Hand over button event in Kinect SDK 1.7

人走茶凉 提交于 2019-12-02 04:33:49

The KinectTileButton supports the follow events for the hand cursor, which can be subscribed to and acted upon to your desire:

public static readonly RoutedEvent HandPointerMoveEvent = EventManager.RegisterRoutedEvent(
    "HandPointerMove", RoutingStrategy.Bubble, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerEnterEvent = EventManager.RegisterRoutedEvent(
    "HandPointerEnter", RoutingStrategy.Direct, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerLeaveEvent = EventManager.RegisterRoutedEvent(
    "HandPointerLeave", RoutingStrategy.Direct, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerPressEvent = EventManager.RegisterRoutedEvent(
    "HandPointerPress", RoutingStrategy.Bubble, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerPressReleaseEvent = EventManager.RegisterRoutedEvent(
    "HandPointerPressRelease", RoutingStrategy.Bubble, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerGripEvent = EventManager.RegisterRoutedEvent(
    "HandPointerGrip", RoutingStrategy.Bubble, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerGripReleaseEvent = EventManager.RegisterRoutedEvent(
    "HandPointerGripRelease", RoutingStrategy.Bubble, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerGotCaptureEvent = EventManager.RegisterRoutedEvent(
    "HandPointerGotCapture", RoutingStrategy.Direct, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent HandPointerLostCaptureEvent = EventManager.RegisterRoutedEvent(
    "HandPointerLostCapture", RoutingStrategy.Direct, typeof(EventHandler<HandPointerEventArgs>), typeof(KinectRegion));

public static readonly RoutedEvent QueryInteractionStatusEvent = EventManager.RegisterRoutedEvent(
    "QueryInteractionStatus", RoutingStrategy.Bubble, typeof(EventHandler<QueryInteractionStatusEventArgs>), typeof(KinectRegion));

The InitializeKinectButtonBase function sets up the default behavior for the buttons:

private void InitializeKinectButtonBase()
{
    KinectRegion.AddHandPointerPressHandler(this, this.OnHandPointerPress);
    KinectRegion.AddHandPointerGotCaptureHandler(this, this.OnHandPointerCaptured);
    KinectRegion.AddHandPointerPressReleaseHandler(this, this.OnHandPointerPressRelease);
    KinectRegion.AddHandPointerLostCaptureHandler(this, this.OnHandPointerLostCapture);
    KinectRegion.AddHandPointerEnterHandler(this, this.OnHandPointerEnter);
    KinectRegion.AddHandPointerLeaveHandler(this, this.OnHandPointerLeave);

    KinectRegion.SetIsPressTarget(this, true);
}

You can do the same in wherever you are actually defining the button in the UI. Hook the HandPointerEnter and the HandPointerLeave handlers and you can then count how many times a user moves the hand cursor into and out of the region.

Not sure if these are custom controls, however I'm quite positive most controls should come with a mouse enter event or be able to extend it.

<Button Tag="Test" MouseEnter="enterMethod">

And just have your method increment a variable for each mouse over.

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