--- a/src/FingersDance.GestureControl/GestureVector.cs Wed Nov 18 13:06:55 2009 +0100
+++ b/src/FingersDance.GestureControl/GestureVector.cs Thu Nov 19 09:28:15 2009 +0100
@@ -37,7 +37,7 @@
/// <param name="precision"></param>
public SurfaceGesture(List<SurfaceGesturePoint> list, int precision)
{
- this.Precision = precision;
+ this.Precision = 20;
this.Generate(list);
}
#endregion
@@ -93,7 +93,7 @@
/*if (this.GetPattern() != "None")
return true;
else*/
- return false;
+ return false;
}
/// <summary>
/// Get distance between two points
@@ -124,62 +124,590 @@
/// </summary>
/// <param name="list"></param>
private void Generate(List<SurfaceGesturePoint> list)
- {
+ {
+ SurfaceGestureVectorDirection lastDirection = SurfaceGestureVectorDirection.NONE;
+ int lastPoint = 0;
+ SurfaceGesturePoint LastChange = list[0];
+
+ /////// TEST///////////
+ if (this.GenerateCourb(list, 5) == true)
+ return;
this.Clear();
- if (list.Count < 2)
+ ///////////////////////
+
+ for (int i = 0; i < list.Count - 1; i++)
{
- this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.TAP, Lenght = 0 });
- return;
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ 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)), Origin = list[lastPoint] });
+ LastChange = list[i + 1];
+ lastDirection = SurfaceGestureVectorDirection.DOWNRIGHT;
+ }
+ ++lastPoint;
}
- List<SurfaceGesturePoint> Points = new List<SurfaceGesturePoint>();
- List<SurfaceGestureVector> Vectors = new List<SurfaceGestureVector>();
-
- for (int index = 1; index <= list.Count; index++)
- {
- if (index == list.Count / 2 || index == list.Count)
- {
- SurfaceGestureVector verctorTemp = AnalysePoints(Points);
- if (Vectors.Count == 0 || !Vectors[Vectors.Count - 1].Direction.Equals(verctorTemp.Direction))
- Vectors.Add(verctorTemp);
- Points.Clear();
- }
- else
- Points.Add(list[index]);
- }
- foreach (SurfaceGestureVector elt in Vectors)
- this.Add(elt);
- }
+ // Analyse des extrémités de la gesture
+ /*
- SurfaceGestureVector AnalysePoints(List<SurfaceGesturePoint> list)
- {
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 < 10 && diffY > 10)
{
- if (list[0].Y > list[list.Count - 1].Y)
- return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = 0, Origin = list[0] });
+ this.Clear();
+ if (up > down)
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up });
else
- return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = 0, Origin = list[0] });
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down });
}
else if (diffY < 10 && diffX > 10)
{
- if (list[list.Count - 1].X > list[0].X)
- return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = 0, Origin = list[0] });
+ this.Clear();
+ if (left > right)
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left });
else
- return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = 0, Origin = list[0] });
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right });
+ }
+
+ */
+
+ // Analyse détaillée de la gesture
+
+ List<SurfaceGestureVector> ThisTemp = new List<SurfaceGestureVector>();
+ List<SurfaceGestureVector> temp = new List<SurfaceGestureVector>();
+ List<SurfaceGestureVector> Tempo = new List<SurfaceGestureVector>();
+
+ if ((this.Count / 10) >= 1)
+ {
+ /*
+ for (int i = 1; i < this.Count + 1; i++)
+ {
+ temp.Add(this[i-1]);
+ if (i % 7 == 0)
+ {
+ SurfaceGestureVector result = Analyse(temp);
+ if (ThisTemp.Count == 0 || !ThisTemp[ThisTemp.Count - 1].Direction.Equals(result.Direction))
+ ThisTemp.Add(result);
+ else
+ ThisTemp[ThisTemp.Count - 1].Lenght += result.Lenght;
+ temp.Clear();
+ }
+ }
+ if (temp.Count > 0)
+ {
+ SurfaceGestureVector result = Analyse(temp);
+ if (ThisTemp[ThisTemp.Count - 1].Direction.Equals(result.Direction))
+ ThisTemp[ThisTemp.Count - 1].Lenght += result.Lenght;
+ else
+ ThisTemp.Add(result);
+ temp.Clear();
+ }
+ this.Clear();
+ foreach(SurfaceGestureVector elt in ThisTemp)
+ this.Add(elt);
+ */
+ switch (this.Count / 10)
+ {
+ case 1:
+ ThisTemp.Add(Analyse(this));
+ this.Clear();
+ if (ThisTemp.Count > 1)
+ {
+ double up = 0, down = 0, left = 0, right = 0, upleft = 0, upright = 0, downleft = 0, downright = 0;
+ foreach (SurfaceGestureVector elt in ThisTemp)
+ {
+ 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;
+ default:
+ break;
+ }
+ }
+ if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(up))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upleft))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = upleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upright))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(down))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downleft))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = downleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downright))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = downright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(left))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(right))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right, Origin = null });
+ }
+ else
+ this.Add(ThisTemp[0]);
+ break;
+ case 2:
+ for (int index = 1; index <= this.Count; index++)
+ {
+ if (index == this.Count / 2 || index == this.Count)
+ {
+ ThisTemp.Add(Analyse(temp));
+ if (ThisTemp.Count > 1)
+ {
+ double up = 0, down = 0, left = 0, right = 0, upleft = 0, upright = 0, downleft = 0, downright = 0;
+ foreach (SurfaceGestureVector elt in ThisTemp)
+ {
+
+ 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;
+ }
+ }
+ if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(up))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upleft))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = upleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upright))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(down))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downleft))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = downleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downright))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = downright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(left))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(right))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right, Origin = null });
+ }
+ else
+ Tempo.Add(ThisTemp[0]);
+ }
+ else
+ ThisTemp.Add(this[index]);
+ }
+ this.Clear();
+ if (Tempo[0].Direction.Equals(Tempo[1].Direction))
+ this.Add(Tempo[0]);
+ else
+ foreach (SurfaceGestureVector elt in Tempo)
+ this.Add(elt);
+ break;
+ case 3:
+ for (int index = 1; index <= this.Count; index++)
+ {
+ if (index == this.Count / 3 || index == this.Count)
+ {
+ ThisTemp.Add(Analyse(temp));
+ if (ThisTemp.Count > 1)
+ {
+ double up = 0, down = 0, left = 0, right = 0, upleft = 0, upright = 0, downleft = 0, downright = 0;
+ foreach (SurfaceGestureVector elt in ThisTemp)
+ {
+
+ 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;
+ }
+ }
+ if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(up))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upleft))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = upleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upright))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(down))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downleft))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = downleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downright))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = downright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(left))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(right))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right, Origin = null });
+ }
+ else
+ Tempo.Add(ThisTemp[0]);
+ }
+ else
+ ThisTemp.Add(this[index]);
+ }
+ this.Clear();
+ if (Tempo[0].Direction.Equals(Tempo[1].Direction) && Tempo[0].Direction.Equals(Tempo[2].Direction))
+ this.Add(Tempo[0]);
+ else
+ foreach (SurfaceGestureVector elt in Tempo)
+ this.Add(elt);
+ break;
+ default:
+ for (int index = 1; index <= this.Count; index++)
+ {
+ if (index == this.Count / 4 || index == this.Count)
+ {
+ ThisTemp.Add(Analyse(temp));
+ if (ThisTemp.Count > 1)
+ {
+ double up = 0, down = 0, left = 0, right = 0, upleft = 0, upright = 0, downleft = 0, downright = 0;
+ foreach (SurfaceGestureVector elt in ThisTemp)
+ {
+
+ 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;
+ }
+ }
+ if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(up))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upleft))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = upleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upright))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(down))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downleft))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = downleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downright))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = downright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(left))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(right))
+ Tempo.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right, Origin = null });
+ }
+ else
+ Tempo.Add(ThisTemp[0]);
+ }
+ else
+ ThisTemp.Add(this[index]);
+ }
+ this.Clear();
+ if (Tempo[0].Direction.Equals(Tempo[1].Direction) && Tempo[0].Direction.Equals(Tempo[2].Direction) && Tempo[0].Direction.Equals(Tempo[3].Direction))
+ this.Add(Tempo[0]);
+ else
+ foreach (SurfaceGestureVector elt in Tempo)
+ this.Add(elt);
+ break;
+ }
+ }
+ else
+ {
+ ThisTemp.Add(Analyse(this));
+ this.Clear();
+ if (ThisTemp.Count > 1)
+ {
+ double up = 0, down = 0, left = 0, right = 0, upleft = 0, upright = 0, downleft = 0, downright = 0;
+ foreach (SurfaceGestureVector elt in ThisTemp)
+ {
+
+ 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;
+ }
+ }
+ if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(up))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upleft))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = upleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upright))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(down))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downleft))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = downleft, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downright))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = downright, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(left))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left, Origin = null });
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(right))
+ this.Add(new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right, Origin = null });
+ }
+ else
+ this.Add(ThisTemp[0]);
+ }
+ }
+
+ private SurfaceGestureVector Analyse(List<SurfaceGestureVector> 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 list)
+ {
+
+ 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 cupleft = 0, cupright = 0, cdownleft = 0, cdownright = 0;
+
+
+ if (list.Count > 2)
+ {
+ double min = 180;
+ for (int i = 1; i < list.Count - 2; i++)
+ {
+ double a = GetDistancePoints(list[list.Count - 1].Origin, list[0].Origin);
+ double b = GetDistancePoints(list[i].Origin, list[0].Origin);
+ double c = GetDistancePoints(list[i].Origin, list[list.Count - 1].Origin);
+ double angle = 180 * (Math.Acos((b * b + c * c - a * a) / (2 * b * c))) / Math.PI ;
+ min = Math.Min(angle > 0 ? angle : 180, min);
+ }
+ if(min<130)
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.NONE, Lenght = up, Origin = list[0].Origin };
+ }
+
+ if (up < 4 && upleft < 4 && upright < 4 && down < 4 && downleft < 4 && downright < 4 && right < 4 && left < 4)
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.TAP, Lenght = 0 };
+ if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(up))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up, Origin = list[0].Origin };
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upleft))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = upleft, Origin = list[0].Origin };
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(upright))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = list[0].Origin };
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(down))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down, Origin = list[0].Origin };
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downleft))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = downleft, Origin = list[0].Origin };
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(downright))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = downright, Origin = list[0].Origin };
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(left))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left, Origin = list[0].Origin };
+ else if (Math.Max(up, Math.Max(upleft, Math.Max(upright, Math.Max(down, Math.Max(downleft, Math.Max(left, Math.Max(downright, right))))))).Equals(right))
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right, Origin = list[0].Origin };
+ else
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.NONE, Lenght = 0, Origin = list[0].Origin });
+ */
+
+ double diffX = Math.Abs(list[0].Origin.X - list[list.Count - 1].Origin.X);
+ double diffY = Math.Abs(list[0].Origin.Y - list[list.Count - 1].Origin.Y);
+
+ if (diffX < 10 && diffY > 10)
+ {
+ if (list[0].Origin.Y > list[list.Count - 1].Origin.Y)
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UP, Lenght = up, Origin = list[0].Origin });
+ else
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWN, Lenght = down, Origin = list[0].Origin });
+ }
+ else if (diffY < 10 && diffX > 10)
+ {
+ if (list[list.Count - 1].Origin.X > list[0].Origin.X)
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.LEFT, Lenght = left, Origin = list[0].Origin });
+ else
+ return (new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.RIGHT, Lenght = right, Origin = list[0].Origin });
}
else if (diffX > 10 && diffY > 10)
{
- if (list[0].Y > list[list.Count - 1].Y && list[list.Count - 1].X > list[0].X)
- return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = 0, Origin = list[0] };
- else if (list[0].Y > list[list.Count - 1].Y && list[list.Count - 1].X < list[0].X)
- return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = 0, Origin = list[0] };
- else if (list[0].Y < list[list.Count - 1].Y && list[list.Count - 1].X > list[0].X)
- return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNRIGHT, Lenght = 0, Origin = list[0] };
+ if (list[0].Origin.Y > list[list.Count - 1].Origin.Y && list[list.Count - 1].Origin.X > list[0].Origin.X)
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPLEFT, Lenght = upleft, Origin = list[0].Origin };
+ else if (list[0].Origin.Y > list[list.Count - 1].Origin.Y && list[list.Count - 1].Origin.X < list[0].Origin.X)
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = list[0].Origin };
+ else if (list[0].Origin.Y < list[list.Count - 1].Origin.Y && list[list.Count - 1].Origin.X > list[0].Origin.X)
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = downleft, Origin = list[0].Origin };
else
- return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.DOWNLEFT, Lenght = 0, Origin = list[0] };
+ return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.UPRIGHT, Lenght = upright, Origin = list[0].Origin };
}
else
return new SurfaceGestureVector { Direction = SurfaceGestureVectorDirection.TAP, Lenght = 0 };
@@ -190,21 +718,41 @@
if (p1.Y < p2.Y)
{
// go up
- if (Math.Abs(p2.X - p1.X) < Math.Abs(p2.Y - p1.Y))
- return SurfaceGestureVectorDirection.DOWN;
- else
+ if (Math.Abs(p2.Y - p1.Y) > this.Precision)
{
- if (p1.X < p2.X)
- return SurfaceGestureVectorDirection.DOWNRIGHT;
+ if (Math.Abs(p2.X - p1.X) < Math.Abs(p2.Y - p1.Y))
+ return SurfaceGestureVectorDirection.DOWN;
else
- return SurfaceGestureVectorDirection.DOWNLEFT;
+ {
+ 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.X - p2.X) < Math.Abs(p1.Y - p2.Y))
- return SurfaceGestureVectorDirection.UP;
+ 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)
@@ -220,8 +768,18 @@
if (p1.X < p2.X)
{
// go left
- if (Math.Abs(p2.Y - p1.Y) < Math.Abs(p2.X - p1.X))
- return SurfaceGestureVectorDirection.RIGHT;
+ 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)
@@ -232,9 +790,19 @@
}
else
{
- // go right=
- if (Math.Abs(p1.Y - p2.Y) < Math.Abs(p1.X - p2.X))
- return SurfaceGestureVectorDirection.LEFT;
+ // 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)