using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows.Input;
using System.Windows;
namespace GestureControl
{
/// <summary>
/// Take a list of points and try to recognize a pattern
/// </summary>
public class SurfaceGesture : List<SurfaceGestureVector>
{
#region Prop
/// <summary>
/// Allow some variation without log a direction
/// </summary>
public int Precision { get; set; }
#endregion
#region Constructor
/// <summary>
/// load know patterns and generate the vector list from a list of points with a default 20 precision factor
/// </summary>
/// <param name="list"></param>
public SurfaceGesture(List<SurfaceGesturePoint> list)
{
this.Precision = 20;
this.Generate(list);
}
/// <summary>
/// load know patterns and generate the vector list from a list of points with a precision factor
/// </summary>
/// <param name="list"></param>
/// <param name="precision"></param>
public SurfaceGesture(List<SurfaceGesturePoint> list, int precision)
{
this.Precision = precision;
this.Generate(list);
}
#endregion
#region GenerateVector
/// <summary>
/// Generate list of vector from courbe mouvements, filter with the pas value
/// </summary>
/// <param name="list"></param>
/// <param name="pas"></param>
/// <returns></returns>
private bool GenerateCourb(List<SurfaceGesturePoint> list, int pas)
{
int sep = list.Count / pas;
double count = 0; ;
SurfaceGesturePoint past = new SurfaceGesturePoint() { X = 0, Y = 0 };
double y = 0;
for (int i = 0; i < list.Count - 1; i++)
{
if (i % pas != 0)
{
count += Math.Atan(list[i + 1].Y / list[i + 1].X) - Math.Atan(list[i].Y / list[i].X);
}
else
{
count /= pas;
if (count == 0 || this.GetDistancePoints(past, list[i + 1]) < 5)
{
y = list[i + 1].Y;
past.X = count;
continue;
}
if (y > list[i + 1].Y)
{
if (past.X > count)
this.AddDirection(SurfaceGestureVectorDirection.UPRIGHT);
else
this.AddDirection(SurfaceGestureVectorDirection.UPLEFT);
}
else
{
if (past.X > count)
this.AddDirection(SurfaceGestureVectorDirection.DOWNRIGHT);
else
this.AddDirection(SurfaceGestureVectorDirection.DOWNLEFT);
}
y = list[i + 1].Y;
past.X = count;
}
}
Console.Write(this);
/*if (this.GetPattern() != "None")
return true;
else*/
return false;
}
/// <summary>
/// Get distance between two points
/// </summary>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <returns></returns>
private int GetDistancePoints(SurfaceGesturePoint p1, SurfaceGesturePoint p2)
{
return (int)Math.Sqrt(Math.Pow((p2.X - p1.X), 2) + Math.Pow((p1.Y - p2.Y), 2));
}
/// <summary>
/// add a direction in the vector list if past who not the same
/// </summary>
/// <param name="type"></param>
private void AddDirection(SurfaceGestureVectorDirection type)
{
if (this.Count == 0)
{
this.Add(new SurfaceGestureVector { Direction = type, Lenght = 42 });
return;
}
if (this[this.Count - 1].Direction != type)
this.Add(new SurfaceGestureVector { Direction = type, Lenght = 42 });
}
/// <summary>
/// generate list of vector
/// </summary>
/// <param name="list"></param>
private void Generate(List<SurfaceGesturePoint> list)
{
if (list.Count < 2)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.TAP, Lenght = 0 });
return;
}
SurfaceGestureVectorDirection lastDirection = SurfaceGestureVectorDirection.NONE;
int lastPoint = 0;
SurfaceGesturePoint LastChange = list[0];
/////// TEST///////////
if (this.GenerateCourb(list, 5) == true)
return;
this.Clear();
///////////////////////
for (int i = 0; i < list.Count - 1; i++)
{
if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UP && lastDirection != SurfaceGestureVectorDirection.UP)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.UP;
}
else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWN && lastDirection != SurfaceGestureVectorDirection.DOWN)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.DOWN;
}
else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPLEFT && lastDirection != SurfaceGestureVectorDirection.UPLEFT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.UPLEFT;
}
else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPRIGHT && lastDirection != SurfaceGestureVectorDirection.UPRIGHT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.UPRIGHT;
}
else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNLEFT && lastDirection != SurfaceGestureVectorDirection.DOWNLEFT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.DOWNLEFT;
}
else if (GetHorizontal(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNRIGHT && lastDirection != SurfaceGestureVectorDirection.DOWNRIGHT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.DOWNRIGHT;
}
else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.LEFT && lastDirection != SurfaceGestureVectorDirection.LEFT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = (Math.Abs(LastChange.X - list[i + 1].X)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.LEFT;
}
else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.RIGHT && lastDirection != SurfaceGestureVectorDirection.RIGHT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = (Math.Abs(LastChange.X - list[i + 1].X)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.RIGHT;
}
else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPLEFT && lastDirection != SurfaceGestureVectorDirection.UPLEFT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.UPLEFT;
}
else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.UPRIGHT && lastDirection != SurfaceGestureVectorDirection.UPRIGHT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.UPRIGHT;
}
else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNLEFT && lastDirection != SurfaceGestureVectorDirection.DOWNLEFT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.DOWNLEFT;
}
else if (GetVertical(list[lastPoint], list[i + 1]) == SurfaceGestureVectorDirection.DOWNRIGHT && lastDirection != SurfaceGestureVectorDirection.DOWNRIGHT)
{
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = (Math.Abs(LastChange.Y - list[i + 1].Y)) });
LastChange = list[i + 1];
lastDirection = SurfaceGestureVectorDirection.DOWNRIGHT;
}
++lastPoint;
}
Analyse(list);
}
private void Analyse(List<SurfaceGesturePoint> list)
{
// Analyse de la forme
double up = 0, down = 0, left = 0, right = 0, upleft = 0, upright = 0, downleft = 0, downright = 0;
foreach (SurfaceGestureVector elt in this)
{
switch (elt.Direction)
{
case SurfaceGestureVectorDirection.DOWN:
down += elt.Lenght;
break;
case SurfaceGestureVectorDirection.DOWNLEFT:
downleft += elt.Lenght;
break;
case SurfaceGestureVectorDirection.DOWNRIGHT:
downright += elt.Lenght;
break;
case SurfaceGestureVectorDirection.LEFT:
left += elt.Lenght;
break;
case SurfaceGestureVectorDirection.RIGHT:
right += elt.Lenght;
break;
case SurfaceGestureVectorDirection.UP:
up += elt.Lenght;
break;
case SurfaceGestureVectorDirection.UPLEFT:
upleft += elt.Lenght;
break;
case SurfaceGestureVectorDirection.UPRIGHT:
upright += elt.Lenght;
break;
}
}
double diffX = Math.Abs(list[0].X - list[list.Count - 1].X);
double diffY = Math.Abs(list[0].Y - list[list.Count - 1].Y);
if (diffX < 5)
{
this.Clear();
if (up > down)
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up });
else
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down });
}
else if (diffY < 5)
{
this.Clear();
if (left > right)
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left });
else
this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right });
}
}
private SurfaceGestureVectorDirection GetHorizontal(SurfaceGesturePoint p1, SurfaceGesturePoint p2)
{
if (p1.Y < p2.Y)
{
// go up
if (Math.Abs(p2.Y - p1.Y) > this.Precision)
{
if (Math.Abs(p2.X - p1.X) < Math.Abs(p2.Y - p1.Y))
return SurfaceGestureVectorDirection.DOWN;
else
{
if (p1.X < p2.X)
return SurfaceGestureVectorDirection.DOWNRIGHT;
else
return SurfaceGestureVectorDirection.DOWNLEFT;
}
}
else
{
if (p1.X < p2.X)
return SurfaceGestureVectorDirection.DOWNRIGHT;
else
return SurfaceGestureVectorDirection.DOWNLEFT;
}
}
else
{
// go down
if (Math.Abs(p1.Y - p2.Y) > this.Precision)
{
if (Math.Abs(p1.X - p2.X) < Math.Abs(p1.Y - p2.Y))
return SurfaceGestureVectorDirection.UP;
else
{
if (p1.X < p2.X)
return SurfaceGestureVectorDirection.UPRIGHT;
else
return SurfaceGestureVectorDirection.UPLEFT;
}
}
else
{
if (p1.X < p2.X)
return SurfaceGestureVectorDirection.UPRIGHT;
else
return SurfaceGestureVectorDirection.UPLEFT;
}
}
return SurfaceGestureVectorDirection.NONE;
}
private SurfaceGestureVectorDirection GetVertical(SurfaceGesturePoint p1, SurfaceGesturePoint p2)
{
if (p1.X < p2.X)
{
// go left
if (Math.Abs(p2.X - p1.X) > this.Precision)
{
if (Math.Abs(p2.Y - p1.Y) < Math.Abs(p2.X - p1.X))
return SurfaceGestureVectorDirection.RIGHT;
else
{
if (p1.Y < p2.Y)
return SurfaceGestureVectorDirection.DOWNRIGHT;
else
return SurfaceGestureVectorDirection.UPRIGHT;
}
}
else
{
if (p1.Y < p2.Y)
return SurfaceGestureVectorDirection.DOWNRIGHT;
else
return SurfaceGestureVectorDirection.UPRIGHT;
}
}
else
{
// go right
if (Math.Abs(p1.X - p2.X) > this.Precision)
{
if (Math.Abs(p1.Y - p2.Y) < Math.Abs(p1.X - p2.X))
return SurfaceGestureVectorDirection.LEFT;
else
{
if (p1.Y < p2.Y)
return SurfaceGestureVectorDirection.DOWNLEFT;
else
return SurfaceGestureVectorDirection.UPLEFT;
}
}
else
{
if (p1.Y < p2.Y)
return SurfaceGestureVectorDirection.DOWNLEFT;
else
return SurfaceGestureVectorDirection.UPLEFT;
}
}
return SurfaceGestureVectorDirection.NONE;
}
#endregion
#region Override
public override String ToString()
{
String ret = "";
foreach (SurfaceGestureVector v in this)
{
ret += (v.Direction + ", lenght:" + v.Lenght + ", precision:" + this.Precision + "\n");
//Console.WriteLine(v.Direction + ", lenght:" + v.Lenght + ", precision:" + this.Precision);
}
return ret;
}
#endregion
}
}