip.
*
* \image html images/Leap_Finger_Model.png
*
* @returns The Vector pointing in the same direction as the tip of this
* Pointable object.
* @since 1.0
*/
LEAP_EXPORT Vector direction() const;
/**
* The estimated width of the finger or tool in millimeters.
*
* \include Pointable_width.txt
*
* @returns The estimated width of this Pointable object.
* @since 1.0
*/
LEAP_EXPORT float width() const;
/**
* The estimated length of the finger or tool in millimeters.
*
* \include Pointable_length.txt
*
* @returns The estimated length of this Pointable object.
* @since 1.0
*/
LEAP_EXPORT float length() const;
/**
* Whether or not this Pointable is classified as a finger.
*
* \include Pointable_Conversion.txt
*
* @returns True, if this Pointable is classified as a finger.
* @since 1.0
*/
LEAP_EXPORT bool isFinger() const;
/**
* Whether or not this Pointable is classified as a tool.
*
* \include Pointable_Conversion.txt
*
* @returns True, if this Pointable is classified as a tool.
* @since 1.0
*/
LEAP_EXPORT bool isTool() const;
/**
* Whether or not this Pointable is in an extended posture.
*
* A finger is considered extended if it is extended straight from the hand as if
* pointing. A finger is not extended when it is bent down and curled towards the
* palm. Tools are always extended.
*
* \include Finger_isExtended.txt
*
* @returns True, if the pointable is extended.
* @since 2.0
*/
LEAP_EXPORT bool isExtended() const;
/**
* Reports whether this is a valid Pointable object.
*
* \include Pointable_isValid.txt
*
* @returns True, if this Pointable object contains valid tracking data.
* @since 1.0
*/
LEAP_EXPORT bool isValid() const;
/**
* The current touch zone of this Pointable object.
*
* The Leap Motion software computes the touch zone based on a floating touch
* plane that adapts to the user's finger movement and hand posture. The Leap
* Motion software interprets purposeful movements toward this plane as potential touch
* points. When a Pointable moves close to the adaptive touch plane, it enters the
* "hovering" zone. When a Pointable reaches or passes through the plane, it enters
* the "touching" zone.
*
* The possible states are present in the Zone enum of this class:
*
* **Zone.NONE** -- The Pointable is outside the hovering zone.
*
* **Zone.HOVERING** -- The Pointable is close to, but not touching the touch plane.
*
* **Zone.TOUCHING** -- The Pointable has penetrated the touch plane.
*
* The touchDistance value provides a normalized indication of the distance to
* the touch plane when the Pointable is in the hovering or touching zones.
*
* \include Pointable_touchZone.txt
*
* @returns The touch zone of this Pointable
* @since 1.0
*/
LEAP_EXPORT Zone touchZone() const;
/**
* A value proportional to the distance between this Pointable object and the
* adaptive touch plane.
*
* \image html images/Leap_Touch_Plane.png
*
* The touch distance is a value in the range [-1, 1]. The value 1.0 indicates the
* Pointable is at the far edge of the hovering zone. The value 0 indicates the
* Pointable is just entering the touching zone. A value of -1.0 indicates the
* Pointable is firmly within the touching zone. Values in between are
* proportional to the distance from the plane. Thus, the touchDistance of 0.5
* indicates that the Pointable is halfway into the hovering zone.
*
* \include Pointable_touchDistance.txt
*
* You can use the touchDistance value to modulate visual feedback given to the
* user as their fingers close in on a touch target, such as a button.
*
* @returns The normalized touch distance of this Pointable object.
* @since 1.0
*/
LEAP_EXPORT float touchDistance() const;
/**
* The stabilized tip position of this Pointable.
*
* Smoothing and stabilization is performed in order to make
* this value more suitable for interaction with 2D content. The stabilized
* position lags behind the tip position by a variable amount, depending
* primarily on the speed of movement.
*
* \include Pointable_stabilizedTipPosition.txt
*
* @returns A modified tip position of this Pointable object
* with some additional smoothing and stabilization applied.
* @since 1.0
*/
LEAP_EXPORT Vector stabilizedTipPosition() const;
/**
* The duration of time this Pointable has been visible to the Leap Motion Controller.
*
* \include Pointable_timeVisible.txt
*
* @returns The duration (in seconds) that this Pointable has been tracked.
* @since 1.0
*/
LEAP_EXPORT float timeVisible() const;
/**
* Returns an invalid Pointable object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Pointable instance is valid or invalid. (You can also use the
* Pointable::isValid() function.)
*
* \include Pointable_invalid.txt
*
* @returns The invalid Pointable instance.
* @since 1.0
*/
LEAP_EXPORT static const Pointable& invalid();
/**
* Compare Pointable object equality.
*
* \include Pointable_operator_equals.txt
*
* Two Pointable objects are equal if and only if both Pointable objects represent the
* exact same physical entities in the same frame and both Pointable objects are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator==(const Pointable&) const;
/**
* Compare Pointable object inequality.
*
* \include Pointable_operator_not_equal.txt
*
* Two Pointable objects are equal if and only if both Pointable objects represent the
* exact same physical entities in the same frame and both Pointable objects are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator!=(const Pointable&) const;
/**
* Writes a brief, human readable description of the Pointable object to an output stream.
*
* \include Pointable_operator_stream.txt
*
* @since 1.0
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Pointable&);
/**
* A string containing a brief, human readable description of the Pointable object.
*
* @returns A description of the Pointable object as a string.
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Arm class represents the forearm.
*
*/
class Arm : public Interface {
public:
// For internal use only.
Arm(HandImplementation*);
/**
* Constructs an invalid Arm object.
*
* Get valid Arm objects from a Hand object.
*
* \include Arm_get.txt
*
* @since 2.0.3
*/
LEAP_EXPORT Arm();
/**
* The average width of the arm.
*
* \include Arm_width.txt
*
* @since 2.0.3
*/
LEAP_EXPORT float width() const;
/**
* The normalized direction in which the arm is pointing (from elbow to wrist).
*
* \include Arm_direction.txt
*
* @since 2.0.3
*/
LEAP_EXPORT Vector direction() const;
/**
* The orthonormal basis vectors for the Arm bone as a Matrix.
*
* Basis vectors specify the orientation of a bone.
*
* **xBasis** Perpendicular to the longitudinal axis of the
* bone; exits the arm laterally through the sides of the wrist.
*
* **yBasis or up vector** Perpendicular to the longitudinal
* axis of the bone; exits the top and bottom of the arm. More positive
* in the upward direction.
*
* **zBasis** Aligned with the longitudinal axis of the arm bone.
* More positive toward the wrist.
*
* \include Arm_basis.txt
*
* The bases provided for the right arm use the right-hand rule; those for
* the left arm use the left-hand rule. Thus, the positive direction of the
* x-basis is to the right for the right arm and to the left for the left
* arm. You can change from right-hand to left-hand rule by multiplying the
* z basis vector by -1.
*
* Note that converting the basis vectors directly into a quaternion
* representation is not mathematically valid. If you use quaternions,
* create them from the derived rotation matrix not directly from the bases.
*
* @returns The basis of the arm bone as a matrix.
* @since 2.0.3
*/
LEAP_EXPORT Matrix basis() const;
/**
* The position of the elbow.
*
* \include Arm_elbowPosition.txt
*
* If not in view, the elbow position is estimated based on typical human
* anatomical proportions.
*
* @since 2.0.3
*/
LEAP_EXPORT Vector elbowPosition() const;
/**
* The position of the wrist.
*
* \include Arm_wristPosition.txt
*
* Note that the wrist position is not collocated with the end of any bone in
* the hand. There is a gap of a few centimeters since the carpal bones are
* not included in the skeleton model.
*
* @since 2.0.3
*/
LEAP_EXPORT Vector wristPosition() const;
/**
* The center of the forearm.
*
* This location represents the midpoint of the arm between the wrist position
* and the elbow position.
*
* @since 2.1.0
*/
LEAP_EXPORT Vector center() const;
/**
* Reports whether this is a valid Arm object.
*
* \include Arm_isValid.txt
*
* @returns True, if this Arm object contains valid tracking data.
* @since 2.0.3
*/
LEAP_EXPORT bool isValid() const;
/**
* Returns an invalid Arm object.
*
* \include Arm_invalid.txt
*
* @returns The invalid Arm instance.
* @since 2.0.3
*/
LEAP_EXPORT static const Arm& invalid();
/**
* Compare Arm object equality.
*
* \include Arm_operator_equals.txt
*
* Two Arm objects are equal if and only if both Arm objects represent the
* exact same physical arm in the same frame and both Arm objects are valid.
* @since 2.0.3
*/
LEAP_EXPORT bool operator==(const Arm&) const;
/**
* Compare Arm object inequality.
*
* \include Arm_operator_not_equals.txt
*
* Two Arm objects are equal if and only if both Arm objects represent the
* exact same physical arm in the same frame and both Arm objects are valid.
* @since 2.0.3
*/
LEAP_EXPORT bool operator!=(const Arm&) const;
/**
* Writes a brief, human readable description of the Arm object to an output stream.
*
* \include Arm_stream.txt
*
* @since 2.0.3
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Arm&);
/**
* A string containing a brief, human readable description of the Arm object.
*
* \include Arm_toString.txt
*
* @returns A description of the Arm object as a string.
* @since 2.0.3
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Bone class represents a tracked bone.
*
* All fingers contain 4 bones that make up the anatomy of the finger.
* Get valid Bone objects from a Finger object.
*
* Bones are ordered from base to tip, indexed from 0 to 3. Additionally, the
* bone's Type enum may be used to index a specific bone anatomically.
*
* \include Bone_iteration.txt
*
* The thumb does not have a base metacarpal bone and therefore contains a valid,
* zero length bone at that location.
*
* Note that Bone objects can be invalid, which means that they do not contain
* valid tracking data and do not correspond to a physical bone. Invalid Bone
* objects can be the result of asking for a Bone object from an invalid finger,
* indexing a bone out of range, or constructing a new bone.
* Test for validity with the Bone::isValid() function.
* @since 2.0
*/
class Bone : public Interface {
public:
/**
* Enumerates the names of the bones.
*
* Members of this enumeration are returned by Bone::type() to identify a
* Bone object.
* @since 2.0
*/
enum Type {
TYPE_METACARPAL = 0, /**< Bone connected to the wrist inside the palm */
TYPE_PROXIMAL = 1, /**< Bone connecting to the palm */
TYPE_INTERMEDIATE = 2, /**< Bone between the tip and the base*/
TYPE_DISTAL = 3, /**< Bone at the tip of the finger */
};
// For internal use only.
Bone(BoneImplementation*);
/**
* Constructs an invalid Bone object.
*
* \include Bone_invalid.txt
*
* Get valid Bone objects from a Finger object.
*
* @since 2.0
*/
LEAP_EXPORT Bone();
/**
* The base of the bone, closest to the wrist.
*
* In anatomical terms, this is the proximal end of the bone.
* \include Bone_prevJoint.txt
*
* @returns The Vector containing the coordinates of the previous joint position.
* @since 2.0
*/
LEAP_EXPORT Vector prevJoint() const;
/**
* The end of the bone, closest to the finger tip.
*
* In anatomical terms, this is the distal end of the bone.
*
* \include Bone_nextJoint.txt
*
* @returns The Vector containing the coordinates of the next joint position.
* @since 2.0
*/
LEAP_EXPORT Vector nextJoint() const;
/**
* The midpoint of the bone.
*
* \include Bone_center.txt
*
* @returns The midpoint in the center of the bone.
* @since 2.0
*/
LEAP_EXPORT Vector center() const;
/**
* The normalized direction of the bone from base to tip.
*
* \include Bone_direction.txt
*
* @returns The normalized direction of the bone from base to tip.
* @since 2.0
*/
LEAP_EXPORT Vector direction() const;
/**
* The estimated length of the bone in millimeters.
*
* \include Bone_length.txt
*
* @returns The length of the bone in millimeters.
* @since 2.0
*/
LEAP_EXPORT float length() const;
/**
* The average width of the flesh around the bone in millimeters.
*
* \include Bone_width.txt
*
* @returns The width of the flesh around the bone in millimeters.
* @since 2.0
*/
LEAP_EXPORT float width() const;
/**
* The name of this bone.
*
* \include Bone_type.txt
*
* @returns The anatomical type of this bone as a member of the Bone::Type
* enumeration.
* @since 2.0
*/
LEAP_EXPORT Type type() const;
/**
* The orthonormal basis vectors for this Bone as a Matrix.
*
* Basis vectors specify the orientation of a bone.
*
* **xBasis** Perpendicular to the longitudinal axis of the
* bone; exits the sides of the finger.
*
* **yBasis or up vector** Perpendicular to the longitudinal
* axis of the bone; exits the top and bottom of the finger. More positive
* in the upward direction.
*
* **zBasis** Aligned with the longitudinal axis of the bone.
* More positive toward the base of the finger.
*
* The bases provided for the right hand use the right-hand rule; those for
* the left hand use the left-hand rule. Thus, the positive direction of the
* x-basis is to the right for the right hand and to the left for the left
* hand. You can change from right-hand to left-hand rule by multiplying the
* z basis vector by -1.
*
* You can use the basis vectors for such purposes as measuring complex
* finger poses and skeletal animation.
*
* Note that converting the basis vectors directly into a quaternion
* representation is not mathematically valid. If you use quaternions,
* create them from the derived rotation matrix not directly from the bases.
*
* \include Bone_basis.txt
*
* @returns The basis of the bone as a matrix.
* @since 2.0
*/
LEAP_EXPORT Matrix basis() const;
/**
* Reports whether this is a valid Bone object.
*
* \include Bone_isValid.txt
*
* @returns True, if this Bone object contains valid tracking data.
* @since 2.0
*/
LEAP_EXPORT bool isValid() const;
/**
* Returns an invalid Bone object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Bone instance is valid or invalid. (You can also use the
* Bone::isValid() function.)
*
* \include Bone_invalid.txt
*
* @returns The invalid Bone instance.
* @since 2.0
*/
LEAP_EXPORT static const Bone& invalid();
/**
* Compare Bone object equality.
*
* Two Bone objects are equal if and only if both Bone objects represent the
* exact same physical bone in the same frame and both Bone objects are valid.
* @since 2.0
*/
LEAP_EXPORT bool operator==(const Bone&) const;
/**
* Compare Bone object inequality.
*
* Two Bone objects are equal if and only if both Bone objects represent the
* exact same physical bone in the same frame and both Bone objects are valid.
* @since 2.0
*/
LEAP_EXPORT bool operator!=(const Bone&) const;
/**
* Writes a brief, human readable description of the Bone object to an output stream.
*
* @since 2.0
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Bone&);
/**
* A string containing a brief, human readable description of the Bone object.
*
* \include Bone_toString.txt
*
* @returns A description of the Bone object as a string.
* @since 2.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Finger class represents a tracked finger.
*
* Fingers are Pointable objects that the Leap Motion software has classified as a finger.
* Get valid Finger objects from a Frame or a Hand object.
*
* Fingers may be permanently associated to a hand. In this case the angular order of the finger IDs
* will be invariant. As fingers move in and out of view it is possible for the guessed ID
* of a finger to be incorrect. Consequently, it may be necessary for finger IDs to be
* exchanged. All tracked properties, such as velocity, will remain continuous in the API.
* However, quantities that are derived from the API output (such as a history of positions)
* will be discontinuous unless they have a corresponding ID exchange.
*
* Note that Finger objects can be invalid, which means that they do not contain
* valid tracking data and do not correspond to a physical finger. Invalid Finger
* objects can be the result of asking for a Finger object using an ID from an
* earlier frame when no Finger objects with that ID exist in the current frame.
* A Finger object created from the Finger constructor is also invalid.
* Test for validity with the Finger::isValid() function.
* @since 1.0
*/
class Finger : public Pointable {
public:
/**
* Deprecated as of version 2.0
*/
enum Joint {
JOINT_MCP = 0,
JOINT_PIP = 1,
JOINT_DIP = 2,
JOINT_TIP = 3
};
/**
* Enumerates the names of the fingers.
*
* Members of this enumeration are returned by Finger::type() to identify a
* Finger object.
* @since 2.0
*/
enum Type {
TYPE_THUMB = 0, /**< The thumb */
TYPE_INDEX = 1, /**< The index or fore-finger */
TYPE_MIDDLE = 2, /**< The middle finger */
TYPE_RING = 3, /**< The ring finger */
TYPE_PINKY = 4 /**< The pinky or little finger */
};
// For internal use only.
Finger(FingerImplementation*);
/**
* Constructs a Finger object.
*
* An uninitialized finger is considered invalid.
* Get valid Finger objects from a Frame or a Hand object.
* @since 1.0
*/
LEAP_EXPORT Finger();
/**
* If the specified Pointable object represents a finger, creates a copy
* of it as a Finger object; otherwise, creates an invalid Finger object.
*
* \include Finger_Finger.txt
*
* @since 1.0
*/
LEAP_EXPORT explicit Finger(const Pointable&);
/**
* Deprecated as of version 2.0
* Use 'bone' method instead.
*/
LEAP_EXPORT Vector jointPosition(Joint jointIx) const;
/**
* The bone at a given bone index on this finger.
*
* \include Bone_iteration.txt
*
* @param boneIx An index value from the Bone::Type enumeration identifying the
* bone of interest.
* @returns The Bone that has the specified bone type.
* @since 2.0
*/
LEAP_EXPORT Bone bone(Bone::Type boneIx) const;
/**
* The name of this finger.
*
* \include Finger_type.txt
*
* @returns The anatomical type of this finger as a member of the Finger::Type
* enumeration.
* @since 2.0
*/
LEAP_EXPORT Type type() const;
/**
* Returns an invalid Finger object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Finger instance is valid or invalid. (You can also use the
* Finger::isValid() function.)
*
* \include Finger_invalid.txt
*
* @returns The invalid Finger instance.
* @since 1.0
*/
LEAP_EXPORT static const Finger& invalid();
/**
* A string containing a brief, human readable description of the Finger object.
*
* \include Finger_toString.txt
*
* @returns A description of the Finger object as a string.
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Tool class represents a tracked tool.
*
* Tools are Pointable objects that the Leap Motion software has classified as a tool.
*
* Get valid Tool objects from a Frame object.
*
* \image html images/Leap_Tool.png
*
* Note that Tool objects can be invalid, which means that they do not contain
* valid tracking data and do not correspond to a physical tool. Invalid Tool
* objects can be the result of asking for a Tool object using an ID from an
* earlier frame when no Tool objects with that ID exist in the current frame.
* A Tool object created from the Tool constructor is also invalid.
* Test for validity with the Tool::isValid() function.
* @since 1.0
*/
class Tool : public Pointable {
public:
// For internal use only.
Tool(ToolImplementation*);
/**
* Constructs a Tool object.
*
* An uninitialized tool is considered invalid.
* Get valid Tool objects from a Frame object.
*
* \include Tool_Tool.txt
*
* @since 1.0
*/
LEAP_EXPORT Tool();
/**
* If the specified Pointable object represents a tool, creates a copy
* of it as a Tool object; otherwise, creates an invalid Tool object.
*
* \include Tool_Tool_copy.txt
*
* @since 1.0
*/
LEAP_EXPORT explicit Tool(const Pointable&);
/**
* Returns an invalid Tool object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Tool instance is valid or invalid. (You can also use the
* Tool::isValid() function.)
*
* \include Tool_invalid.txt
*
* @returns The invalid Tool instance.
* @since 1.0
*/
LEAP_EXPORT static const Tool& invalid();
/**
* A string containing a brief, human readable description of the Tool object.
*
* @returns A description of the Tool object as a string.
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Hand class reports the physical characteristics of a detected hand.
*
* Hand tracking data includes a palm position and velocity; vectors for
* the palm normal and direction to the fingers; properties of a sphere fit
* to the hand; and lists of the attached fingers.
*
* Get Hand objects from a Frame object:
*
* \include Hand_Get_First.txt
*
* Note that Hand objects can be invalid, which means that they do not contain
* valid tracking data and do not correspond to a physical entity. Invalid Hand
* objects can be the result of asking for a Hand object using an ID from an
* earlier frame when no Hand objects with that ID exist in the current frame.
* A Hand object created from the Hand constructor is also invalid.
* Test for validity with the Hand::isValid() function.
* @since 1.0
*/
class Hand : public Interface {
public:
// For internal use only.
Hand(HandImplementation*);
/**
* Constructs a Hand object.
*
* An uninitialized hand is considered invalid.
* Get valid Hand objects from a Frame object.
*
* \include Hand_Hand.txt
*
* @since 1.0
*/
LEAP_EXPORT Hand();
/**
* A unique ID assigned to this Hand object, whose value remains the same
* across consecutive frames while the tracked hand remains visible. If
* tracking is lost (for example, when a hand is occluded by another hand
* or when it is withdrawn from or reaches the edge of the Leap Motion Controller field of view),
* the Leap Motion software may assign a new ID when it detects the hand in a future frame.
*
* Use the ID value with the Frame::hand() function to find this Hand object
* in future frames:
*
* \include Hand_Get_ID.txt
*
* @returns The ID of this hand.
* @since 1.0
*/
LEAP_EXPORT int32_t id() const;
/**
* The Frame associated with this Hand.
*
* \include Hand_frame.txt
*
* @returns The associated Frame object, if available; otherwise,
* an invalid Frame object is returned.
* @since 1.0
*/
LEAP_EXPORT Frame frame() const;
/**
* The list of Pointable objects detected in this frame
* that are associated with this hand, given in arbitrary order. The list
* will always contain 5 fingers.
*
* Use PointableList::extended() to remove non-extended fingers from the list.
*
* \include Hand_Get_Fingers.txt
*
* @returns The PointableList containing all Pointable objects associated with this hand.
* @since 1.0
*/
LEAP_EXPORT PointableList pointables() const;
/**
* The Pointable object with the specified ID associated with this hand.
*
* Use the Hand::pointable() function to retrieve a Pointable object
* associated with this hand using an ID value obtained from a previous frame.
* This function always returns a Pointable object, but if no finger
* with the specified ID is present, an invalid Pointable object is returned.
*
* \include Hand_Get_Pointable_ByID.txt
*
* Note that the ID values assigned to fingers are based on the hand ID.
* Hand IDs persist across frames, but only until
* tracking of that hand is lost. If tracking of the hand is lost and subsequently
* regained, the new Hand object and its child Finger objects will have a
* different ID than in an earlier frame.
*
* @param id The ID value of a Pointable object from a previous frame.
* @returns The Pointable object with the matching ID if one exists for this
* hand in this frame; otherwise, an invalid Pointable object is returned.
* @since 1.0
*/
LEAP_EXPORT Pointable pointable(int32_t id) const;
/**
* The list of Finger objects detected in this frame that are attached to
* this hand, given in order from thumb to pinky. The list cannot be empty.
*
* Use PointableList::extended() to remove non-extended fingers from the list.
*
* \include Hand_Get_Fingers.txt
*
* @returns The FingerList containing all Finger objects attached to this hand.
* @since 1.0
*/
LEAP_EXPORT FingerList fingers() const;
/**
* The Finger object with the specified ID attached to this hand.
*
* Use the Hand::finger() function to retrieve a Finger object attached to
* this hand using an ID value obtained from a previous frame.
* This function always returns a Finger object, but if no finger
* with the specified ID is present, an invalid Finger object is returned.
*
* \include Hand_finger.txt
*
* Note that ID values persist across frames, but only until tracking of a
* particular object is lost. If tracking of a finger is lost and subsequently
* regained, the new Finger object representing that finger may have a
* different ID than that representing the finger in an earlier frame.
*
* @param id The ID value of a Finger object from a previous frame.
* @returns The Finger object with the matching ID if one exists for this
* hand in this frame; otherwise, an invalid Finger object is returned.
* @since 1.0
*/
LEAP_EXPORT Finger finger(int32_t id) const;
/*
* The list of Tool objects detected in this frame that are held by this
* hand, given in arbitrary order.
* The list can be empty if no tools held by this hand are detected.
*
* \include Hand_tools.txt
*
* @returns The ToolList containing all Tool objects held by this hand.
* @since 1.0
*/
/**
* Tools are not associated with hands in version 2+. This list
* is always empty.
*
* @deprecated 2.0
*/
LEAP_EXPORT ToolList tools() const;
/*
* The Tool object with the specified ID held by this hand.
*
* Use the Hand::tool() function to retrieve a Tool object held by
* this hand using an ID value obtained from a previous frame.
* This function always returns a Tool object, but if no tool
* with the specified ID is present, an invalid Tool object is returned.
*
* \include Hand_tool.txt
*
* Note that ID values persist across frames, but only until tracking of a
* particular object is lost. If tracking of a tool is lost and subsequently
* regained, the new Tool object representing that tool may have a
* different ID than that representing the tool in an earlier frame.
*
* @param id The ID value of a Tool object from a previous frame.
* @returns The Tool object with the matching ID if one exists for this
* hand in this frame; otherwise, an invalid Tool object is returned.
* @since 1.0
*/
/**
* Tools are not associated with hands in version 2+. This function
* always returns an invalid Tool object.
*
* @deprecated 2.0
*/
LEAP_EXPORT Tool tool(int32_t id) const;
/**
* The center position of the palm in millimeters from the Leap Motion Controller origin.
*
* \include Hand_palmPosition.txt
*
* @returns The Vector representing the coordinates of the palm position.
* @since 1.0
*/
LEAP_EXPORT Vector palmPosition() const;
/**
* The stabilized palm position of this Hand.
*
* Smoothing and stabilization is performed in order to make
* this value more suitable for interaction with 2D content. The stabilized
* position lags behind the palm position by a variable amount, depending
* primarily on the speed of movement.
*
* \include Hand_stabilizedPalmPosition.txt
*
* @returns A modified palm position of this Hand object
* with some additional smoothing and stabilization applied.
* @since 1.0
*/
LEAP_EXPORT Vector stabilizedPalmPosition() const;
/**
* The rate of change of the palm position in millimeters/second.
*
* \include Hand_palmVelocity.txt
*
* @returns The Vector representing the coordinates of the palm velocity.
* @since 1.0
*/
LEAP_EXPORT Vector palmVelocity() const;
/**
* The normal vector to the palm. If your hand is flat, this vector will
* point downward, or "out" of the front surface of your palm.
*
* \image html images/Leap_Palm_Vectors.png
*
* The direction is expressed as a unit vector pointing in the same
* direction as the palm normal (that is, a vector orthogonal to the palm).
*
* You can use the palm normal vector to compute the roll angle of the palm with
* respect to the horizontal plane:
*
* \include Hand_Get_Angles.txt
*
* @returns The Vector normal to the plane formed by the palm.
* @since 1.0
*/
LEAP_EXPORT Vector palmNormal() const;
/**
* The estimated width of the palm when the hand is in a flat position.
*
* \include Hand_palmWidth.txt
*
* @returns The width of the palm in millimeters
* @since 2.0
*/
LEAP_EXPORT float palmWidth() const;
/**
* The direction from the palm position toward the fingers.
*
* The direction is expressed as a unit vector pointing in the same
* direction as the directed line from the palm position to the fingers.
*
* You can use the palm direction vector to compute the pitch and yaw angles of the palm with
* respect to the horizontal plane:
*
* \include Hand_Get_Angles.txt
*
* @returns The Vector pointing from the palm position toward the fingers.
* @since 1.0
*/
LEAP_EXPORT Vector direction() const;
/**
* The orientation of the hand as a basis matrix.
*
* The basis is defined as follows:
*
* **xAxis** Positive in the direction of the pinky
*
* **yAxis** Positive above the hand
*
* **zAxis** Positive in the direction of the wrist
*
* Note: Since the left hand is a mirror of the right hand, the
* basis matrix will be left-handed for left hands.
*
* \include Hand_basis.txt
*
* @returns The basis of the hand as a matrix.
* @since 2.0
*/
LEAP_EXPORT Matrix basis() const;
/**
* The arm to which this hand is attached.
*
* If the arm is not completely in view, Arm attributes are estimated based on
* the attributes of entities that are in view combined with typical human anatomy.
*
* \include Arm_get.txt
*
* @returns The Arm object for this hand.
* @since 2.0.3
*/
LEAP_EXPORT Arm arm() const;
/**
* The position of the wrist of this hand.
*
* @returns A vector containing the coordinates of the wrist position in millimeters.
* @since 2.0.3
*/
LEAP_EXPORT Vector wristPosition() const;
/**
* The center of a sphere fit to the curvature of this hand.
*
* \include Hand_sphereCenter.txt
*
* This sphere is placed roughly as if the hand were holding a ball.
*
* \image html images/Leap_Hand_Ball.png
*
* @returns The Vector representing the center position of the sphere.
* @since 1.0
*/
LEAP_EXPORT Vector sphereCenter() const;
/**
* The radius of a sphere fit to the curvature of this hand.
*
* This sphere is placed roughly as if the hand were holding a ball. Thus the
* size of the sphere decreases as the fingers are curled into a fist.
*
* \include Hand_sphereRadius.txt
*
* @returns The radius of the sphere in millimeters.
* @since 1.0
*/
LEAP_EXPORT float sphereRadius() const;
/**
* The holding strength of a pinch hand pose.
*
* The strength is zero for an open hand, and blends to 1.0 when a pinching
* hand pose is recognized. Pinching can be done between the thumb
* and any other finger of the same hand.
*
* \include Hand_pinchStrength.txt
*
* @returns A float value in the [0..1] range representing the holding strength
* of the pinch pose.
* @since 2.0
*/
LEAP_EXPORT float pinchStrength() const;
/**
* The strength of a grab hand pose.
*
* The strength is zero for an open hand, and blends to 1.0 when a grabbing hand
* pose is recognized.
*
* \include Hand_grabStrength.txt
*
* @returns A float value in the [0..1] range representing the holding strength
* of the pose.
* @since 2.0
*/
LEAP_EXPORT float grabStrength() const;
/**
* The change of position of this hand between the current frame and
* the specified frame.
*
* The returned translation vector provides the magnitude and direction of
* the movement in millimeters.
*
* \include Hand_translation.txt
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then this method
* returns a zero vector.
*
* @param sinceFrame The starting frame for computing the translation.
* @returns A Vector representing the heuristically determined change in
* hand position between the current frame and that specified in the
* sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT Vector translation(const Frame& sinceFrame) const;
/**
* The estimated probability that the hand motion between the current
* frame and the specified frame is intended to be a translating motion.
*
* \include Hand_translationProbability.txt
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then this method
* returns zero.
*
* @param sinceFrame The starting frame for computing the translation.
* @returns A value between 0 and 1 representing the estimated probability
* that the hand motion between the current frame and the specified frame
* is intended to be a translating motion.
* @since 1.0
*/
LEAP_EXPORT float translationProbability(const Frame& sinceFrame) const;
/**
* The axis of rotation derived from the change in orientation of this
* hand, and any associated fingers, between the current frame
* and the specified frame.
*
* \include Hand_rotationAxis.txt
*
* The returned direction vector is normalized.
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then this method
* returns a zero vector.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A normalized direction Vector representing the heuristically
* determined axis of rotational change of the hand between the current
* frame and that specified in the sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT Vector rotationAxis(const Frame& sinceFrame) const;
/**
* The angle of rotation around the rotation axis derived from the change
* in orientation of this hand, and any associated fingers,
* between the current frame and the specified frame.
*
* \include Hand_rotationAngle.txt
*
* The returned angle is expressed in radians measured clockwise around the
* rotation axis (using the right-hand rule) between the start and end frames.
* The value is always between 0 and pi radians (0 and 180 degrees).
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then the angle of
* rotation is zero.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A positive value representing the heuristically determined
* rotational change of the hand between the current frame and that
* specified in the sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT float rotationAngle(const Frame& sinceFrame) const;
/**
* The angle of rotation around the specified axis derived from the change
* in orientation of this hand, and any associated fingers,
* between the current frame and the specified frame.
*
* \include Hand_rotationAngle_axis.txt
*
* The returned angle is expressed in radians measured clockwise around the
* rotation axis (using the right-hand rule) between the start and end frames.
* The value is always between -pi and pi radians (-180 and 180 degrees).
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then the angle of
* rotation is zero.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @param axis The axis to measure rotation around.
* @returns A value representing the heuristically determined rotational
* change of the hand between the current frame and that specified in the
* sinceFrame parameter around the specified axis.
* @since 1.0
*/
LEAP_EXPORT float rotationAngle(const Frame& sinceFrame, const Vector& axis) const;
/**
* The transform matrix expressing the rotation derived from the change
* in orientation of this hand, and any associated fingers,
* between the current frame and the specified frame.
*
* \include Hand_rotationMatrix.txt
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then this method
* returns an identity matrix.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A transformation Matrix representing the heuristically determined
* rotational change of the hand between the current frame and that specified
* in the sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT Matrix rotationMatrix(const Frame& sinceFrame) const;
/**
* The estimated probability that the hand motion between the current
* frame and the specified frame is intended to be a rotating motion.
*
* \include Hand_rotationProbability.txt
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then this method
* returns zero.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A value between 0 and 1 representing the estimated probability
* that the hand motion between the current frame and the specified frame
* is intended to be a rotating motion.
* @since 1.0
*/
LEAP_EXPORT float rotationProbability(const Frame& sinceFrame) const;
/**
* The scale factor derived from this hand's motion between the current frame
* and the specified frame.
*
* The scale factor is always positive. A value of 1.0 indicates no
* scaling took place. Values between 0.0 and 1.0 indicate contraction
* and values greater than 1.0 indicate expansion.
*
* \include Hand_scaleFactor.txt
*
* The Leap Motion software derives scaling from the relative inward or outward motion of
* a hand and its associated fingers (independent of translation
* and rotation).
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then this method
* returns 1.0.
*
* @param sinceFrame The starting frame for computing the relative scaling.
* @returns A positive value representing the heuristically determined
* scaling change ratio of the hand between the current frame and that
* specified in the sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT float scaleFactor(const Frame& sinceFrame) const;
/**
* The estimated probability that the hand motion between the current
* frame and the specified frame is intended to be a scaling motion.
*
* \include Hand_scaleProbability.txt
*
* If a corresponding Hand object is not found in sinceFrame, or if either
* this frame or sinceFrame are invalid Frame objects, then this method
* returns zero.
*
* @param sinceFrame The starting frame for computing the relative scaling.
* @returns A value between 0 and 1 representing the estimated probability
* that the hand motion between the current frame and the specified frame
* is intended to be a scaling motion.
* @since 1.0
*/
LEAP_EXPORT float scaleProbability(const Frame& sinceFrame) const;
/**
* The duration of time this Hand has been visible to the Leap Motion Controller.
*
* \include Hand_timeVisible.txt
*
* @returns The duration (in seconds) that this Hand has been tracked.
* @since 1.0
*/
LEAP_EXPORT float timeVisible() const;
/**
* How confident we are with a given hand pose.
*
* The confidence level ranges between 0.0 and 1.0 inclusive.
*
* \include Hand_confidence.txt
*
* @since 2.0
*/
LEAP_EXPORT float confidence() const;
/**
* Identifies whether this Hand is a left hand.
*
* \include Hand_isLeft.txt
*
* @returns True if the hand is identified as a left hand.
* @since 2.0
*/
LEAP_EXPORT bool isLeft() const;
/**
* Identifies whether this Hand is a right hand.
*
* \include Hand_isRight.txt
*
* @returns True if the hand is identified as a right hand.
* @since 2.0
*/
LEAP_EXPORT bool isRight() const;
/**
* Reports whether this is a valid Hand object.
*
* \include Hand_isValid.txt
*
* @returns True, if this Hand object contains valid tracking data.
* @since 1.0
*/
LEAP_EXPORT bool isValid() const;
/**
* Returns an invalid Hand object.
*
* \include Hand_invalid.txt
*
* You can use the instance returned by this function in comparisons testing
* whether a given Hand instance is valid or invalid. (You can also use the
* Hand::isValid() function.)
*
* @returns The invalid Hand instance.
* @since 1.0
*/
LEAP_EXPORT static const Hand& invalid();
/**
* Compare Hand object equality.
*
* \include Hand_operator_equals.txt
*
* Two Hand objects are equal if and only if both Hand objects represent the
* exact same physical hand in the same frame and both Hand objects are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator==(const Hand&) const;
/**
* Compare Hand object inequality.
*
* \include Hand_operator_not_equals.txt
*
* Two Hand objects are equal if and only if both Hand objects represent the
* exact same physical hand in the same frame and both Hand objects are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator!=(const Hand&) const;
/**
* Writes a brief, human readable description of the Hand object to an output stream.
*
* \include Hand_operator_stream.txt
*
* @since 1.0
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Hand&);
/**
* A string containing a brief, human readable description of the Hand object.
*
* @returns A description of the Hand as a string.
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Gesture class represents a recognized movement by the user.
*
* The Leap Motion Controller watches the activity within its field of view for certain movement
* patterns typical of a user gesture or command. For example, a movement from side to
* side with the hand can indicate a swipe gesture, while a finger poking forward
* can indicate a screen tap gesture.
*
* When the Leap Motion software recognizes a gesture, it assigns an ID and adds a
* Gesture object to the frame gesture list. For continuous gestures, which
* occur over many frames, the Leap Motion software updates the gesture by adding
* a Gesture object having the same ID and updated properties in each
* subsequent frame.
*
* **Important:** Recognition for each type of gesture must be enabled using the
* Controller::enableGesture() function; otherwise **no gestures are recognized or
* reported**.
*
* \include Gesture_Feature_enable.txt
*
* Subclasses of Gesture define the properties for the specific movement patterns
* recognized by the Leap Motion software.
*
* The Gesture subclasses include:
*
* **CircleGesture** -- A circular movement by a finger.
*
* **SwipeGesture** -- A straight line movement by the hand with fingers extended.
*
* **ScreenTapGesture** -- A forward tapping movement by a finger.
*
* **KeyTapGesture** -- A downward tapping movement by a finger.
*
* Circle and swipe gestures are continuous and these objects can have a
* state of start, update, and stop.
*
* The screen tap gesture is a discrete gesture. The Leap Motion software only creates a single
* ScreenTapGesture object for each tap and it always has a stop state.
*
* Get valid Gesture instances from a Frame object. You can get a list of gestures
* with the Frame::gestures() method. You can get a list of gestures since a
* specified frame with the `Frame::gestures(const Frame&)` method. You can also
* use the `Frame::gesture()` method to find a gesture in the current frame using
* an ID value obtained in a previous frame.
*
* Gesture objects can be invalid. For example, when you get a gesture by ID
* using `Frame::gesture()`, and there is no gesture with that ID in the current
* frame, then `gesture()` returns an Invalid Gesture object (rather than a null
* value). Always check object validity in situations where a gesture might be
* invalid.
*
* The following keys can be used with the Config class to configure the gesture
* recognizer:
*
* \table
* ==================================== ========== ============= =======
* Key string Value type Default value Units
* ==================================== ========== ============= =======
* Gesture.Circle.MinRadius float 5.0 mm
* Gesture.Circle.MinArc float 1.5 * pi radians
* Gesture.Swipe.MinLength float 150 mm
* Gesture.Swipe.MinVelocity float 1000 mm/s
* Gesture.KeyTap.MinDownVelocity float 50 mm/s
* Gesture.KeyTap.HistorySeconds float 0.1 s
* Gesture.KeyTap.MinDistance float 3.0 mm
* Gesture.ScreenTap.MinForwardVelocity float 50 mm/s
* Gesture.ScreenTap.HistorySeconds float 0.1 s
* Gesture.ScreenTap.MinDistance float 5.0 mm
* ==================================== ========== ============= =======
* \endtable
*
* @since 1.0
*/
class Gesture : public Interface {
public:
// For internal use only.
Gesture(GestureImplementation*);
/**
* The supported types of gestures.
* @since 1.0
*/
enum Type {
/**
* An invalid type.
* @since 1.0
*/
TYPE_INVALID = -1,
/**
* A straight line movement by the hand with fingers extended.
* @since 1.0
*/
TYPE_SWIPE = 1,
/**
* A circular movement by a finger.
* @since 1.0
*/
TYPE_CIRCLE = 4,
/**
* A forward tapping movement by a finger.
* @since 1.0
*/
TYPE_SCREEN_TAP = 5,
/**
* A downward tapping movement by a finger.
* @since 1.0
*/
TYPE_KEY_TAP = 6,
#ifdef SWIGCSHARP
// deprecated
TYPEINVALID = TYPE_INVALID,
TYPESWIPE = TYPE_SWIPE,
TYPECIRCLE = TYPE_CIRCLE,
TYPESCREENTAP = TYPE_SCREEN_TAP,
TYPEKEYTAP = TYPE_KEY_TAP,
#endif
};
/**
* The possible gesture states.
* @since 1.0
*/
enum State {
/**
* An invalid state
* @since 1.0
*/
STATE_INVALID = -1,
/**
* The gesture is starting. Just enough has happened to recognize it.
* @since 1.0
*/
STATE_START = 1,
/**
* The gesture is in progress. (Note: not all gestures have updates).
* @since 1.0
*/
STATE_UPDATE = 2,
/**
* The gesture has completed or stopped.
* @since 1.0
*/
STATE_STOP = 3,
#ifdef SWIGCSHARP
// deprecated
STATEINVALID = STATE_INVALID,
STATESTART = STATE_START,
STATEUPDATE = STATE_UPDATE,
STATESTOP = STATE_STOP,
#endif
};
/**
* 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
*/
LEAP_EXPORT Gesture();
/**
* Constructs a new copy of an Gesture object.
*
* \include Gesture_Gesture_copy.txt
*
* @since 1.0
*/
LEAP_EXPORT Gesture(const Gesture& rhs);
/**
* The gesture type.
*
* \include Gesture_type.txt
*
* @returns Gesture::Type A value from the Gesture::Type enumeration.
* @since 1.0
*/
LEAP_EXPORT Type type() const;
/**
* 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.
*
* \include Gesture_state.txt
*
* @returns Gesture::State A value from the Gesture::State enumeration.
* @since 1.0
*/
LEAP_EXPORT State state() const;
/**
* 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.
*
* \include Gesture_id.txt
*
* @returns int32_t the ID of this Gesture.
* @since 1.0
*/
LEAP_EXPORT int32_t id() const;
/**
* The elapsed duration of the recognized movement up to the
* frame containing this Gesture object, in microseconds.
*
* \include Gesture_duration.txt
*
* 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.
* @since 1.0
*/
LEAP_EXPORT int64_t duration() const;
/**
* The elapsed duration in seconds.
*
* \include Gesture_durationSeconds.txt
*
* @see duration()
* @return float the elapsed duration in seconds.
* @since 1.0
*/
LEAP_EXPORT float durationSeconds() const;
/**
* The Frame containing this Gesture instance.
*
* \include Gesture_frame.txt
_
* @return Frame The parent Frame object.
* @since 1.0
*/
LEAP_EXPORT Frame frame() const;
/**
* The list of hands associated with this Gesture, if any.
*
* \include Gesture_hands.txt
*
* If no hands are related to this gesture, the list is empty.
*
* @return HandList the list of related Hand objects.
* @since 1.0
*/
LEAP_EXPORT HandList hands() const;
/**
* 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.
*
* \include Gesture_pointables.txt
*
* @return PointableList the list of related Pointable objects.
* @since 1.0
*/
LEAP_EXPORT PointableList pointables() const;
/**
* Reports whether this Gesture instance represents a valid Gesture.
*
* An invalid Gesture object does not represent a snapshot of a recognized
* movement. Invalid Gesture objects are returned when a valid object cannot
* be provided. For example, when you get an gesture by ID
* using Frame::gesture(), and there is no gesture with that ID in the current
* frame, then gesture() returns an Invalid Gesture object (rather than a null
* value). Always check object validity in situations where an gesture might be
* invalid.
*
* \include Gesture_isValid.txt
*
* @returns bool True, if this is a valid Gesture instance; false, otherwise.
* @since 1.0
*/
LEAP_EXPORT bool isValid() const;
/**
* Compare Gesture object equality.
*
* \include Gesture_operator_equals.txt
*
* Two Gestures are equal if they represent the same snapshot of the same
* recognized movement.
* @since 1.0
*/
LEAP_EXPORT bool operator==(const Gesture& rhs) const;
/**
* Compare Gesture object inequality.
*
* \include Gesture_operator_not_equals.txt
*
* Two Gestures are equal only if they represent the same snapshot of the same
* recognized movement.
* @since 1.0
*/
LEAP_EXPORT bool operator!=(const Gesture& rhs) const;
/**
* A string containing a brief, human-readable description of this
* Gesture.
*
* \include Gesture_toString.txt
*
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
/**
* Returns an invalid Gesture object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Gesture instance is valid or invalid. (You can also use the
* Gesture::isValid() function.)
*
* \include Gesture_invalid.txt
*
* @returns The invalid Gesture instance.
* @since 1.0
*/
LEAP_EXPORT static const Gesture& invalid();
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The SwipeGesture class represents a swiping motion a finger or tool.
*
* \image html images/Leap_Gesture_Swipe.png
*
* SwipeGesture objects are generated for each visible finger or tool.
* Swipe gestures are continuous; a gesture object with the same
* ID value will appear in each frame while the gesture continues.
*
* **Important:** To use swipe gestures in your application, you must enable
* recognition of the swipe gesture. You can enable recognition with:
*
* \include Gesture_Swipe_Enable.txt
*
* You can set the minimum length and velocity required for a movement
* to be recognized as a swipe using the config attribute of a connected
* Controller object. Use the following keys to configure swipe recognition:
*
* \table
* ==================================== ========== ============= =======
* Key string Value type Default value Units
* ==================================== ========== ============= =======
* Gesture.Swipe.MinLength float 150 mm
* Gesture.Swipe.MinVelocity float 1000 mm/s
* ==================================== ========== ============= =======
* \endtable
*
* The following example demonstrates how to set the swipe configuration
* parameters:
*
* \include Gesture_Swipe_Params.txt
*
* The Controller object must be connected to the Leap Motion service/daemon
* before setting the configuration parameters.
*
* @since 1.0
*/
class SwipeGesture : public Gesture
{
public:
/**
* The swipe gesture type.
*
* \include SwipeGesture_classType.txt
*
* @returns Type The type value designating a swipe gesture.
* @since 1.0
*/
static Type classType() { return TYPE_SWIPE; }
LEAP_EXPORT SwipeGesture();
/**
* Constructs a SwipeGesture object from an instance of the Gesture class.
*
* \include SwipeGesture_SwipeGesture.txt
*
* @param rhs The Gesture instance to specialize. This Gesture instance must
* be a SwipeGesture object.
* @since 1.0
*/
LEAP_EXPORT SwipeGesture(const Gesture& rhs);
/**
* The position where the swipe began.
*
* \include SwipeGesture_startPosition.txt
*
* @returns Vector The starting position within the Leap Motion frame of
* reference, in mm.
* @since 1.0
*/
LEAP_EXPORT Vector startPosition() const;
/**
* The current position of the swipe.
*
* \include SwipeGesture_position.txt
*
* @returns Vector The current swipe position within the Leap Motion frame of
* reference, in mm.
* @since 1.0
*/
LEAP_EXPORT Vector position() const;
/**
* The unit direction vector parallel to the swipe motion.
*
* \include SwipeGesture_direction.txt
*
* You can compare the components of the vector to classify the swipe as
* appropriate for your application. For example, if you are using swipes
* for two dimensional scrolling, you can compare the x and y values to
* determine if the swipe is primarily horizontal or vertical.
*
* @returns Vector The unit direction vector representing the swipe
* motion.
* @since 1.0
*/
LEAP_EXPORT Vector direction() const;
/**
* The swipe speed in mm/second.
*
* \include SwipeGesture_speed.txt
*
* @returns float The speed of the finger performing the swipe gesture in
* millimeters per second.
* @since 1.0
*/
LEAP_EXPORT float speed() const;
/**
* The finger performing the swipe gesture.
*
* \include SwipeGesture_pointable.txt
*
* @returns Pointable A Pointable object representing the swiping finger.
* @since 1.0
*/
LEAP_EXPORT Pointable pointable() const;
};
/**
* The CircleGesture classes represents a circular finger movement.
*
* A circle movement is recognized when the tip of a finger draws a circle
* within the Leap Motion Controller field of view.
*
* \image html images/Leap_Gesture_Circle.png
*
* **Important:** To use circle gestures in your application, you must enable
* recognition of the circle gesture. You can enable recognition with:
*
* \include Gesture_Circle_Enable.txt
*
* Circle gestures are continuous. The CircleGesture objects for the gesture have
* three possible states:
*
* **State::STATE_START** -- The circle gesture has just started. The movement has
* progressed far enough for the recognizer to classify it as a circle.
*
* **State::STATE_UPDATE** -- The circle gesture is continuing.
*
* **State::STATE_STOP** -- The circle gesture is finished.
*
* You can set the minimum radius and minimum arc length required for a movement
* to be recognized as a circle using the config attribute of a connected
* Controller object. Use the following keys to configure circle recognition:
*
* \table
* ==================================== ========== ============= =======
* Key string Value type Default value Units
* ==================================== ========== ============= =======
* Gesture.Circle.MinRadius float 5.0 mm
* Gesture.Circle.MinArc float 1.5 * pi radians
* ==================================== ========== ============= =======
* \endtable
*
* The following example demonstrates how to set the circle configuration
* parameters:
*
* \include Gesture_Circle_Params.txt
*
* The Controller object must be connected to the Leap Motion service/daemon
* before setting the configuration parameters.
*
* @since 1.0
*/
class CircleGesture : public Gesture
{
public:
/**
* The circle gesture type.
*
* \include CircleGesture_classType.txt
*
* @returns Type The type value designating a circle gesture.
* @since 1.0
*/
static Type classType() { return TYPE_CIRCLE; }
/**
* Constructs a new CircleGesture object.
*
* An uninitialized CircleGesture object is considered invalid. Get valid instances
* of the CircleGesture class from a Frame object.
* @since 1.0
*/
LEAP_EXPORT CircleGesture();
/**
* Constructs a CircleGesture object from an instance of the Gesture class.
*
* \include CircleGesture_CircleGesture.txt
*
* @param rhs The Gesture instance to specialize. This Gesture instance must
* be a CircleGesture object.
* @since 1.0
*/
LEAP_EXPORT CircleGesture(const Gesture& rhs);
/**
* The center point of the circle within the Leap Motion frame of reference.
*
* \include CircleGesture_center.txt
* @returns Vector The center of the circle in mm from the Leap Motion origin.
* @since 1.0
*/
LEAP_EXPORT Vector center() const;
/**
* Returns the normal vector for the circle being traced.
*
* If you draw the circle clockwise, the normal vector points in the same
* general direction as the pointable object drawing the circle. If you draw
* the circle counterclockwise, the normal points back toward the
* pointable. If the angle between the normal and the pointable object
* drawing the circle is less than 90 degrees, then the circle is clockwise.
*
* \include Gesture_Circle_Direction.txt
*
* @return Vector the normal vector for the circle being traced
* @since 1.0
*/
LEAP_EXPORT Vector normal() const;
/**
* The number of times the finger tip has traversed the circle.
*
* Progress is reported as a positive number of the number. For example,
* a progress value of .5 indicates that the finger has gone halfway
* around, while a value of 3 indicates that the finger has gone around
* the the circle three times.
*
* \include CircleGesture_progress.txt
*
* Progress starts where the circle gesture began. Since the circle
* must be partially formed before the Leap Motion software can recognize it, progress
* will be greater than zero when a circle gesture first appears in the
* frame.
*
* @returns float A positive number indicating the gesture progress.
* @since 1.0
*/
LEAP_EXPORT float progress() const;
/**
* The radius of the circle.
*
* \include CircleGesture_radius.txt
*
* @returns The circle radius in mm.
* @since 1.0
*/
LEAP_EXPORT float radius() const;
/**
* The finger performing the circle gesture.
*
* \include CircleGesture_pointable.txt
*
* @returns Pointable A Pointable object representing the circling finger.
* @since 1.0
*/
LEAP_EXPORT Pointable pointable() const;
};
/**
* The ScreenTapGesture class represents a tapping gesture by a finger or tool.
*
* A screen tap gesture is recognized when the tip of a finger pokes forward
* and then springs back to approximately the original position, as if
* tapping a vertical screen. The tapping finger must pause briefly before beginning the tap.
*
* \image html images/Leap_Gesture_Tap2.png
*
* **Important:** To use screen tap gestures in your application, you must enable
* recognition of the screen tap gesture. You can enable recognition with:
*
* \include Gesture_ScreenTap_Enable.txt
*
* ScreenTap gestures are discrete. The ScreenTapGesture object representing a tap always
* has the state, STATE_STOP. Only one ScreenTapGesture object is created for each
* screen tap gesture recognized.
*
* You can set the minimum finger movement and velocity required for a movement
* to be recognized as a screen tap as well as adjust the detection window for
* evaluating the movement using the config attribute of a connected
* Controller object. Use the following keys to configure screen tap recognition:
*
* \table
* ==================================== ========== ============= =======
* Key string Value type Default value Units
* ==================================== ========== ============= =======
* Gesture.ScreenTap.MinForwardVelocity float 50 mm/s
* Gesture.ScreenTap.HistorySeconds float 0.1 s
* Gesture.ScreenTap.MinDistance float 5.0 mm
* ==================================== ========== ============= =======
* \endtable
*
* The following example demonstrates how to set the screen tap configuration
* parameters:
*
* \include Gesture_ScreenTap_Params.txt
*
* The Controller object must be connected to the Leap Motion service/daemon
* before setting the configuration parameters.
*
* @since 1.0
*/
class ScreenTapGesture : public Gesture
{
public:
/**
* The screen tap gesture type.
*
* \include ScreenTapGesture_classType.txt
*
* @returns Type The type value designating a screen tap gesture.
* @since 1.0
*/
static Type classType() { return TYPE_SCREEN_TAP; }
/**
* Constructs a new ScreenTapGesture object.
*
* An uninitialized ScreenTapGesture object is considered invalid. Get valid instances
* of the ScreenTapGesture class from a Frame object.
* @since 1.0
*/
LEAP_EXPORT ScreenTapGesture();
/**
* Constructs a ScreenTapGesture object from an instance of the Gesture class.
*
* \include ScreenTapGesture_ScreenTapGesture.txt
*
* @param rhs The Gesture instance to specialize. This Gesture instance must
* be a ScreenTapGesture object.
* @since 1.0
*/
LEAP_EXPORT ScreenTapGesture(const Gesture& rhs);
/**
* The position where the screen tap is registered.
*
* \include ScreenTapGesture_position.txt
*
* @return Vector A Vector containing the coordinates of screen tap location.
* @since 1.0
*/
LEAP_EXPORT Vector position() const;
/**
* The direction of finger tip motion.
*
* \include ScreenTapGesture_direction.txt
*
* @returns Vector A unit direction vector.
* @since 1.0
*/
LEAP_EXPORT Vector direction() const;
/**
* The progress value is always 1.0 for a screen tap gesture.
*
* @returns float The value 1.0.
* @since 1.0
*/
LEAP_EXPORT float progress() const;
/**
* The finger performing the screen tap gesture.
*
* \include ScreenTapGesture_pointable.txt
*
* @returns Pointable A Pointable object representing the tapping finger.
* @since 1.0
*/
LEAP_EXPORT Pointable pointable() const;
};
/**
* The KeyTapGesture class represents a tapping gesture by a finger or tool.
*
* A key tap gesture is recognized when the tip of a finger rotates down toward the
* palm and then springs back to approximately the original position, as if
* tapping. The tapping finger must pause briefly before beginning the tap.
*
* \image html images/Leap_Gesture_Tap.png
*
* **Important:** To use key tap gestures in your application, you must enable
* recognition of the key tap gesture. You can enable recognition with:
*
* \include Gesture_KeyTap_Enable.txt
*
* Key tap gestures are discrete. The KeyTapGesture object representing a tap always
* has the state, STATE_STOP. Only one KeyTapGesture object is created for each
* key tap gesture recognized.
*
* You can set the minimum finger movement and velocity required for a movement
* to be recognized as a key tap as well as adjust the detection window for
* evaluating the movement using the config attribute of a connected
* Controller object. Use the following configuration keys to configure key tap
* recognition:
*
* \table
* ==================================== ========== ============= =======
* Key string Value type Default value Units
* ==================================== ========== ============= =======
* Gesture.KeyTap.MinDownVelocity float 50 mm/s
* Gesture.KeyTap.HistorySeconds float 0.1 s
* Gesture.KeyTap.MinDistance float 3.0 mm
* ==================================== ========== ============= =======
* \endtable
*
* The following example demonstrates how to set the key tap configuration
* parameters:
*
* \include Gesture_KeyTap_Params.txt
*
* The Controller object must be connected to the Leap Motion service/daemon
* before setting the configuration parameters.
*
* @since 1.0
*/
class KeyTapGesture : public Gesture
{
public:
/**
* The key tap gesture type.
*
* \include KeyTapGesture_classType.txt
*
* @returns Type The type value designating a key tap gesture.
* @since 1.0
*/
static Type classType() { return TYPE_KEY_TAP; }
/**
* Constructs a new KeyTapGesture object.
*
* An uninitialized KeyTapGesture object is considered invalid. Get valid instances
* of the KeyTapGesture class from a Frame object.
* @since 1.0
*/
LEAP_EXPORT KeyTapGesture();
/**
* Constructs a KeyTapGesture object from an instance of the Gesture class.
*
* \include KeyTapGesture_KeyTapGesture.txt
*
* @param rhs The Gesture instance to specialize. This Gesture instance must
* be a KeyTapGesture object.
* @since 1.0
*/
LEAP_EXPORT KeyTapGesture(const Gesture& rhs);
/**
* The position where the key tap is registered.
*
* \include KeyTapGesture_position.txt
*
* @return Vector A Vector containing the coordinates of tap location.
* @since 1.0
*/
LEAP_EXPORT Vector position() const;
/**
* The direction of finger tip motion.
*
* \include KeyTapGesture_direction.txt
*
* @returns Vector A unit direction vector if the finger tip is moving;
* otherwise, a zero-vector.
* @since 1.0
*/
LEAP_EXPORT Vector direction() const;
/**
* The progress value is always 1.0 for a key tap gesture.
*
* @returns float The value 1.0.
* @since 1.0
*/
LEAP_EXPORT float progress() const;
/**
* The finger performing the key tap gesture.
*
* \include KeyTapGesture_pointable.txt
*
* @returns Pointable A Pointable object representing the tapping finger.
* @since 1.0
*/
LEAP_EXPORT Pointable pointable() const;
};
/*
* Deprecated as of version 1.2.
*/
class Screen : public Interface {
public:
// For internal use only.
Screen(ScreenImplementation*);
LEAP_EXPORT Screen();
LEAP_EXPORT int32_t id() const;
LEAP_EXPORT Vector intersect(const Pointable& pointable, bool normalize, float clampRatio = 1.0f) const;
LEAP_EXPORT Vector intersect(const Vector& position, const Vector& direction, bool normalize, float clampRatio = 1.0f) const;
LEAP_EXPORT Vector project(const Vector& position, bool normalize, float clampRatio = 1.0f) const;
LEAP_EXPORT Vector horizontalAxis() const;
LEAP_EXPORT Vector verticalAxis() const;
LEAP_EXPORT Vector bottomLeftCorner() const;
LEAP_EXPORT Vector normal() const;
LEAP_EXPORT int widthPixels() const;
LEAP_EXPORT int heightPixels() const;
LEAP_EXPORT float distanceToPoint(const Vector& point) const;
LEAP_EXPORT bool isValid() const;
LEAP_EXPORT static const Screen& invalid();
LEAP_EXPORT bool operator==(const Screen&) const;
LEAP_EXPORT bool operator!=(const Screen&) const;
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Screen&);
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Device class represents a physically connected device.
*
* The Device class contains information related to a particular connected
* device such as device id, field of view relative to the device,
* and the position and orientation of the device in relative coordinates.
*
* The position and orientation describe the alignment of the device relative to the user.
* The alignment relative to the user is only descriptive. Aligning devices to users
* provides consistency in the parameters that describe user interactions.
*
* Note that Device objects can be invalid, which means that they do not contain
* valid device information and do not correspond to a physical device.
* Test for validity with the Device::isValid() function.
* @since 1.0
*/
class Device : public Interface {
public:
/**
* The available types of Leap Motion controllers.
* @since 1.2
*/
enum Type
{
/**
* A standalone USB peripheral. The original Leap Motion controller device.
* @since 1.2
*/
TYPE_PERIPHERAL = 1,
/**
* A controller embedded in a keyboard.
* @since 1.2
*/
TYPE_LAPTOP,
/**
* A controller embedded in a laptop computer.
* @since 1.2
*/
TYPE_KEYBOARD
};
// For internal use only.
Device(DeviceImplementation*);
/**
* Constructs a Device object.
*
* An uninitialized device is considered invalid.
* Get valid Device objects from a DeviceList object obtained using the
* Controller::devices() method.
*
* \include Device_Device.txt
*
* @since 1.0
*/
LEAP_EXPORT Device();
/**
* The angle of view along the x axis of this device.
*
* \image html images/Leap_horizontalViewAngle.png
*
* The Leap Motion controller scans a region in the shape of an inverted pyramid
* centered at the device's center and extending upwards. The horizontalViewAngle
* reports the view angle along the long dimension of the device.
*
* \include Device_horizontalViewAngle.txt
*
* @returns The horizontal angle of view in radians.
* @since 1.0
*/
LEAP_EXPORT float horizontalViewAngle() const;
/**
* The angle of view along the z axis of this device.
*
* \image html images/Leap_verticalViewAngle.png
*
* The Leap Motion controller scans a region in the shape of an inverted pyramid
* centered at the device's center and extending upwards. The verticalViewAngle
* reports the view angle along the short dimension of the device.
*
* \include Device_verticalViewAngle.txt
*
* @returns The vertical angle of view in radians.
* @since 1.0
*/
LEAP_EXPORT float verticalViewAngle() const;
/**
* The maximum reliable tracking range from the center of this device.
*
* The range reports the maximum recommended distance from the device center
* for which tracking is expected to be reliable. This distance is not a hard limit.
* Tracking may be still be functional above this distance or begin to degrade slightly
* before this distance depending on calibration and extreme environmental conditions.
*
* \include Device_range.txt
*
* @returns The recommended maximum range of the device in mm.
* @since 1.0
*/
LEAP_EXPORT float range() const;
/**
* The distance between the center points of the stereo sensors.
*
* The baseline value, together with the maximum resolution, influence the
* maximum range.
*
* @returns The separation distance between the center of each sensor, in mm.
* @since 2.2.5
*/
LEAP_EXPORT float baseline() const;
/**
* The distance to the nearest edge of the Leap Motion controller's view volume.
*
* The view volume is an axis-aligned, inverted pyramid centered on the device origin
* and extending upward to the range limit. The walls of the pyramid are described
* by the horizontalViewAngle and verticalViewAngle and the roof by the range.
* This function estimates the distance between the specified input position and the
* nearest wall or roof of the view volume.
*
* \include Device_distanceToBoundary.txt
*
* @param position The point to use for the distance calculation.
* @returns The distance in millimeters from the input position to the nearest boundary.
* @since 1.0
*/
LEAP_EXPORT float distanceToBoundary(const Vector& position) const;
/**
* Reports whether this device is embedded in another computer or computer
* peripheral.
*
* @returns True, if this device is embedded in a laptop, keyboard, or other computer
* component; false, if this device is a standalone controller.
* @since 1.2
*/
LEAP_EXPORT bool isEmbedded() const;
/**
* Reports whether this device is streaming data to your application.
*
* Currently only one controller can provide data at a time.
* @since 1.2
*/
LEAP_EXPORT bool isStreaming() const;
// primarily for the image API
/**
* Deprecated. Always reports false.
*
* @since 2.1
* @deprecated 2.1.1
*/
LEAP_EXPORT bool isFlipped() const;
/**
* The device type.
*
* Use the device type value in the (rare) circumstances that you
* have an application feature which relies on a particular type of device.
* Current types of device include the original Leap Motion peripheral,
* keyboard-embedded controllers, and laptop-embedded controllers.
*
* @returns The physical device type as a member of the DeviceType enumeration.
* @since 1.2
*/
LEAP_EXPORT Type type() const;
/**
* An alphanumeric serial number unique to each device.
*
* Consumer device serial numbers consist of 2 letters followed by 11 digits.
*
* When using multiple devices, the serial number provides an unambiguous
* identifier for each device.
* @since 2.2.2
*/
std::string serialNumber() const {
const char* cstr = serialNumberCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
/*
* This API is experimental and not currently intended for external use.
* Position and orientation can only be manually configured via a config file.
* This API and the config file may change in the future or be removed entirely.
*
* The position of the center of the device in global coordinates (currently defined
* in the configuration file).
* @since 2.2.2
*/
LEAP_EXPORT Vector position() const;
/*
* This API is experimental and not currently intended for external use.
* Position and orientation can only be manually configured via a config file.
* This API and the config file may change in the future or be removed entirely.
*
* The orientation of the device is described by a right-handed basis:
* xBasis : Unit vector along baseline axis between camera centers
* yBasis : Unit vector in the direction of the center of view of both cameras
* zBasis : The completion of the right-handed basis (perpendicular to the
* x and y vectors)
*
* In the case of a peripheral device, the z-basis vector points
* out from the green-status-LED side of the device. When multiple-device
* tracking is enabled, automatic coordinate system orientation is disabled.
*
* \image html images/Leap_Axes.png
*
* @since 2.2.2
*/
LEAP_EXPORT Matrix orientation() const;
/**
* Reports whether this is a valid Device object.
*
* \include Device_isValid.txt
*
* @returns True, if this Device object contains valid data.
* @since 1.0
*/
LEAP_EXPORT bool isValid() const;
/**
* Returns an invalid Device object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Device instance is valid or invalid. (You can also use the
* Device::isValid() function.)
*
* \include Device_invalid.txt
*
* @returns The invalid Device instance.
* @since 1.0
*/
LEAP_EXPORT static const Device& invalid();
/**
* Compare Device object equality.
*
* \include Device_operator_equals.txt
*
* Two Device objects are equal if and only if both Device objects represent the
* exact same Device and both Devices are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator==(const Device&) const;
/**
* Compare Device object inequality.
*
* \include Device_operator_not_equals.txt
*
* Two Device objects are equal if and only if both Device objects represent the
* exact same Device and both Devices are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator!=(const Device&) const;
/**
* Writes a brief, human readable description of the Device object.
*
* \include Device_operator_stream.txt
*
* @since 1.0
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Device&);
/**
* A string containing a brief, human readable description of the Device object.
*
* @returns A description of the Device as a string.
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
LEAP_EXPORT const char* serialNumberCString() const;
};
/**
* The Image class represents a single image from one of the Leap Motion cameras.
*
* In addition to image data, the Image object provides a distortion map for correcting
* lens distortion.
*
* \include Image_raw.txt
*
* Note that Image objects can be invalid, which means that they do not contain
* valid image data. Get valid Image objects from Frame::frames(). Test for
* validity with the Image::isValid() function.
* @since 2.1.0
*/
class Image : public Interface {
public:
// For internal use only.
Image(ImageImplementation*);
/**
* Constructs a Image object.
*
* An uninitialized image is considered invalid.
* Get valid Image objects from a ImageList object obtained from the
* Frame::images() method.
*
*
* @since 2.1.0
*/
LEAP_EXPORT Image();
/**
* The image sequence ID.
*
* \include Image_sequenceId.txt
*
* @since 2.2.1
*/
LEAP_EXPORT int64_t sequenceId() const;
/**
* The image ID.
*
* Images with ID of 0 are from the left camera; those with an ID of 1 are from the
* right camera (with the device in its standard operating position with the
* green LED facing the operator).
*
* @since 2.1.0
*/
LEAP_EXPORT int32_t id() const;
/**
* The image data.
*
* The image data is a set of 8-bit intensity values. The buffer is
* ``Image::width() * Image::height() * Image::bytesPerPixel()`` bytes long.
*
* \include Image_data_1.txt
*
* @return The array of unsigned char containing the sensor brightness values.
* @since 2.1.0
*/
LEAP_EXPORT const unsigned char* data() const;
/**
* The distortion calibration map for this image.
*
* The calibration map is a 64x64 grid of points. Each point is defined by
* a pair of 32-bit floating point values. Each point in the map
* represents a ray projected into the camera. The value of
* a grid point defines the pixel in the image data containing the brightness
* value produced by the light entering along the corresponding ray. By
* interpolating between grid data points, you can find the brightness value
* for any projected ray. Grid values that fall outside the range [0..1] do
* not correspond to a value in the image data and those points should be ignored.
*
* \include Image_distortion_1.txt
*
* The calibration map can be used to render an undistorted image as well as to
* find the true angle from the camera to a feature in the raw image. The
* distortion map itself is designed to be used with GLSL shader programs.
* In non-realtime contexts, it may be more convenient to use the Image::rectify()
* and Image::warp() functions.
*
* If using shaders is not possible, you can use the distortion map directly.
* This can be faster than using the ``warp()`` function, if carefully optimized:
*
* \include Image_distortion_using.txt
*
* Distortion is caused by the lens geometry as well as imperfections in the
* lens and sensor window. The calibration map is created by the calibration
* process run for each device at the factory (and which can be rerun by the
* user).
*
* Note, in a future release, there may be two distortion maps per image;
* one containing the horizontal values and the other containing the vertical values.
*
* @returns The float array containing the camera lens distortion map.
* @since 2.1.0
*/
LEAP_EXPORT const float* distortion() const;
/*
* Do not call this version of data(). It is intended only as a helper for C#,
* Java, and other languages. Use the primary version of data() which returns a
* pointer.
*
* @since 2.1.0
*/
void data(unsigned char* dst) const {
const unsigned char* src = data();
memcpy(dst, src, width() * height() * bytesPerPixel() * sizeof(unsigned char));
}
/*
* Do not call this version of distortion(). It is intended only as a helper for C#,
* Java, and other languages. Use the primary version of distortion() which returns
* a pointer.
*
* @since 2.1.0
*/
void distortion(float* dst) const {
const float* src = distortion();
memcpy(dst, src, distortionWidth() * distortionHeight() * sizeof(float));
}
/* Do not call dataPointer(). It is intended only as a helper for C#.
*
* @since 2.2.7
*/
void* dataPointer() const {
return (void*) data();
}
/* Do not call distortionPointer(). It is intended only as a helper for C#.
*
* @since 2.2.7
*/
void* distortionPointer() const {
return (void*) distortion();
}
/**
* The image width.
*
* \include Image_image_width_1.txt
*
* @since 2.1.0
*/
LEAP_EXPORT int width() const;
/**
* The image height.
*
* \include Image_image_height_1.txt
*
* @since 2.1.0
*/
LEAP_EXPORT int height() const;
/**
* The number of bytes per pixel.
*
* Use this value along with ``Image::width()`` and ``Image:::height()``
* to calculate the size of the data buffer.
*
* \include Image_bytesPerPixel.txt
*
* @since 2.2.0
*/
LEAP_EXPORT int bytesPerPixel() const;
/**
* Enumerates the possible image formats.
*
* The Image::format() function returns an item from the FormatType enumeration.
* @since 2.2.0
*/
enum FormatType {
INFRARED = 0
};
/**
* The image format.
*
* \include Image_format.txt
*
* @since 2.2.0
*/
LEAP_EXPORT FormatType format() const;
/**
* The stride of the distortion map.
*
* Since each point on the 64x64 element distortion map has two values in the
* buffer, the stride is 2 times the size of the grid. (Stride is currently fixed
* at 2 * 64 = 128).
*
* \include Image_distortion_width_1.txt
*
* @since 2.1.0
*/
LEAP_EXPORT int distortionWidth() const;
/**
* The distortion map height.
*
* Currently fixed at 64.
*
* \include Image_distortion_height_1.txt
*
* @since 2.1.0
*/
LEAP_EXPORT int distortionHeight() const;
/**
* The horizontal ray offset.
*
* Used to convert between normalized coordinates in the range [0..1] and the
* ray slope range [-4..4].
*
* \include Image_ray_factors_1.txt
*
* @since 2.1.0
*/
LEAP_EXPORT float rayOffsetX() const;
/**
* The vertical ray offset.
*
* Used to convert between normalized coordinates in the range [0..1] and the
* ray slope range [-4..4].
*
* \include Image_ray_factors_2.txt
*
* @since 2.1.0
*/
LEAP_EXPORT float rayOffsetY() const;
/**
* The horizontal ray scale factor.
*
* Used to convert between normalized coordinates in the range [0..1] and the
* ray slope range [-4..4].
*
* \include Image_ray_factors_1.txt
*
* @since 2.1.0
*/
LEAP_EXPORT float rayScaleX() const;
/**
* The vertical ray scale factor.
*
* Used to convert between normalized coordinates in the range [0..1] and the
* ray slope range [-4..4].
*
* \include Image_ray_factors_2.txt
*
* @since 2.1.0
*/
LEAP_EXPORT float rayScaleY() const;
/**
* Provides the corrected camera ray intercepting the specified point on the image.
*
* Given a point on the image, ``rectify()`` corrects for camera distortion
* and returns the true direction from the camera to the source of that image point
* within the Leap Motion field of view.
*
* This direction vector has an x and y component [x, y, 0], with the third element
* always zero. Note that this vector uses the 2D camera coordinate system
* where the x-axis parallels the longer (typically horizontal) dimension and
* the y-axis parallels the shorter (vertical) dimension. The camera coordinate
* system does not correlate to the 3D Leap Motion coordinate system.
*
* \include Image_rectify_1.txt
*
* @param uv A Vector containing the position of a pixel in the image.
* @returns A Vector containing the ray direction (the z-component of the vector is always 0).
* @since 2.1.0
*/
LEAP_EXPORT Vector rectify(const Vector& uv) const; // returns a vector (x, y, 0). The z-component is ignored
/**
* Provides the point in the image corresponding to a ray projecting
* from the camera.
*
* Given a ray projected from the camera in the specified direction, ``warp()``
* corrects for camera distortion and returns the corresponding pixel
* coordinates in the image.
*
* The ray direction is specified in relationship to the camera. The first
* vector element corresponds to the "horizontal" view angle; the second
* corresponds to the "vertical" view angle.
*
* \include Image_warp_1.txt
*
* The ``warp()`` function returns pixel coordinates outside of the image bounds
* if you project a ray toward a point for which there is no recorded data.
*
* ``warp()`` is typically not fast enough for realtime distortion correction.
* For better performance, use a shader program exectued on a GPU.
*
* @param xy A Vector containing the ray direction.
* @returns A Vector containing the pixel coordinates [x, y, 0] (with z always zero).
* @since 2.1.0
*/
LEAP_EXPORT Vector warp(const Vector& xy) const; // returns vector (u, v, 0). The z-component is ignored
/**
* Returns a timestamp indicating when this frame began being captured on the device.
*
* @since 2.2.7
*/
LEAP_EXPORT int64_t timestamp() const;
/**
* Reports whether this Image instance contains valid data.
*
* @returns true, if and only if the image is valid.
* @since 2.1.0
*/
LEAP_EXPORT bool isValid() const;
/**
* Returns an invalid Image object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Image instance is valid or invalid. (You can also use the
* Image::isValid() function.)
*
* @returns The invalid Image instance.
* @since 2.1.0
*/
LEAP_EXPORT static const Image& invalid();
/**
* Compare Image object equality.
*
* Two Image objects are equal if and only if both Image objects represent the
* exact same Image and both Images are valid.
* @since 2.1.0
*/
LEAP_EXPORT bool operator==(const Image&) const;
/**
* Compare Image object inequality.
*
*
* Two Image objects are equal if and only if both Image objects represent the
* exact same Image and both Images are valid.
* @since 2.1.0
*/
LEAP_EXPORT bool operator!=(const Image&) const;
/**
* Writes a brief, human readable description of the Image object.
*
* @since 2.1.0
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Image&);
/**
* A string containing a brief, human readable description of the Image object.
*
* @returns A description of the Image as a string.
* @since 2.1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* Note: This class is an experimental API for internal use only. It may be
* removed without warning.
*
* A bitmap mask defining areas of an image in which a finger or part of a hand
* is in front of the tracked quad. The mask is a subset of the camera image
* containing a the region including the quad. Pixels in the mask representing
* the hand have the value 255. Pixels in the rest of the mask have the value 0.
*
* Two masks are provided for every Leap Motion frame. The mask with the id of
* 0 is for the left image. The right image has id 1.
*
* The mask corresponds to the uncorrected image from the camera sensor. If you
* correct the image for distortion before displaying it, you should also correct
* the mask.
*
* @since 2.2.6
*/
class Mask : public Interface {
public:
// For internal use only.
Mask(MaskImplementation*);
/**
* Constructs a new Mask object. Do not use. Get Mask objects from TrackedQuad.
* \include Mask_constructor_controller.txt
* \include Mask_constructor_frame.txt
* @since 2.2.6
*/
LEAP_EXPORT Mask();
/**
* An id value based on the sequence in which the mask is produced. Corresponds
* to the Image sequence id.
* \include Mask_sequenceId.txt
* @since 2.2.6
*/
LEAP_EXPORT int64_t sequenceId() const;
/**
* An id indicating whether the mask goes with the left (0) or right (1) image.
* \include Mask_id.txt
* @since 2.2.6
*/
LEAP_EXPORT int32_t id() const;
/**
* The pixels of the mask.
*
* Pixels with the value of 255 represent areas of the image where a finger
* or part of a hand is in front of the quad. The rest of the mask has the
* value 0.
* \include Mask_data.txt
* @since 2.2.6
*/
LEAP_EXPORT const unsigned char* data() const;
void data(unsigned char* dst) const {
const unsigned char* src = data();
memcpy(dst, src, width() * height() * sizeof(unsigned char));
}
void* dataPointer() const {
return (void*) data();
}
/**
* The width of the mask in Image pixels.
* \include Mask_width.txt
* @since 2.2.6
*/
LEAP_EXPORT int width() const;
/**
* The height of the mask in Image pixels.
* \include Mask_height.txt
* @since 2.2.6
*/
LEAP_EXPORT int height() const;
/**
* The offset of the mask from the left edge of the Image in pixels.
* \include Mask_offsetX.txt
* @since 2.2.6
*/
LEAP_EXPORT int offsetX() const;
/**
* The offset of the mask from the top edge of the Image in pixels.
* \include Mask_offsetY.txt
* @since 2.2.6
*/
LEAP_EXPORT int offsetY() const;
/**
* Reports whether this is a valid Mask object.
* @since 2.2.6
*/
LEAP_EXPORT bool isValid() const;
/** An invalid Mask object.
* @since 2.2.6
*/
LEAP_EXPORT static const Mask& invalid();
/** Compares two Mask objects for equality.
* @since 2.2.6
*/
LEAP_EXPORT bool operator==(const Mask&) const;
/** Compares two Mask objects for inequality.
* @since 2.2.6
*/
LEAP_EXPORT bool operator!=(const Mask&) const;
/** Writes a brief, human readable description of the Mask object.
* @since 2.2.6
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Mask&);
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
// For internal use only.
template<typename L, typename T>
class ConstListIterator {
public:
ConstListIterator<L,T>() : m_list(0), m_index(-1) {}
ConstListIterator<L,T>(const L& list, int index) : m_list(&list), m_index(index) {}
const T operator*() const { return (*m_list)[m_index]; }
const ConstListIterator<L,T> operator++(int) { ConstListIterator<L,T> ip(*this); ++m_index; return ip; }
const ConstListIterator<L,T>& operator++() { ++m_index; return *this; }
bool operator!=(const ConstListIterator<L,T>& rhs) const { return m_index != rhs.m_index; }
bool operator==(const ConstListIterator<L,T>& rhs) const { return m_index == rhs.m_index; }
typedef std::ptrdiff_t difference_type;
typedef T value_type;
typedef const T* pointer;
typedef const T& reference;
typedef std::forward_iterator_tag iterator_category;
private:
const L* m_list;
int m_index;
};
/**
* The PointableList class represents a list of Pointable objects.
*
* Pointable objects include entities that can be pointed, such as fingers and tools.
*
* Get a PointableList object by calling Frame::pointables() or Hand::pointables().
*
* \include PointableList_PointableList.txt
*
* @since 1.0
*/
class PointableList : public Interface {
public:
// For internal use only.
PointableList(const ListBaseImplementation<Pointable>&);
/**
* Constructs an empty list of pointable entities.
* @since 1.0
*/
LEAP_EXPORT PointableList();
/**
* Returns the number of pointable entities in this list.
*
* \include PointableList_count.txt
*
* @returns The number of pointable entities in this list.
* @since 1.0
*/
LEAP_EXPORT int count() const;
/**
* Reports whether the list is empty.
*
* \include PointableList_isEmpty.txt
*
* @returns True, if the list has no members.
* @since 1.0
*/
LEAP_EXPORT bool isEmpty() const;
/**
* Access a list member by its position in the list.
*
* \include PointableList_operator_index.txt
*
* @param index The zero-based list position index.
* @returns The Pointable object at the specified index.
* @since 1.0
*/
LEAP_EXPORT Pointable operator[](int index) const;
/**
* Appends the members of the specified PointableList to this PointableList.
* @param other A PointableList object containing Pointable objects
* to append to the end of this PointableList.
* @since 1.0
*/
LEAP_EXPORT PointableList& append(const PointableList& other);
/**
* Appends the members of the specified FingerList to this PointableList.
* @param other A FingerList object containing Finger objects
* to append to the end of this PointableList.
* @since 1.0
*/
LEAP_EXPORT PointableList& append(const FingerList& other);
/**
* Appends the members of the specified ToolList to this PointableList.
* @param other A ToolList object containing Tool objects
* to append to the end of this PointableList.
* @since 1.0
*/
LEAP_EXPORT PointableList& append(const ToolList& other);
/**
* The member of the list that is farthest to the left within the standard
* Leap Motion frame of reference (i.e has the smallest X coordinate).
*
* \include PointableList_leftmost.txt
*
* @returns The leftmost pointable, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Pointable leftmost() const;
/**
* The member of the list that is farthest to the right within the standard
* Leap Motion frame of reference (i.e has the largest X coordinate).
*
* \include PointableList_rightmost.txt
*
* @returns The rightmost pointable, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Pointable rightmost() const;
/**
* The member of the list that is farthest to the front within the standard
* Leap Motion frame of reference (i.e has the smallest Z coordinate).
*
* \include PointableList_frontmost.txt
*
* @returns The frontmost pointable, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Pointable frontmost() const;
/**
* Returns a new list containing those members of the current list that are
* extended. This includes all tools and any fingers whose isExtended() function is true.
*
* @returns The list of tools and extended fingers from the current list.
* @since 2.0
*/
LEAP_EXPORT PointableList extended() const;
/**
* A C++ iterator type for PointableList objects.
*
* \include PointableList_iterator.txt
*
* @since 1.0
*/
typedef ConstListIterator<PointableList, Pointable> const_iterator;
/**
* The C++ iterator set to the beginning of this PointableList.
*
* \include PointableList_begin.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator begin() const;
/**
* The C++ iterator set to the end of this PointableList.
*
* \include PointableList_end.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator end() const;
};
/**
* The FingerList class represents a list of Finger objects.
*
* Get a FingerList object by calling Frame::fingers().
*
* \include FingerList_FingerList.txt
*
* @since 1.0
*/
class FingerList : public Interface {
public:
// For internal use only.
FingerList(const ListBaseImplementation<Finger>&);
/**
* Constructs an empty list of fingers.
* @since 1.0
*/
LEAP_EXPORT FingerList();
/**
* Returns the number of fingers in this list.
*
* \include FingerList_count.txt
*
* @returns The number of fingers in this list.
* @since 1.0
*/
LEAP_EXPORT int count() const;
/**
* Reports whether the list is empty.
*
* \include FingerList_isEmpty.txt
*
* @returns True, if the list has no members.
* @since 1.0
*/
LEAP_EXPORT bool isEmpty() const;
/**
* Access a list member by its position in the list.
*
* \include FingerList_index.txt
*
* @param index The zero-based list position index.
* @returns The Finger object at the specified index.
* @since 1.0
*/
LEAP_EXPORT Finger operator[](int index) const;
/**
* Appends the members of the specified FingerList to this FingerList.
* @param other A FingerList object containing Finger objects
* to append to the end of this FingerList.
* @since 1.0
*/
LEAP_EXPORT FingerList& append(const FingerList& other);
/**
* The member of the list that is farthest to the left within the standard
* Leap Motion frame of reference (i.e has the smallest X coordinate).
*
* \include FingerList_leftmost.txt
*
* @returns The leftmost finger, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Finger leftmost() const;
/**
* The member of the list that is farthest to the right within the standard
* Leap Motion frame of reference (i.e has the largest X coordinate).
*
* \include FingerList_rightmost.txt
*
* @returns The rightmost finger, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Finger rightmost() const;
/**
* The member of the list that is farthest to the front within the standard
* Leap Motion frame of reference (i.e has the smallest Z coordinate).
*
* \include FingerList_frontmost.txt
*
* @returns The frontmost finger, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Finger frontmost() const;
/**
* Returns a new list containing those fingers in the current list that are
* extended.
*
* \include FingerList_extended.txt
*
* @returns The list of extended fingers from the current list.
* @since 2.0
*/
LEAP_EXPORT FingerList extended() const;
/**
* Returns a list containing fingers from the current list of a given finger type by
* modifying the existing list.
*
* \include FingerList_fingerType.txt
*
* @returns The list of matching fingers from the current list.
* @since 2.0
*/
LEAP_EXPORT FingerList fingerType(Finger::Type type) const;
/**
* A C++ iterator type for FingerList objects.
*
* \include FingerList_iterator.txt
*
* @since 1.0
*/
typedef ConstListIterator<FingerList, Finger> const_iterator;
/**
* The C++ iterator set to the beginning of this FingerList.
*
* \include FingerList_begin.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator begin() const;
/**
* The C++ iterator set to the end of this FingerList.
*
* \include FingerList_end.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator end() const;
};
/**
* The ToolList class represents a list of Tool objects.
*
* Get a ToolList object by calling Frame::tools().
*
* \include ToolList_ToolList.txt
*
* @since 1.0
*/
class ToolList : public Interface {
public:
// For internal use only.
ToolList(const ListBaseImplementation<Tool>&);
/**
* Constructs an empty list of tools.
* @since 1.0
*/
LEAP_EXPORT ToolList();
/**
* Returns the number of tools in this list.
*
* \include ToolList_count.txt
*
* @returns The number of tools in this list.
* @since 1.0
*/
LEAP_EXPORT int count() const;
/**
* Reports whether the list is empty.
*
* \include ToolList_isEmpty.txt
*
* @returns True, if the list has no members.
* @since 1.0
*/
LEAP_EXPORT bool isEmpty() const;
/**
* Access a list member by its position in the list.
*
* \include ToolList_operator_index.txt
*
* @param index The zero-based list position index.
* @returns The Tool object at the specified index.
* @since 1.0
*/
LEAP_EXPORT Tool operator[](int index) const;
/**
* Appends the members of the specified ToolList to this ToolList.
* @param other A ToolList object containing Tool objects
* to append to the end of this ToolList.
* @since 1.0
*/
LEAP_EXPORT ToolList& append(const ToolList& other);
/**
* The member of the list that is farthest to the left within the standard
* Leap Motion frame of reference (i.e has the smallest X coordinate).
*
* \include ToolList_leftmost.txt
*
* @returns The leftmost tool, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Tool leftmost() const;
/**
* The member of the list that is farthest to the right within the standard
* Leap Motion frame of reference (i.e has the largest X coordinate).
*
* \include ToolList_rightmost.txt
*
* @returns The rightmost tool, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Tool rightmost() const;
/**
* The member of the list that is farthest to the front within the standard
* Leap Motion frame of reference (i.e has the smallest Z coordinate).
*
* \include ToolList_frontmost.txt
*
* @returns The frontmost tool, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Tool frontmost() const;
/**
* A C++ iterator type for ToolList objects.
*
* \include ToolList_iterator.txt
*
* @since 1.0
*/
typedef ConstListIterator<ToolList, Tool> const_iterator;
/**
* The C++ iterator set to the beginning of this ToolList.
*
* \include ToolList_begin.txt
* @since 1.0
*/
LEAP_EXPORT const_iterator begin() const;
/**
* The C++ iterator set to the end of this ToolList.
*
* \include ToolList_end.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator end() const;
};
/**
* The HandList class represents a list of Hand objects.
*
* Get a HandList object by calling Frame::hands().
*
* \include HandList_HandList.txt
*
* @since 1.0
*/
class HandList : public Interface {
public:
// For internal use only.
HandList(const ListBaseImplementation<Hand>&);
/**
* Constructs an empty list of hands.
* @since 1.0
*/
LEAP_EXPORT HandList();
/**
* Returns the number of hands in this list.
*
* \include HandList_count.txt
* @returns The number of hands in this list.
* @since 1.0
*/
LEAP_EXPORT int count() const;
/**
* Reports whether the list is empty.
*
* \include HandList_isEmpty.txt
*
* @returns True, if the list has no members.
* @since 1.0
*/
LEAP_EXPORT bool isEmpty() const;
/**
* Access a list member by its position in the list.
*
* \include HandList_operator_index.txt
*
* @param index The zero-based list position index.
* @returns The Hand object at the specified index.
* @since 1.0
*/
LEAP_EXPORT Hand operator[](int index) const;
/**
* Appends the members of the specified HandList to this HandList.
* @param other A HandList object containing Hand objects
* to append to the end of this HandList.
*/
LEAP_EXPORT HandList& append(const HandList& other);
/**
* The member of the list that is farthest to the left within the standard
* Leap Motion frame of reference (i.e has the smallest X coordinate).
*
* Note: to determine whether a hand is the left hand, use the Hand::isLeft() function.
*
* \include HandList_leftmost.txt
*
* @returns The leftmost hand, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Hand leftmost() const;
/**
* The member of the list that is farthest to the right within the standard
* Leap Motion frame of reference (i.e has the largest X coordinate).
*
* Note: to determine whether a hand is the right hand, use the Hand::isRight() function.
*
* \include HandList_rightmost.txt
*
* @returns The rightmost hand, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Hand rightmost() const;
/**
* The member of the list that is farthest to the front within the standard
* Leap Motion frame of reference (i.e has the smallest Z coordinate).
*
* \include HandList_frontmost.txt
*
* @returns The frontmost hand, or invalid if list is empty.
* @since 1.0
*/
LEAP_EXPORT Hand frontmost() const;
/**
* A C++ iterator type for this HandList objects.
*
* \include HandList_iterator.txt
*
* @since 1.0
*/
typedef ConstListIterator<HandList, Hand> const_iterator;
/**
* The C++ iterator set to the beginning of this HandList.
*
* \include HandList_begin.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator begin() const;
/**
* The C++ iterator set to the end of this HandList.
*
* \include HandList_end.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator end() const;
};
/**
* The GestureList class represents a list of Gesture objects.
*
* Get a GestureList object from a Frame object.
* @since 1.0
*/
class GestureList : public Interface {
public:
// For internal use only.
GestureList(const ListBaseImplementation<Gesture>&);
/**
* Constructs an empty gesture list.
* @since 1.0
*/
LEAP_EXPORT GestureList();
/**
* The length of this list.
*
* \include GestureList_count.txt
*
* @returns The number of gestures in this list.
* @since 1.0
*/
LEAP_EXPORT int count() const;
/**
* Reports whether the list is empty.
*
* \include GestureList_isEmpty.txt
*
* @returns True, if the list has no members.
* @since 1.0
*/
LEAP_EXPORT bool isEmpty() const;
/**
* Access a list member by its position in the list.
*
* \include GestureList_operator_index.txt
*
* @param index The zero-based list position index.
* @returns The Gesture object at the specified index.
* @since 1.0
*/
LEAP_EXPORT Gesture operator[](int index) const;
/**
* Appends the members of the specified GestureList to this GestureList.
* @param other A GestureList object containing Gesture objects
* to append to the end of this GestureList.
* @since 1.0
*/
LEAP_EXPORT GestureList& append(const GestureList& other);
/**
* A C++ iterator type for GestureList objects.
*
* \include GestureList_iterator.txt
* @since 1.0
*/
typedef ConstListIterator<GestureList, Gesture> const_iterator;
/**
* The C++ iterator set to the beginning of this GestureList.
*
* \include GestureList_begin.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator begin() const;
/**
* The C++ iterator set to the end of this GestureList.
*
* \include GestureList_end.txt
*
* @since 1.0
*/
LEAP_EXPORT const_iterator end() const;
};
/*
* Deprecated as of version 1.2.
*/
class ScreenList : public Interface {
public:
// For internal use only.
ScreenList(const ListBaseImplementation<Screen>&);
LEAP_EXPORT ScreenList();
LEAP_EXPORT int count() const;
LEAP_EXPORT bool isEmpty() const;
LEAP_EXPORT Screen operator[](int index) const;
typedef ConstListIterator<ScreenList, Screen> const_iterator;
LEAP_EXPORT const_iterator begin() const;
LEAP_EXPORT const_iterator end() const;
LEAP_EXPORT Screen closestScreenHit(const Pointable& pointable) const;
LEAP_EXPORT Screen closestScreenHit(const Vector& position, const Vector& direction) const;
LEAP_EXPORT Screen closestScreen(const Vector& position) const;
};
/**
* The DeviceList class represents a list of Device objects.
*
* Get a DeviceList object by calling Controller::devices().
* @since 1.0
*/
class DeviceList : public Interface {
public:
// For internal use only.
DeviceList(const ListBaseImplementation<Device>&);
/**
* Constructs an empty list of devices.
* @since 1.0
*/
LEAP_EXPORT DeviceList();
/**
* Returns the number of devices in this list.
* @returns The number of devices in this list.
* @since 1.0
*/
LEAP_EXPORT int count() const;
/**
* Reports whether the list is empty.
*
* \include DeviceList_isEmpty.txt
*
* @returns True, if the list has no members.
* @since 1.0
*/
LEAP_EXPORT bool isEmpty() const;
/**
* Access a list member by its position in the list.
* @param index The zero-based list position index.
* @returns The Device object at the specified index.
* @since 1.0
*/
LEAP_EXPORT Device operator[](int index) const;
/**
* Appends the members of the specified DeviceList to this DeviceList.
* @param other A DeviceList object containing Device objects
* to append to the end of this DeviceList.
* @since 1.0
*/
LEAP_EXPORT DeviceList& append(const DeviceList& other);
/**
* A C++ iterator type for this DeviceList objects.
* @since 1.0
*/
typedef ConstListIterator<DeviceList, Device> const_iterator;
/**
* The C++ iterator set to the beginning of this DeviceList.
* @since 1.0
*/
LEAP_EXPORT const_iterator begin() const;
/**
* The C++ iterator set to the end of this DeviceList.
* @since 1.0
*/
LEAP_EXPORT const_iterator end() const;
};
/**
* The ImageList class represents a list of Image objects.
*
* Get the ImageList object associated with the a Frame of tracking data
* by calling Frame::images(). Get the most recent set of images, which can be
* newer than the images used to create the current frame, by calling
* Controller::images().
*
* @since 2.1.0
*/
class ImageList : public Interface {
public:
// For internal use only.
ImageList(const ListBaseImplementation<Image>&);
/**
* Constructs an empty list of images.
* @since 2.1.0
*/
LEAP_EXPORT ImageList();
/**
* The number of images in this list.
*
* @returns The number of images in this list.
* @since 2.1.0
*/
LEAP_EXPORT int count() const;
/**
* Reports whether the list is empty.
*
* \include ImageList_isEmpty.txt
*
* @returns True, if the list has no members.
* @since 2.1.0
*/
LEAP_EXPORT bool isEmpty() const;
/**
* Access a list member by its position in the list.
* @param index The zero-based list position index.
* @returns The Image object at the specified index.
* @since 2.1.0
*/
LEAP_EXPORT Image operator[](int index) const;
/**
* Appends the members of the specified ImageList to this ImageList.
* @param other A ImageList object containing Image objects
* to append to the end of this ImageList.
* @since 2.1.0
*/
LEAP_EXPORT ImageList& append(const ImageList& other);
/**
* A C++ iterator type for this ImageList objects.
* @since 2.1.0
*/
typedef ConstListIterator<ImageList, Image> const_iterator;
/**
* The C++ iterator set to the beginning of this ImageList.
* @since 2.1.0
*/
LEAP_EXPORT const_iterator begin() const;
/**
* The C++ iterator set to the end of this ImageList.
* @since 2.1.0
*/
LEAP_EXPORT const_iterator end() const;
};
/**
* Note: This class is an experimental API for internal use only. It may be
* removed without warning.
*
* Represents a quad-like object tracked by the Leap Motion sensors.
*
* Only one quad can be tracked. Once a supported quad is tracked, the state
* of that quad will be updated for each frame of Leap Motion tracking data.
*
* A TrackedQuad object represents the state of the quad at one moment in time.
* Get a new object from subsequent frames to get the latest state information.
* @since 2.2.6
*/
class TrackedQuad : public Interface {
public:
// For internal use only.
TrackedQuad(TrackedQuadImplementation*);
/**
* Constructs a new TrackedQuad object. Do not use. Get valid TrackedQuads
* from a Controller or Frame object.
* \include TrackedQuad_constructor_controller.txt
* \include TrackedQuad_constructor_frame.txt
* @since 2.2.6
*/
LEAP_EXPORT TrackedQuad();
/**
* The physical width of the quad display area in millimeters.
* \include TrackedQuad_width.txt
* @since 2.2.6
*/
LEAP_EXPORT float width() const;
/**
* The physical height of the quad display area in millimeters.
* \include TrackedQuad_height.txt
* @since 2.2.6
*/
LEAP_EXPORT float height() const;
/**
* The horizontal resolution of the quad display area in pixels.
* This value is set in a configuration file. It is not determined dynamically.
* \include TrackedQuad_resolutionX.txt
* @since 2.2.6
*/
LEAP_EXPORT int resolutionX() const;
/**
* The vertical resolution of the quad display area in pixels.
* This value is set in a configuration file. It is not determined dynamically.
* \include TrackedQuad_resolutionY.txt
* @since 2.2.6
*/
LEAP_EXPORT int resolutionY() const;
/**
* Reports whether the quad is currently detected within the Leap Motion
* field of view.
* \include TrackedQuad_visible.txt
* @since 2.2.6
*/
LEAP_EXPORT bool visible() const;
/**
* The orientation of the quad within the Leap Motion frame of reference.
* \include TrackedQuad_orientation.txt
* @since 2.2.6
*/
LEAP_EXPORT Matrix orientation() const;
/**
* The position of the center of the quad display area within the Leap
* Motion frame of reference. In millimeters.
* \include TrackedQuad_position.txt
* @since 2.2.6
*/
LEAP_EXPORT Vector position() const;
/**
* The list of masks for the current set of images. A mask is a bitmap
* indicating which pixels in the image contain fingers or part of the hand
* in front of the quad.
*
* The mask at index 0 corresponds to the left image; that with index 1, to
* the right image.
* \include TrackedQuad_masks.txt
* @since 2.2.6
*/
LEAP_EXPORT MaskList masks() const;
/**
* The images from which the state of this TrackedQuad was derived.
* These are the same image objects that you can get from the Controller
* or Frame object from which you got this TrackedQuad.
* \include TrackedQuad_images.txt
* @since 2.2.6
*/
LEAP_EXPORT ImageList images() const;
/**
* Reports whether this is a valid object.
* \include TrackedQuad_isValid.txt
* @since 2.2.6
*/
LEAP_EXPORT bool isValid() const;
/**
* An invalid object.
* @since 2.2.6
*/
LEAP_EXPORT static const TrackedQuad& invalid();
/**
* Compares quad objects for equality.
* @since 2.2.6
*/
LEAP_EXPORT bool operator==(const TrackedQuad&) const;
/**
* Compares quad objects for inequality.
* @since 2.2.6
*/
LEAP_EXPORT bool operator!=(const TrackedQuad&) const;
/**
* Provides a brief, human-readable description of this quad.
* @since 2.2.6
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const TrackedQuad&);
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* Note: This class is an experimental API for internal use only. It may be
* removed without warning.
*
* A list containing Mask objects.
* @since 2.2.6
*/
class MaskList : public Interface {
public:
// For internal use only.
MaskList(const ListBaseImplementation<Mask>&);
/**
* Constructs an empty list for Mask objects.
* @since 2.2.6
*/
LEAP_EXPORT MaskList();
/**
* The number of masks in this list.
* @since 2.2.6
*/
LEAP_EXPORT int count() const;
/**
* Reports whether this list is empty.
* @since 2.2.6
*/
LEAP_EXPORT bool isEmpty() const;
/**
* The MaskList supports array indexing.
* @since 2.2.6
*/
LEAP_EXPORT Mask operator[](int index) const;
/**
* Appends the contents of another list of masks to this one.
* @since 2.2.6
*/
LEAP_EXPORT MaskList& append(const MaskList& other);
typedef ConstListIterator<MaskList, Mask> const_iterator;
/**
* A list iterator set to the beginning of the list.
* @since 2.2.6
*/
LEAP_EXPORT const_iterator begin() const;
/**
* A list iterator set to the end of the list.
* @since 2.2.6
*/
LEAP_EXPORT const_iterator end() const;
};
/**
* The InteractionBox class represents a box-shaped region completely
* within the field of view of the Leap Motion controller.
*
* The interaction box is an axis-aligned rectangular prism and provides normalized
* coordinates for hands, fingers, and tools within this box. The InteractionBox class
* can make it easier to map positions in the Leap Motion coordinate system to 2D or
* 3D coordinate systems used for application drawing.
*
* \image html images/Leap_InteractionBox.png
*
* The InteractionBox region is defined by a center and dimensions along the x, y,
* and z axes.
*
* Get an InteractionBox object from a Frame object.
* @since 1.0
*/
class InteractionBox : public Interface {
public:
// For internal use only.
InteractionBox(InteractionBoxImplementation*);
LEAP_EXPORT InteractionBox();
/**
* Normalizes the coordinates of a point using the interaction box.
*
* \include InteractionBox_normalizePoint.txt
*
* Coordinates from the Leap Motion frame of reference (millimeters) are converted
* to a range of [0..1] such that the minimum value of the InteractionBox maps to 0
* and the maximum value of the InteractionBox maps to 1.
*
* @param position The input position in device coordinates.
* @param clamp Whether or not to limit the output value to the range [0,1] when the
* input position is outside the InteractionBox. Defaults to true.
* @returns The normalized position.
* @since 1.0
*/
LEAP_EXPORT Vector normalizePoint(const Vector& position, bool clamp = true) const;
/**
* Converts a position defined by normalized InteractionBox coordinates into device
* coordinates in millimeters.
*
* \include InteractionBox_denormalizePoint.txt
*
* This function performs the inverse of normalizePoint().
*
* @param normalizedPosition The input position in InteractionBox coordinates.
* @returns The corresponding denormalized position in device coordinates.
* @since 1.0
*/
LEAP_EXPORT Vector denormalizePoint(const Vector& normalizedPosition) const;
/**
* The center of the InteractionBox in device coordinates (millimeters). This point
* is equidistant from all sides of the box.
*
* \include InteractionBox_center.txt
*
* @returns The InteractionBox center in device coordinates.
* @since 1.0
*/
LEAP_EXPORT Vector center() const;
/**
* The width of the InteractionBox in millimeters, measured along the x-axis.
*
* \include InteractionBox_width.txt
*
* @returns The InteractionBox width in millimeters.
* @since 1.0
*/
LEAP_EXPORT float width() const;
/**
* The height of the InteractionBox in millimeters, measured along the y-axis.
*
* \include InteractionBox_height.txt
*
* @returns The InteractionBox height in millimeters.
* @since 1.0
*/
LEAP_EXPORT float height() const;
/**
* The depth of the InteractionBox in millimeters, measured along the z-axis.
*
* \include InteractionBox_depth.txt
*
* @returns The InteractionBox depth in millimeters.
* @since 1.0
*/
LEAP_EXPORT float depth() const;
/**
* Reports whether this is a valid InteractionBox object.
*
* \include InteractionBox_isValid.txt
*
* @returns True, if this InteractionBox object contains valid data.
* @since 1.0
*/
LEAP_EXPORT bool isValid() const;
/**
* Returns an invalid InteractionBox object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given InteractionBox instance is valid or invalid. (You can also use the
* InteractionBox::isValid() function.)
*
* \include InteractionBox_invalid.txt
*
* @returns The invalid InteractionBox instance.
* @since 1.0
*/
LEAP_EXPORT static const InteractionBox& invalid();
/**
* Compare InteractionBox object equality.
*
* \include InteractionBox_operator_equals.txt
*
* Two InteractionBox objects are equal if and only if both InteractionBox objects represent the
* exact same InteractionBox and both InteractionBoxes are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator==(const InteractionBox&) const;
/**
* Compare InteractionBox object inequality.
*
* \include InteractionBox_operator_not_equals.txt
*
* Two InteractionBox objects are equal if and only if both InteractionBox objects represent the
* exact same InteractionBox and both InteractionBoxes are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator!=(const InteractionBox&) const;
/**
* Writes a brief, human readable description of the InteractionBox object.
*
* \include InteractionBox_operator_stream.txt
*
* @since 1.0
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const InteractionBox&);
/**
* A string containing a brief, human readable description of the InteractionBox object.
*
* @returns A description of the InteractionBox as a string.
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
};
/**
* The Frame class represents a set of hand and finger tracking data detected
* in a single frame.
*
* The Leap Motion software detects hands, fingers and tools within the tracking area, reporting
* their positions, orientations, gestures, and motions in frames at the Leap Motion frame rate.
*
* Access Frame objects through an instance of the Controller class:
*
* \include Controller_Frame_1.txt
*
* Implement a Listener subclass to receive a callback event when a new Frame is available.
* @since 1.0
*/
class Frame : public Interface {
public:
// For internal use only.
Frame(FrameImplementation*);
/**
* Constructs a Frame object.
*
* Frame instances created with this constructor are invalid.
* Get valid Frame objects by calling the Controller::frame() function.
*
* \include Frame_Frame.txt
*
* The only time you should use this constructor is before deserializing
* serialized frame data. Call ``Frame::deserialize(string)`` to recreate
* a saved Frame.
*
* @since 1.0
*/
LEAP_EXPORT Frame();
/**
* A unique ID for this Frame.
*
* Consecutive frames processed by the Leap Motion software have consecutive
* increasing values. You can use the frame ID to avoid processing the same
* Frame object twice:
*
* \include Frame_Duplicate.txt
*
* As well as to make sure that your application processes every frame:
*
* \include Frame_Skipped.txt
*
* @returns The frame ID.
* @since 1.0
*/
LEAP_EXPORT int64_t id() const;
/**
* The frame capture time in microseconds elapsed since an arbitrary point in
* time in the past.
*
* Use Controller::now() to calculate the age of the frame.
*
* \include Frame_timestamp.txt
*
* @returns The timestamp in microseconds.
* @since 1.0
*/
LEAP_EXPORT int64_t timestamp() const;
/**
* The list of Hand objects detected in this frame, given in arbitrary order.
* The list can be empty if no hands are detected.
*
* \include Frame_hands.txt
*
* @returns The HandList containing all Hand objects detected in this frame.
* @since 1.0
*/
LEAP_EXPORT HandList hands() const;
/**
* The Hand object with the specified ID in this frame.
*
* Use the Frame::hand() function to retrieve the Hand object from
* this frame using an ID value obtained from a previous frame.
* This function always returns a Hand object, but if no hand
* with the specified ID is present, an invalid Hand object is returned.
*
* \include Frame_hand.txt
*
* Note that ID values persist across frames, but only until tracking of a
* particular object is lost. If tracking of a hand is lost and subsequently
* regained, the new Hand object representing that physical hand may have
* a different ID than that representing the physical hand in an earlier frame.
*
* @param id The ID value of a Hand object from a previous frame.
* @returns The Hand object with the matching ID if one exists in this frame;
* otherwise, an invalid Hand object is returned.
* @since 1.0
*/
LEAP_EXPORT Hand hand(int32_t id) const;
/**
* The list of Pointable objects (fingers and tools) detected in this frame,
* given in arbitrary order. The list can be empty if no fingers or tools are detected.
*
* Use PointableList::extended() to remove non-extended fingers from the list.
*
* \include Frame_pointables.txt
*
* @returns The PointableList containing all Pointable objects detected in this frame.
* @since 1.0
*/
LEAP_EXPORT PointableList pointables() const;
/**
* The Pointable object with the specified ID in this frame.
*
* Use the Frame::pointable() function to retrieve the Pointable object from
* this frame using an ID value obtained from a previous frame.
* This function always returns a Pointable object, but if no finger or tool
* with the specified ID is present, an invalid Pointable object is returned.
*
* \include Frame_pointable.txt
*
* Note that ID values persist across frames, but only until tracking of a
* particular object is lost. If tracking of a finger or tool is lost and subsequently
* regained, the new Pointable object representing that finger or tool may have
* a different ID than that representing the finger or tool in an earlier frame.
*
* @param id The ID value of a Pointable object from a previous frame.
* @returns The Pointable object with the matching ID if one exists in this frame;
* otherwise, an invalid Pointable object is returned.
* @since 1.0
*/
LEAP_EXPORT Pointable pointable(int32_t id) const;
/**
* The list of Finger objects detected in this frame, given in arbitrary order.
* The list can be empty if no fingers are detected.
*
* Use PointableList::extended() to remove non-extended fingers from the list.
*
* \include Frame_fingers.txt
*
* @returns The FingerList containing all Finger objects detected in this frame.
* @since 1.0
*/
LEAP_EXPORT FingerList fingers() const;
/**
* The Finger object with the specified ID in this frame.
*
* Use the Frame::finger() function to retrieve the Finger object from
* this frame using an ID value obtained from a previous frame.
* This function always returns a Finger object, but if no finger
* with the specified ID is present, an invalid Finger object is returned.
*
* \include Frame_finger.txt
*
* Note that ID values persist across frames, but only until tracking of a
* particular object is lost. If tracking of a finger is lost and subsequently
* regained, the new Finger object representing that physical finger may have
* a different ID than that representing the finger in an earlier frame.
*
* @param id The ID value of a Finger object from a previous frame.
* @returns The Finger object with the matching ID if one exists in this frame;
* otherwise, an invalid Finger object is returned.
* @since 1.0
*/
LEAP_EXPORT Finger finger(int32_t id) const;
/**
* The list of Tool objects detected in this frame, given in arbitrary order.
* The list can be empty if no tools are detected.
*
* \include Frame_tools.txt
*
* @returns The ToolList containing all Tool objects detected in this frame.
* @since 1.0
*/
LEAP_EXPORT ToolList tools() const;
/**
* The Tool object with the specified ID in this frame.
*
* Use the Frame::tool() function to retrieve the Tool object from
* this frame using an ID value obtained from a previous frame.
* This function always returns a Tool object, but if no tool
* with the specified ID is present, an invalid Tool object is returned.
*
* \include Frame_tool.txt
*
* Note that ID values persist across frames, but only until tracking of a
* particular object is lost. If tracking of a tool is lost and subsequently
* regained, the new Tool object representing that tool may have a
* different ID than that representing the tool in an earlier frame.
*
* @param id The ID value of a Tool object from a previous frame.
* @returns The Tool object with the matching ID if one exists in this frame;
* otherwise, an invalid Tool object is returned.
* @since 1.0
*/
LEAP_EXPORT Tool tool(int32_t id) const;
/**
* The Gesture object with the specified ID in this frame.
*
* Use the Frame::gesture() function to return a Gesture object in this
* frame using an ID obtained in an earlier frame. The function always
* returns a Gesture object, but if there was no update for the gesture in
* this frame, then an invalid Gesture object is returned.
*
* \include Frame_gesture.txt
*
* All Gesture objects representing the same recognized movement share the
* same ID.
* @param id The ID of an Gesture object from a previous frame.
* @returns The Gesture object in the frame with the specified ID if one
* exists; Otherwise, an Invalid Gesture object.
* @since 1.0
*/
LEAP_EXPORT Gesture gesture(int32_t id) const;
/**
* The gestures recognized or continuing in this frame.
*
* \include Frame_gestures_now.txt
*
* Circle and swipe gestures are updated every frame. Tap gestures
* only appear in the list for a single frame.
*
* @return GestureList the list of gestures.
* @since 1.0
*/
LEAP_EXPORT GestureList gestures() const;
/**
* Returns a GestureList containing all gestures that have occurred since
* the specified frame.
*
* \include Frame_gestures_since.txt
*
* @param sinceFrame An earlier Frame object. The starting frame must
* still be in the frame history cache, which has a default length of
* 60 frames.
* @return GestureList The list of the Gesture objects that have occurred
* since the specified frame.
* @since 1.0
*/
LEAP_EXPORT GestureList gestures(const Frame& sinceFrame) const;
/**
* The list of images from the Leap Motion cameras.
*
* @return An ImageList object containing the camera images analyzed to create this Frame.
* @since 2.1
*/
LEAP_EXPORT ImageList images() const;
/**
* The change of position derived from the overall linear motion between
* the current frame and the specified frame.
*
* The returned translation vector provides the magnitude and direction of
* the movement in millimeters.
*
* \include Frame_translation.txt
*
* The Leap Motion software derives frame translation from the linear motion of
* all objects detected in the field of view.
*
* If either this frame or sinceFrame is an invalid Frame object, then this
* method returns a zero vector.
*
* @param sinceFrame The starting frame for computing the relative translation.
* @returns A Vector representing the heuristically determined change in
* position of all objects between the current frame and that specified
* in the sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT Vector translation(const Frame& sinceFrame) const;
/**
* The estimated probability that the overall motion between the current
* frame and the specified frame is intended to be a translating motion.
*
* \include Frame_translationProbability.txt
*
* If either this frame or sinceFrame is an invalid Frame object, then this
* method returns zero.
*
* @param sinceFrame The starting frame for computing the translation.
* @returns A value between 0 and 1 representing the estimated probability
* that the overall motion between the current frame and the specified frame
* is intended to be a translating motion.
* @since 1.0
*/
LEAP_EXPORT float translationProbability(const Frame& sinceFrame) const;
/**
* The axis of rotation derived from the overall rotational motion between
* the current frame and the specified frame.
*
* The returned direction vector is normalized.
*
* \include Frame_rotationAxis.txt
*
* The Leap Motion software derives frame rotation from the relative change in position and
* orientation of all objects detected in the field of view.
*
* If either this frame or sinceFrame is an invalid Frame object, or if no
* rotation is detected between the two frames, a zero vector is returned.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A normalized direction Vector representing the axis of the
* heuristically determined rotational change between the current frame
* and that specified in the sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT Vector rotationAxis(const Frame& sinceFrame) const;
/**
* The angle of rotation around the rotation axis derived from the overall
* rotational motion between the current frame and the specified frame.
*
* The returned angle is expressed in radians measured clockwise around the
* rotation axis (using the right-hand rule) between the start and end frames.
* The value is always between 0 and pi radians (0 and 180 degrees).
*
* \include Frame_rotationAngle.txt
*
* The Leap Motion software derives frame rotation from the relative change in position and
* orientation of all objects detected in the field of view.
*
* If either this frame or sinceFrame is an invalid Frame object, then the
* angle of rotation is zero.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A positive value containing the heuristically determined
* rotational change between the current frame and that specified in the
* sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT float rotationAngle(const Frame& sinceFrame) const;
/**
* The angle of rotation around the specified axis derived from the overall
* rotational motion between the current frame and the specified frame.
*
* The returned angle is expressed in radians measured clockwise around the
* rotation axis (using the right-hand rule) between the start and end frames.
* The value is always between -pi and pi radians (-180 and 180 degrees).
*
* \include Frame_rotationAngle_axis.txt
*
* The Leap Motion software derives frame rotation from the relative change in position and
* orientation of all objects detected in the field of view.
*
* If either this frame or sinceFrame is an invalid Frame object, then the
* angle of rotation is zero.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @param axis The axis to measure rotation around.
* @returns A value containing the heuristically determined rotational
* change between the current frame and that specified in the sinceFrame
* parameter around the given axis.
* @since 1.0
*/
LEAP_EXPORT float rotationAngle(const Frame& sinceFrame, const Vector& axis) const;
/**
* The transform matrix expressing the rotation derived from the overall
* rotational motion between the current frame and the specified frame.
*
* \include Frame_rotationMatrix.txt
*
* The Leap Motion software derives frame rotation from the relative change in position and
* orientation of all objects detected in the field of view.
*
* If either this frame or sinceFrame is an invalid Frame object, then this
* method returns an identity matrix.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A transformation Matrix containing the heuristically determined
* rotational change between the current frame and that specified in the
* sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT Matrix rotationMatrix(const Frame& sinceFrame) const;
/**
* The estimated probability that the overall motion between the current
* frame and the specified frame is intended to be a rotating motion.
*
* \include Frame_rotationProbability.txt
*
* If either this frame or sinceFrame is an invalid Frame object, then this
* method returns zero.
*
* @param sinceFrame The starting frame for computing the relative rotation.
* @returns A value between 0 and 1 representing the estimated probability
* that the overall motion between the current frame and the specified frame
* is intended to be a rotating motion.
* @since 1.0
*/
LEAP_EXPORT float rotationProbability(const Frame& sinceFrame) const;
/**
* The scale factor derived from the overall motion between the current frame
* and the specified frame.
*
* The scale factor is always positive. A value of 1.0 indicates no
* scaling took place. Values between 0.0 and 1.0 indicate contraction
* and values greater than 1.0 indicate expansion.
*
* \include Frame_scaleFactor.txt
*
* The Leap Motion software derives scaling from the relative inward or outward motion of
* all objects detected in the field of view (independent of translation
* and rotation).
*
* If either this frame or sinceFrame is an invalid Frame object, then this
* method returns 1.0.
*
* @param sinceFrame The starting frame for computing the relative scaling.
* @returns A positive value representing the heuristically determined
* scaling change ratio between the current frame and that specified in the
* sinceFrame parameter.
* @since 1.0
*/
LEAP_EXPORT float scaleFactor(const Frame& sinceFrame) const;
/**
* The estimated probability that the overall motion between the current
* frame and the specified frame is intended to be a scaling motion.
*
* \include Frame_scaleProbability.txt
*
* If either this frame or sinceFrame is an invalid Frame object, then this
* method returns zero.
*
* @param sinceFrame The starting frame for computing the relative scaling.
* @returns A value between 0 and 1 representing the estimated probability
* that the overall motion between the current frame and the specified frame
* is intended to be a scaling motion.
* @since 1.0
*/
LEAP_EXPORT float scaleProbability(const Frame& sinceFrame) const;
/**
* The current InteractionBox for the frame. See the InteractionBox class
* documentation for more details on how this class should be used.
*
* \include Frame_interactionBox.txt
*
* @returns The current InteractionBox object.
* @since 1.0
*/
LEAP_EXPORT InteractionBox interactionBox() const;
/**
* The instantaneous framerate.
*
* The rate at which the Leap Motion software is providing frames of data
* (in frames per second). The framerate can fluctuate depending on available computing
* resources, activity within the device field of view, software tracking settings,
* and other factors.
*
* \include Frame_currentFramesPerSecond.txt
*
* @returns An estimate of frames per second of the Leap Motion Controller.
* @since 1.0
*/
LEAP_EXPORT float currentFramesPerSecond() const;
/**
* Reports whether this Frame instance is valid.
*
* A valid Frame is one generated by the Leap::Controller object that contains
* tracking data for all detected entities. An invalid Frame contains no
* actual tracking data, but you can call its functions without risk of a
* null pointer exception. The invalid Frame mechanism makes it more
* convenient to track individual data across the frame history. For example,
* you can invoke:
*
* \include Frame_Valid_Chain.txt
*
* for an arbitrary Frame history value, "n", without first checking whether
* frame(n) returned a null object. (You should still check that the
* returned Finger instance is valid.)
*
* @returns True, if this is a valid Frame object; false otherwise.
* @since 1.0
*/
LEAP_EXPORT bool isValid() const;
/**
* Returns an invalid Frame object.
*
* You can use the instance returned by this function in comparisons testing
* whether a given Frame instance is valid or invalid. (You can also use the
* Frame::isValid() function.)
*
* \include Frame_Invalid_Demo.txt
*
* @returns The invalid Frame instance.
* @since 1.0
*/
LEAP_EXPORT static const Frame& invalid();
/**
* Compare Frame object equality.
*
* \include Frame_operator_equals.txt
*
* Two Frame objects are equal if and only if both Frame objects represent
* the exact same frame of tracking data and both Frame objects are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator==(const Frame&) const;
/**
* Compare Frame object inequality.
*
* \include Frame_operator_not_equals.txt
*
* Two Frame objects are equal if and only if both Frame objects represent
* the exact same frame of tracking data and both Frame objects are valid.
* @since 1.0
*/
LEAP_EXPORT bool operator!=(const Frame&) const;
/**
* Writes a brief, human readable description of the Frame object to an output stream.
*
* \include Frame_operator_stream.txt
*
* @since 1.0
*/
LEAP_EXPORT friend std::ostream& operator<<(std::ostream&, const Frame&);
/**
* Note: This class is an experimental API for internal use only. It may be
* removed without warning.
*
* Returns information about the currently detected quad in the scene.
*
* \include Frame_trackedQuad.txt
* If no quad is being tracked, then an invalid TrackedQuad is returned.
* @since 2.2.6
**/
LEAP_EXPORT TrackedQuad trackedQuad() const;
/**
* Encodes this Frame object as a byte string.
*
* \include Frame_serialize.txt
*
* @returns The serialized string encoding the data for this frame.
* @since 2.1.0
*/
std::string serialize() const {
size_t length = 0;
const char* cstr = serializeCString(length);
std::string str(cstr, length);
deleteCString(cstr);
return str;
}
/**
* Decodes a byte string to replace the properties of this Frame.
*
* A Controller object must be instantiated for this function to succeed, but
* it does not need to be connected. To extract gestures from the deserialized
* frame, you must enable the appropriate gestures first.
*
* Any existing data in the frame is
* destroyed. If you have references to
* child objects (hands, fingers, etc.), these are preserved as long as the
* references remain in scope.
*
* \include Frame_deserialize.txt
*
* **Note:** The behavior when calling functions which take
* another Frame object as a parameter is undefined when either frame has
* been deserialized. For example, calling ``gestures(sinceFrame)`` on a
* deserialized frame or with a deserialized frame as parameter (or both)
* does not necessarily return all gestures that occurred between the two
* frames. Motion functions, like ``scaleFactor(startFrame)``, are more
* likely to return reasonable results, but could return anomalous values
* in some cases.
*
* @param str A std:string object containing the serialized bytes of a frame.
*
* @since 2.1.0
*/
void deserialize(const std::string& str) {
deserializeCString(str.data(), str.length());
}
/*
* Do not call this version of serialize(). It is intended only as
* a helper for C#, Java, and other language bindings.
*/
void serialize(unsigned char* ptr) const {
size_t length;
const unsigned char* cstr = reinterpret_cast<const unsigned char*>(serializeCString(length));
memcpy(ptr, cstr, length * sizeof(unsigned char));
}
/*
* Do not call serializeLength(). It is intended only as a helper for
* C#, Java, and other language bindings. To get the length of the
* serialized byte array, use serialize().length()
*/
int serializeLength() const {
size_t length = 0;
serializeCString(length);
return static_cast<int>(length);
}
/*
* Do not call this version of deserialize(). It is intended only as
* a helper for C#, Java, and other language bindings.
*/
void deserialize(const unsigned char* ptr, int length) {
deserializeCString(reinterpret_cast<const char*>(ptr), static_cast<size_t>(length));
}
/**
* A string containing a brief, human readable description of the Frame object.
*
* @returns A description of the Frame as a string.
* @since 1.0
*/
std::string toString() const {
const char* cstr = toCString();
std::string str(cstr);
deleteCString(cstr);
return str;
}
private:
LEAP_EXPORT const char* toCString() const;
LEAP_EXPORT const char* serializeCString(size_t& length) const;
LEAP_EXPORT void deserializeCString(const char* str, size_t length);
};
/* For internal use only. */
class BugReport : public Interface {
public:
// For internal use only
BugReport(BugReportImplementation*);
LEAP_EXPORT BugReport();
/* Starts recording data. The recording ends when endRecording() is called
* or after 10 seconds. The recording is saved to the local hard drive. */
LEAP_EXPORT bool beginRecording();
/* Ends the recording. */
LEAP_EXPORT void endRecording();
/* True while recording is in progress. */
LEAP_EXPORT bool isActive() const;
/* Progress as a fraction of the maximum recording length (i.e. 10 seconds).
* The range of the progress value is [0..1]. */
LEAP_EXPORT float progress() const;
/* The recording duration in seconds. */
LEAP_EXPORT float duration() const;
};
/**
* The Config class provides access to Leap Motion system configuration information.
*
* You can get and set gesture configuration parameters using the Config object
* obtained from a connected Controller object. The key strings required to
* identify a configuration parameter include:
*
* \table
* ==================================== ========== ============= =======
* Key string Value type Default value Units
* ==================================== ========== ============= =======
* Gesture.Circle.MinRadius float 5.0 mm
* Gesture.Circle.MinArc float 1.5 * pi radians
* Gesture.Swipe.MinLength float 150 mm
* Gesture.Swipe.MinVelocity float 1000 mm/s
* Gesture.KeyTap.MinDownVelocity float 50 mm/s
* Gesture.KeyTap.HistorySeconds float 0.1 s
* Gesture.KeyTap.MinDistance float 3.0 mm
* Gesture.ScreenTap.MinForwardVelocity float 50 mm/s
* Gesture.ScreenTap.HistorySeconds float 0.1 s
* Gesture.ScreenTap.MinDistance float 5.0 mm
* ==================================== ========== ============= =======
* \endtable
*
* After setting a configuration value, you must call the Config::save() method
* to commit the changes. You can save after the Controller has connected to
* the Leap Motion service/daemon. In other words, after the Controller
* has dispatched the serviceConnected or connected events or
* Controller::isConnected is true. The configuration value changes are
* not persistent; your application needs to set the values every time it runs.
*
* @see CircleGesture
* @see KeyTapGesture
* @see ScreenTapGesture
* @see SwipeGesture
* @since 1.0
*/
class Config : public Interface {
public:
/**
* Constructs a Config object.
* Do not create your own Config objects. Get a Config object using
* the Controller::config() function.
*
* \include Config_Constructor.txt
*
* @since 1.0
*/
LEAP_EXPORT Config();
/**
* Enumerates the possible data types for configuration values.
*
* The Config::type() function returns an item from the ValueType enumeration.
* @since 1.0
*/
enum ValueType {
/**
* The data type is unknown.
* @since 1.0
*/
TYPE_UNKNOWN = 0,
/**
* A boolean value.
* @since 1.0
*/
TYPE_BOOLEAN = 1,
/**
* A 32-bit integer.
* @since 1.0
*/
TYPE_INT32 = 2,
/**
* A floating-point number.
* @since 1.0
*/
TYPE_FLOAT = 6,
/**
* A string of characters.
* @since 1.0
*/
TYPE_STRING = 8,
#ifdef SWIGCSHARP
// deprecated
TYPEUNKNOWN = TYPE_UNKNOWN,
TYPEBOOLEAN = TYPE_BOOLEAN,
TYPEINT32 = TYPE_INT32,
TYPEFLOAT = TYPE_FLOAT,
TYPESTRING = TYPE_STRING,
#endif
};
/**
* Reports the natural data type for the value related to the specified key.
*
* \include Config_type.txt
*
* @param key The key for the looking up the value in the configuration dictionary.
* @returns The native data type of the value, that is, the type that does not
* require a data conversion.
* @since 1.0
*/
ValueType type(const std::string& key) const {
return typeCString(key.c_str());
}
/**
* Gets the boolean representation for the specified key.
*
* \include Config_getBool.txt
*
* @since 1.0
*/
bool getBool(const std::string& key) const {
return getBoolCString(key.c_str());
}
/** Sets the boolean representation for the specified key.
*
* \include Config_setBool.txt
*
* @returns true on success, false on failure.
* @since 1.0
*/
bool setBool(const std::string& key, bool value) {
return setBoolCString(key.c_str(), value);
}
/**
* Gets the 32-bit integer representation for the specified key.
*
* \include Config_getInt32.txt
*
* @since 1.0
*/
int32_t getInt32(const std::string& key) const {
return getInt32CString(key.c_str());
}
/** Sets the 32-bit integer representation for the specified key.
*
* \include Config_setInt32.txt
*
* @returns true on success, false on failure.
* @since 1.0
*/
bool setInt32(const std::string& key, int32_t value) {
return setInt32CString(key.c_str(), value);
}
/**
* Gets the floating point representation for the specified key.
*
* \include Config_getFloat.txt
*
* @since 1.0
*/
float getFloat(const std::string& key) const {
return getFloatCString(key.c_str());
}
/** Sets the floating point representation for the specified key.
*
* \include Config_setFloat.txt
*
* @returns true on success, false on failure.
* @since 1.0
*/
bool setFloat(const std::string& key, float value) {
return setFloatCString(key.c_str(), value);
}
/**
* Gets the string representation for the specified key.
*
* \include Config_getString.txt
*
* @since 1.0
*/
std::string getString(const std::string& key) const {
const char* cstr = getStringCString(key.c_str());
std::string str(cstr);
deleteCString(cstr);
return str;
}
/** Sets the string representation for the specified key.
*
* \include Config_setString.txt
*
* @returns true on success, false on failure.
* @since 1.0
*/
bool setString(const std::string& key, const std::string& value) {
return setStringCString(key.c_str(), value.c_str());
}
/**
* Saves the current state of the config.
*
* Call ``save()`` after making a set of configuration changes. The
* ``save()`` function transfers the configuration changes to the Leap Motion
* service. You can save after the Controller has connected to
* the Leap Motion service/daemon. In other words, after the Controller
* has dispatched the serviceConnected or connected events or
* Controller::isConnected is true. The configuration value changes are not persistent; your
* application must set the values every time it runs.
*
* \include Config_save.txt
*
* @returns true on success, false on failure.
* @since 1.0
*/
LEAP_EXPORT bool save();
private:
LEAP_EXPORT ValueType typeCString(const char* key) const;
LEAP_EXPORT bool getBoolCString(const char* key) const;
LEAP_EXPORT bool setBoolCString(const char* key, bool value);
LEAP_EXPORT int32_t getInt32CString(const char* key) const;
LEAP_EXPORT bool setInt32CString(const char* key, int32_t value);
LEAP_EXPORT float getFloatCString(const char* key) const;
LEAP_EXPORT bool setFloatCString(const char* key, float value);
LEAP_EXPORT const char* getStringCString(const char* key) const;
LEAP_EXPORT bool setStringCString(const char* key, const char* value);
};
/**
* The Controller class is your main interface to the Leap Motion Controller.
*
* Create an instance of this Controller class to access frames of tracking
* data and configuration information. Frame data can be polled at any time
* using the Controller::frame() function. Call frame() or frame(0) to get the
* most recent frame. Set the history parameter to a positive integer to access
* previous frames. A controller stores up to 60 frames in its frame history.
*
* Polling is an appropriate strategy for applications which already have an
* intrinsic update loop, such as a game. You can also add an instance of a
* subclass of Leap::Listener to the controller to handle events as they occur.
* The Controller dispatches events to the listener upon initialization and exiting,
* on connection changes, when the application gains and loses the OS input focus,
* and when a new frame of tracking data is available.
* When these events occur, the controller object invokes the appropriate
* callback function defined in your subclass of Listener.
*
* To access frames of tracking data as they become available:
*
* 1. Implement a subclass of the Listener class and override the
* Listener::onFrame() function.
* 2. In your Listener::onFrame() function, call the Controller::frame()
* function to access the newest frame of tracking data.
* 3. To start receiving frames, create a Controller object and add an instance
* of the Listener subclass to the Controller::addListener() function.
*
* When an instance of a Listener subclass is added to a Controller object,
* it calls the Listener::onInit() function when the listener is ready for use.
* When a connection is established between the controller and the Leap Motion software,
* the controller calls the Listener::onConnect() function. At this point, your
* application will start receiving frames of data. The controller calls the
* Listener::onFrame() function each time a new frame is available. If the
* controller loses its connection with the Leap Motion software or device for any
* reason, it calls the Listener::onDisconnect() function. If the listener is
* removed from the controller or the controller is destroyed, it calls the
* Listener::onExit() function. At that point, unless the listener is added to
* another controller again, it will no longer receive frames of tracking data.
*
* The Controller object is multithreaded and calls the Listener functions on
* its own thread, not on an application thread.
* @since 1.0
*/
class LEAP_EXPORT_CLASS Controller : public Interface {
public:
// For internal use only.
Controller(ControllerImplementation*);
/**
* Constructs a Controller object.
*
* When creating a Controller object, you may optionally pass in a
* reference to an instance of a subclass of Leap::Listener. Alternatively,
* you may add a listener using the Controller::addListener() function.
*
* @since 1.0
*/
LEAP_EXPORT Controller();
LEAP_EXPORT virtual ~Controller();
/**
* Constructs a Controller object.
*
* When creating a Controller object, you may optionally pass in a
* reference to an instance of a subclass of Leap::Listener. Alternatively,
* you may add a listener using the Controller::addListener() function.
*
* \include Controller_Controller.txt
*
* @param listener An instance of Leap::Listener implementing the callback
* functions for the Leap Motion events you want to handle in your application.
* @since 1.0
*/
LEAP_EXPORT Controller(Listener& listener);
/**
* Reports whether this Controller is connected to the Leap Motion service and
* the Leap Motion hardware is plugged in.
*
* When you first create a Controller object, isConnected() returns false.
* After the controller finishes initializing and connects to the Leap Motion
* software and if the Leap Motion hardware is plugged in, isConnected() returns true.
*
* You can either handle the onConnect event using a Listener instance or
* poll the isConnected() function if you need to wait for your
* application to be connected to the Leap Motion software before performing some other
* operation.
*
* \include Controller_isConnected.txt
* @returns True, if connected; false otherwise.
* @since 1.0
*/
LEAP_EXPORT bool isConnected() const;
/**
* Reports whether your application has a connection to the Leap Motion
* daemon/service. Can be true even if the Leap Motion hardware is not available.
* @since 1.2
*/
LEAP_EXPORT bool isServiceConnected() const;
/**
* Reports whether this application is the focused, foreground application.
*
* By default, your application only receives tracking information from
* the Leap Motion controller when it has the operating system input focus.
* To receive tracking data when your application is in the background,
* the background frames policy flag must be set.
*
* \include Controller_hasFocus.txt
*
* @returns True, if application has focus; false otherwise.
*
* @see Controller::setPolicyFlags()
* @since 1.0
*/
LEAP_EXPORT bool hasFocus() const;
/**
* The supported controller policies.
*
* The supported policy flags are:
*
* **POLICY_BACKGROUND_FRAMES** -- requests that your application receives frames
* when it is not the foreground application for user input.
*
* The background frames policy determines whether an application
* receives frames of tracking data while in the background. By
* default, the Leap Motion software only sends tracking data to the foreground application.
* Only applications that need this ability should request the background
* frames policy. The "Allow Background Apps" checkbox must be enabled in the
* Leap Motion Control Panel or this policy will be denied.
*
* **POLICY_IMAGES** -- request that your application receives images from the
* device cameras. The "Allow Images" checkbox must be enabled in the
* Leap Motion Control Panel or this policy will be denied.
*
* The images policy determines whether an application receives image data from
* the Leap Motion sensors which each frame of data. By default, this data is
* not sent. Only applications that use the image data should request this policy.
*
*
* **POLICY_OPTIMIZE_HMD** -- request that the tracking be optimized for head-mounted
* tracking.
*
* The optimize HMD policy improves tracking in situations where the Leap
* Motion hardware is attached to a head-mounted display. This policy is
* not granted for devices that cannot be mounted to an HMD, such as
* Leap Motion controllers embedded in a laptop or keyboard.
*
* Some policies can be denied if the user has disabled the feature on
* their Leap Motion control panel.
*
* @since 1.0
*/
enum PolicyFlag {
/**
* The default policy.
* @since 1.0
*/
POLICY_DEFAULT = 0,
/**
* Receive background frames.
* @since 1.0
*/
POLICY_BACKGROUND_FRAMES = (1 << 0),
/**
* Receive raw images from sensor cameras.
* @since 2.1.0
*/
POLICY_IMAGES = (1 << 1),
/**
* Optimize the tracking for head-mounted device.
* @since 2.1.2
*/
POLICY_OPTIMIZE_HMD = (1 << 2),
#ifdef SWIGCSHARP
// deprecated
POLICYDEFAULT = POLICY_DEFAULT,
POLICYBACKGROUNDFRAMES = POLICY_BACKGROUND_FRAMES,
#endif
};
/**
* This function has been deprecated. Use isPolicySet() instead.
* @deprecated 2.1.6
*/
LEAP_EXPORT PolicyFlag policyFlags() const;
/**
* This function has been deprecated. Use setPolicy() and clearPolicy() instead.
* @deprecated 2.1.6
*/
LEAP_EXPORT void setPolicyFlags(PolicyFlag flags) const;
/**
* Requests setting a policy.
*
* A request to change a policy is subject to user approval and a policy
* can be changed by the user at any time (using the Leap Motion settings dialog).
* The desired policy flags must be set every time an application runs.
*
* Policy changes are completed asynchronously and, because they are subject
* to user approval or system compatibility checks, may not complete successfully. Call
* Controller::isPolicySet() after a suitable interval to test whether
* the change was accepted.
*
* \include Controller_setPolicy.txt
*
* @param policy A PolicyFlag value indicating the policy to request.
* @since 2.1.6
*/
LEAP_EXPORT void setPolicy(PolicyFlag policy) const;
/**
* Requests clearing a policy.
*
* Policy changes are completed asynchronously and, because they are subject
* to user approval or system compatibility checks, may not complete successfully. Call
* Controller::isPolicySet() after a suitable interval to test whether
* the change was accepted.
*
* \include Controller_clearPolicy.txt
*
* @param flags A PolicyFlag value indicating the policy to request.
* @since 2.1.6
*/
LEAP_EXPORT void clearPolicy(PolicyFlag policy) const;
/**
* Gets the active setting for a specific policy.
*
* Keep in mind that setting a policy flag is asynchronous, so changes are
* not effective immediately after calling setPolicyFlag(). In addition, a
* policy request can be declined by the user. You should always set the
* policy flags required by your application at startup and check that the
* policy change request was successful after an appropriate interval.
*
* If the controller object is not connected to the Leap Motion software, then the default
* state for the selected policy is returned.
*
* \include Controller_isPolicySet.txt
*
* @param flags A PolicyFlag value indicating the policy to query.
* @returns A boolean indicating whether the specified policy has been set.
* @since 2.1.6
*/
LEAP_EXPORT bool isPolicySet(PolicyFlag policy) const;
/**
* Adds a listener to this Controller.
*
* The Controller dispatches Leap Motion events to each associated listener. The
* order in which listener callback functions are invoked is arbitrary. If
* you pass a listener to the Controller's constructor function, it is
* automatically added to the list and can be removed with the
* Controller::removeListener() function.
*
* \include Controller_addListener.txt
*
* The Controller does not keep a strong reference to the Listener instance.
* Ensure that you maintain a reference until the listener is removed from
* the controller.
*
* @param listener A subclass of Leap::Listener implementing the callback
* functions for the Leap Motion events you want to handle in your application.
* @returns Whether or not the listener was successfully added to the list
* of listeners.
* @since 1.0
*/
LEAP_EXPORT bool addListener(Listener& listener);
/**
* Remove a listener from the list of listeners that will receive Leap Motion
* events. A listener must be removed if its lifetime is shorter than the
* controller to which it is listening.
*
* \include Controller_removeListener.txt
*
* @param listener The listener to remove.
* @returns Whether or not the listener was successfully removed from the
* list of listeners.
* @since 1.0
*/
LEAP_EXPORT bool removeListener(Listener& listener);
/**
* Returns a frame of tracking data from the Leap Motion software. Use the optional
* history parameter to specify which frame to retrieve. Call frame() or
* frame(0) to access the most recent frame; call frame(1) to access the
* previous frame, and so on. If you use a history value greater than the
* number of stored frames, then the controller returns an invalid frame.
*
* \include Controller_Frame_1.txt
*
* You can call this function in your Listener implementation to get frames at the
* Leap Motion frame rate:
*
* \include Controller_Listener_onFrame.txt
* @param history The age of the frame to return, counting backwards from
* the most recent frame (0) into the past and up to the maximum age (59).
* @returns The specified frame; or, if no history parameter is specified,
* the newest frame. If a frame is not available at the specified history
* position, an invalid Frame is returned.
* @since 1.0
*/
LEAP_EXPORT Frame frame(int history = 0) const;
/**
* The most recent set of images from the Leap Motion cameras.
*
* \include Controller_images.txt
*
* Depending on timing and the current processing frame rate, the images
* obtained with this function can be newer than images obtained from
* the current frame of tracking data.
*
* @return An ImageList object containing the most recent camera images.
* @since 2.2.1
*/
LEAP_EXPORT ImageList images() const;
/**
* Returns a Config object, which you can use to query the Leap Motion system for
* configuration information.
*
* \include Controller_config.txt
*
* @returns The Controller's Config object.
* @since 1.0
*/
LEAP_EXPORT Config config() const;
/**
* The list of currently attached and recognized Leap Motion controller devices.
*
* The Device objects in the list describe information such as the range and
* tracking volume.
*
* \include Controller_devices.txt
*
* Currently, the Leap Motion Controller only allows a single active device at a time,
* however there may be multiple devices physically attached and listed here. Any active
* device(s) are guaranteed to be listed first, however order is not determined beyond that.
*
* @returns The list of Leap Motion controllers.
* @since 1.0
*/
LEAP_EXPORT DeviceList devices() const;
/*
* Deprecated as of version 1.2.
*/
LEAP_EXPORT ScreenList locatedScreens() const;
/* For internal use only. */
LEAP_EXPORT BugReport bugReport() const;
/**
* Enables or disables reporting of a specified gesture type.
*
* By default, all gesture types are disabled. When disabled, gestures of the
* disabled type are never reported and will not appear in the frame
* gesture list.
*
* \include Controller_enableGesture.txt
*
* As a performance optimization, only enable recognition for the types
* of movements that you use in your application.
*
* @param type The type of gesture to enable or disable. Must be a
* member of the Gesture::Type enumeration.
* @param enable True, to enable the specified gesture type; False,
* to disable.
* @see Controller::isGestureEnabled()
* @since 1.0
*/
LEAP_EXPORT void enableGesture(Gesture::Type type, bool enable = true) const;
/**
* Reports whether the specified gesture type is enabled.
*
* \include Controller_isGestureEnabled.txt
*
* @param type The type of gesture to check; a member of the Gesture::Type enumeration.
* @returns True, if the specified type is enabled; false, otherwise.
* @see Controller::enableGesture()
* @since 1.0
*/
LEAP_EXPORT bool isGestureEnabled(Gesture::Type type) const;
/**
* Note: This class is an experimental API for internal use only. It may be
* removed without warning.
*
* Returns information about the currently detected quad in the scene.
*
* \include Controller_trackedQuad.txt
* If no quad is being tracked, then an invalid TrackedQuad is returned.
* @since 2.2.6
**/
LEAP_EXPORT TrackedQuad trackedQuad() const;
/**
* Returns a timestamp value as close as possible to the current time.
* Values are in microseconds, as with all the other timestamp values.
*
* @since 2.2.7
**/
LEAP_EXPORT int64_t now() const;
};
/**
* The Listener class defines a set of callback functions that you can
* override in a subclass to respond to events dispatched by the Controller object.
*
* To handle Leap Motion events, create an instance of a Listener subclass and assign
* it to the Controller instance. The Controller calls the relevant Listener
* callback function when an event occurs, passing in a reference to itself.
* You do not have to implement callbacks for events you do not want to handle.
*
* The Controller object calls these Listener functions from a thread created
* by the Leap Motion library, not the thread used to create or set the Listener instance.
* @since 1.0
*/
class LEAP_EXPORT_CLASS Listener {
public:
/**
* Constructs a Listener object.
* @since 1.0
*/
LEAP_EXPORT Listener() {}
/**
* Destroys this Listener object.
*/
LEAP_EXPORT virtual ~Listener() {}
/**
* Called once, when this Listener object is newly added to a Controller.
*
* \include Listener_onInit.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.0
*/
LEAP_EXPORT virtual void onInit(const Controller&) {}
/**
* Called when the Controller object connects to the Leap Motion software and
* the Leap Motion hardware device is plugged in,
* or when this Listener object is added to a Controller that is already connected.
*
* When this callback is invoked, Controller::isServiceConnected is true,
* Controller::devices() is not empty, and, for at least one of the Device objects in the list,
* Device::isStreaming() is true.
*
* \include Listener_onConnect.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.0
*/
LEAP_EXPORT virtual void onConnect(const Controller&) {}
/**
* Called when the Controller object disconnects from the Leap Motion software or
* the Leap Motion hardware is unplugged.
* The controller can disconnect when the Leap Motion device is unplugged, the
* user shuts the Leap Motion software down, or the Leap Motion software encounters an
* unrecoverable error.
*
* \include Listener_onDisconnect.txt
*
* Note: When you launch a Leap-enabled application in a debugger, the
* Leap Motion library does not disconnect from the application. This is to allow
* you to step through code without losing the connection because of time outs.
*
* @param controller The Controller object invoking this callback function.
* @since 1.0
*/
LEAP_EXPORT virtual void onDisconnect(const Controller&) {}
/**
* Called when this Listener object is removed from the Controller
* or the Controller instance is destroyed.
*
* \include Listener_onExit.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.0
*/
LEAP_EXPORT virtual void onExit(const Controller&) {}
/**
* Called when a new frame of hand and finger tracking data is available.
* Access the new frame data using the Controller::frame() function.
*
* \include Listener_onFrame.txt
*
* Note, the Controller skips any pending onFrame events while your
* onFrame handler executes. If your implementation takes too long to return,
* one or more frames can be skipped. The Controller still inserts the skipped
* frames into the frame history. You can access recent frames by setting
* the history parameter when calling the Controller::frame() function.
* You can determine if any pending onFrame events were skipped by comparing
* the ID of the most recent frame with the ID of the last received frame.
*
* @param controller The Controller object invoking this callback function.
* @since 1.0
*/
LEAP_EXPORT virtual void onFrame(const Controller&) {}
/**
* Called when this application becomes the foreground application.
*
* Only the foreground application receives tracking data from the Leap
* Motion Controller. This function is only called when the controller
* object is in a connected state.
*
* \include Listener_onFocusGained.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.0
*/
LEAP_EXPORT virtual void onFocusGained(const Controller&) {}
/**
* Called when this application loses the foreground focus.
*
* Only the foreground application receives tracking data from the Leap
* Motion Controller. This function is only called when the controller
* object is in a connected state.
*
* \include Listener_onFocusLost.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.0
*/
LEAP_EXPORT virtual void onFocusLost(const Controller&) {}
// onServiceConnect/onServiceDisconnect are for connection established/lost.
// in normal course of events onServiceConnect will get called once after onInit
// and onServiceDisconnect will not get called. disconnect notification only happens
// if service stops running or something else bad happens to disconnect controller from service.
/**
* Called when the Leap Motion daemon/service connects to your application Controller.
*
* \include Listener_onServiceConnect.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.2
*/
LEAP_EXPORT virtual void onServiceConnect(const Controller&) {}
/**
* Called if the Leap Motion daemon/service disconnects from your application Controller.
*
* Normally, this callback is not invoked. It is only called if some external event
* or problem shuts down the service or otherwise interrupts the connection.
*
* \include Listener_onServiceDisconnect.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.2
*/
LEAP_EXPORT virtual void onServiceDisconnect(const Controller&) {}
/**
* Called when a Leap Motion controller plugged in, unplugged, or the device changes state.
*
* State changes include changes in frame rate and entering or leaving "robust" mode.
* Note that there is currently no way to query whether a device is in robust mode.
* You can use Frame::currentFramerate() to get the framerate.
*
* \include Listener_onDeviceChange.txt
*
* @param controller The Controller object invoking this callback function.
* @since 1.2
*/
LEAP_EXPORT virtual void onDeviceChange(const Controller&) {}
/**
* Called when new images are available.
* Access the new frame data using the Controller::images() function.
*
* \include Listener_onImages.txt
*
* @param controller The Controller object invoking this callback function.
* @since 2.2.1
*/
LEAP_EXPORT virtual void onImages(const Controller&) {}
};
}
#endif // __Leap_h__