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leap.js
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// License: New BSD License
// Reference: http://dev.w3.org/html5/websockets/
// Reference: http://tools.ietf.org/html/rfc6455
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if (location.protocol == "file:") {
logger.error(
"WARNING: web-socket-js doesn't work in file:///... URL " +
"unless you set Flash Security Settings properly. " +
"Open the page via Web server i.e. http://...");
}
/**
* Our own implementation of WebSocket class using Flash.
* @param {string} url
* @param {array or string} protocols
* @param {string} proxyHost
* @param {int} proxyPort
* @param {string} headers
*/
window.WebSocket = function(url, protocols, proxyHost, proxyPort, headers) {
var self = this;
self.__id = WebSocket.__nextId++;
WebSocket.__instances[self.__id] = self;
self.readyState = WebSocket.CONNECTING;
self.bufferedAmount = 0;
self.__events = {};
if (!protocols) {
protocols = [];
} else if (typeof protocols == "string") {
protocols = [protocols];
}
// Uses setTimeout() to make sure __createFlash() runs after the caller sets ws.onopen etc.
// Otherwise, when onopen fires immediately, onopen is called before it is set.
self.__createTask = setTimeout(function() {
WebSocket.__addTask(function() {
self.__createTask = null;
WebSocket.__flash.create(
self.__id, url, protocols, proxyHost || null, proxyPort || 0, headers || null);
});
}, 0);
};
/**
* Send data to the web socket.
* @param {string} data The data to send to the socket.
* @return {boolean} True for success, false for failure.
*/
WebSocket.prototype.send = function(data) {
if (this.readyState == WebSocket.CONNECTING) {
throw "INVALID_STATE_ERR: Web Socket connection has not been established";
}
// We use encodeURIComponent() here, because FABridge doesn't work if
// the argument includes some characters. We don't use escape() here
// because of this:
// https://developer.mozilla.org/en/Core_JavaScript_1.5_Guide/Functions#escape_and_unescape_Functions
// But it looks decodeURIComponent(encodeURIComponent(s)) doesn't
// preserve all Unicode characters either e.g. "\uffff" in Firefox.
// Note by wtritch: Hopefully this will not be necessary using ExternalInterface. Will require
// additional testing.
var result = WebSocket.__flash.send(this.__id, encodeURIComponent(data));
if (result < 0) { // success
return true;
} else {
this.bufferedAmount += result;
return false;
}
};
/**
* Close this web socket gracefully.
*/
WebSocket.prototype.close = function() {
if (this.__createTask) {
clearTimeout(this.__createTask);
this.__createTask = null;
this.readyState = WebSocket.CLOSED;
return;
}
if (this.readyState == WebSocket.CLOSED || this.readyState == WebSocket.CLOSING) {
return;
}
this.readyState = WebSocket.CLOSING;
WebSocket.__flash.close(this.__id);
};
/**
* Implementation of {@link <a href="http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-registration">DOM 2 EventTarget Interface</a>}
*
* @param {string} type
* @param {function} listener
* @param {boolean} useCapture
* @return void
*/
WebSocket.prototype.addEventListener = function(type, listener, useCapture) {
if (!(type in this.__events)) {
this.__events[type] = [];
}
this.__events[type].push(listener);
};
/**
* Implementation of {@link <a href="http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-registration">DOM 2 EventTarget Interface</a>}
*
* @param {string} type
* @param {function} listener
* @param {boolean} useCapture
* @return void
*/
WebSocket.prototype.removeEventListener = function(type, listener, useCapture) {
if (!(type in this.__events)) return;
var events = this.__events[type];
for (var i = events.length - 1; i >= 0; --i) {
if (events[i] === listener) {
events.splice(i, 1);
break;
}
}
};
/**
* Implementation of {@link <a href="http://www.w3.org/TR/DOM-Level-2-Events/events.html#Events-registration">DOM 2 EventTarget Interface</a>}
*
* @param {Event} event
* @return void
*/
WebSocket.prototype.dispatchEvent = function(event) {
var events = this.__events[event.type] || [];
for (var i = 0; i < events.length; ++i) {
events[i](event);
}
var handler = this["on" + event.type];
if (handler) handler.apply(this, [event]);
};
/**
* Handles an event from Flash.
* @param {Object} flashEvent
*/
WebSocket.prototype.__handleEvent = function(flashEvent) {
if ("readyState" in flashEvent) {
this.readyState = flashEvent.readyState;
}
if ("protocol" in flashEvent) {
this.protocol = flashEvent.protocol;
}
var jsEvent;
if (flashEvent.type == "open" || flashEvent.type == "error") {
jsEvent = this.__createSimpleEvent(flashEvent.type);
} else if (flashEvent.type == "close") {
jsEvent = this.__createSimpleEvent("close");
jsEvent.wasClean = flashEvent.wasClean ? true : false;
jsEvent.code = flashEvent.code;
jsEvent.reason = flashEvent.reason;
} else if (flashEvent.type == "message") {
var data = decodeURIComponent(flashEvent.message);
jsEvent = this.__createMessageEvent("message", data);
} else {
throw "unknown event type: " + flashEvent.type;
}
this.dispatchEvent(jsEvent);
};
WebSocket.prototype.__createSimpleEvent = function(type) {
if (document.createEvent && window.Event) {
var event = document.createEvent("Event");
event.initEvent(type, false, false);
return event;
} else {
return {type: type, bubbles: false, cancelable: false};
}
};
WebSocket.prototype.__createMessageEvent = function(type, data) {
if (document.createEvent && window.MessageEvent && !window.opera) {
var event = document.createEvent("MessageEvent");
event.initMessageEvent("message", false, false, data, null, null, window, null);
return event;
} else {
// IE and Opera, the latter one truncates the data parameter after any 0x00 bytes.
return {type: type, data: data, bubbles: false, cancelable: false};
}
};
/**
* Define the WebSocket readyState enumeration.
*/
WebSocket.CONNECTING = 0;
WebSocket.OPEN = 1;
WebSocket.CLOSING = 2;
WebSocket.CLOSED = 3;
// Field to check implementation of WebSocket.
WebSocket.__isFlashImplementation = true;
WebSocket.__initialized = false;
WebSocket.__flash = null;
WebSocket.__instances = {};
WebSocket.__tasks = [];
WebSocket.__nextId = 0;
/**
* Load a new flash security policy file.
* @param {string} url
*/
WebSocket.loadFlashPolicyFile = function(url){
WebSocket.__addTask(function() {
WebSocket.__flash.loadManualPolicyFile(url);
});
};
/**
* Loads WebSocketMain.swf and creates WebSocketMain object in Flash.
*/
WebSocket.__initialize = function() {
if (WebSocket.__initialized) return;
WebSocket.__initialized = true;
if (WebSocket.__swfLocation) {
// For backword compatibility.
window.WEB_SOCKET_SWF_LOCATION = WebSocket.__swfLocation;
}
if (!window.WEB_SOCKET_SWF_LOCATION) {
logger.error("[WebSocket] set WEB_SOCKET_SWF_LOCATION to location of WebSocketMain.swf");
return;
}
if (!window.WEB_SOCKET_SUPPRESS_CROSS_DOMAIN_SWF_ERROR &&
!WEB_SOCKET_SWF_LOCATION.match(/(^|\/)WebSocketMainInsecure\.swf(\?.*)?$/) &&
WEB_SOCKET_SWF_LOCATION.match(/^\w+:\/\/([^\/]+)/)) {
var swfHost = RegExp.$1;
if (location.host != swfHost) {
logger.error(
"[WebSocket] You must host HTML and WebSocketMain.swf in the same host " +
"('" + location.host + "' != '" + swfHost + "'). " +
"See also 'How to host HTML file and SWF file in different domains' section " +
"in README.md. If you use WebSocketMainInsecure.swf, you can suppress this message " +
"by WEB_SOCKET_SUPPRESS_CROSS_DOMAIN_SWF_ERROR = true;");
}
}
var container = document.createElement("div");
container.id = "webSocketContainer";
// Hides Flash box. We cannot use display: none or visibility: hidden because it prevents
// Flash from loading at least in IE. So we move it out of the screen at (-100, -100).
// But this even doesn't work with Flash Lite (e.g. in Droid Incredible). So with Flash
// Lite, we put it at (0, 0). This shows 1x1 box visible at left-top corner but this is
// the best we can do as far as we know now.
container.style.position = "absolute";
if (WebSocket.__isFlashLite()) {
container.style.left = "0px";
container.style.top = "0px";
} else {
container.style.left = "-100px";
container.style.top = "-100px";
}
var holder = document.createElement("div");
holder.id = "webSocketFlash";
container.appendChild(holder);
document.body.appendChild(container);
// See this article for hasPriority:
// http://help.adobe.com/en_US/as3/mobile/WS4bebcd66a74275c36cfb8137124318eebc6-7ffd.html
swfobject.embedSWF(
WEB_SOCKET_SWF_LOCATION,
"webSocketFlash",
"1" /* width */,
"1" /* height */,
"10.0.0" /* SWF version */,
null,
null,
{hasPriority: true, swliveconnect : true, allowScriptAccess: "always"},
null,
function(e) {
if (!e.success) {
logger.error("[WebSocket] swfobject.embedSWF failed");
}
}
);
};
/**
* Called by Flash to notify JS that it's fully loaded and ready
* for communication.
*/
WebSocket.__onFlashInitialized = function() {
// We need to set a timeout here to avoid round-trip calls
// to flash during the initialization process.
setTimeout(function() {
WebSocket.__flash = document.getElementById("webSocketFlash");
WebSocket.__flash.setCallerUrl(location.href);
WebSocket.__flash.setDebug(!!window.WEB_SOCKET_DEBUG);
for (var i = 0; i < WebSocket.__tasks.length; ++i) {
WebSocket.__tasks[i]();
}
WebSocket.__tasks = [];
}, 0);
};
/**
* Called by Flash to notify WebSockets events are fired.
*/
WebSocket.__onFlashEvent = function() {
setTimeout(function() {
try {
// Gets events using receiveEvents() instead of getting it from event object
// of Flash event. This is to make sure to keep message order.
// It seems sometimes Flash events don't arrive in the same order as they are sent.
var events = WebSocket.__flash.receiveEvents();
for (var i = 0; i < events.length; ++i) {
WebSocket.__instances[events[i].webSocketId].__handleEvent(events[i]);
}
} catch (e) {
logger.error(e);
}
}, 0);
return true;
};
// Called by Flash.
WebSocket.__log = function(message) {
logger.log(decodeURIComponent(message));
};
// Called by Flash.
WebSocket.__error = function(message) {
logger.error(decodeURIComponent(message));
};
WebSocket.__addTask = function(task) {
if (WebSocket.__flash) {
task();
} else {
WebSocket.__tasks.push(task);
}
};
/**
* Test if the browser is running flash lite.
* @return {boolean} True if flash lite is running, false otherwise.
*/
WebSocket.__isFlashLite = function() {
if (!window.navigator || !window.navigator.mimeTypes) {
return false;
}
var mimeType = window.navigator.mimeTypes["application/x-shockwave-flash"];
if (!mimeType || !mimeType.enabledPlugin || !mimeType.enabledPlugin.filename) {
return false;
}
return mimeType.enabledPlugin.filename.match(/flashlite/i) ? true : false;
};
if (!window.WEB_SOCKET_DISABLE_AUTO_INITIALIZATION) {
// NOTE:
// This fires immediately if web_socket.js is dynamically loaded after
// the document is loaded.
swfobject.addDomLoadEvent(function() {
WebSocket.__initialize();
});
}
})();
})()
},{}],3:[function(require,module,exports){window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback) { window.setTimeout(callback, 1000 / 60); }
})();
Leap = require("../lib/index").Leap
},{"../lib/index":4}],4:[function(require,module,exports){(function(){var Controller = require("./controller").Controller
, Frame = require("./frame").Frame
, CircularBuffer = require("./circular_buffer").CircularBuffer
, Connection = require("./connection").Connection
, UI = require("./ui").UI
, loopController = undefined;
/**
* The Leap.loop() function passes a frame of Leap data to your
* callback function and then calls window.requestAnimationFrame() after
* executing your callback function.
*
* Leap.loop() sets up the Leap controller and WebSocket connection for you.
* You do not need to create your own controller when using this method.
*
* Your callback function is called on an interval determined by the client
* browser. Typically, this is on an interval of 60 frames/second. The most
* recent frame of Leap data is passed to your callback function. If the Leap
* is producing frames at a slower rate than the browser frame rate, the same
* frame of Leap data can be passed to your function in successive animation
* updates.
*
* As an alternative, you can create your own Controller object and use a
* {@link Controller#onFrame onFrame} callback to process the data at
* the frame rate of the Leap device. See {@link Controller} for an
* example.
*
* @method Leap.loop
* @param {function} callback A function called when the browser is ready to
* draw to the screen. The most recent {@link Frame} object is passed to
* your callback function.
* @example
* Leap.loop( function( frame ) {
* // ... your code here
* })
*/
exports.Leap = {
loop: function(opts, callback) {
if (callback === undefined) {
callback = opts;
opts = {};
}
if (!loopController) loopController = new Controller(opts);
loopController.loop(callback);
},
Controller: Controller,
Connection: Connection,
Frame: Frame,
CircularBuffer: CircularBuffer,
UI: UI
}
})()
},{"./controller":5,"./frame":6,"./circular_buffer":7,"./connection":8,"./ui":9}],7:[function(require,module,exports){var CircularBuffer = exports.CircularBuffer = function(size) {
this.pos = 0;
this._buf = [];
this.size = size;
}
CircularBuffer.prototype.get = function(i) {
if (i == undefined) i = 0;
if (i >= this.size) return undefined;
if (i >= this._buf.length) return undefined;
return this._buf[(this.pos - i - 1) % this.size];
}
CircularBuffer.prototype.push = function(o) {
this._buf[this.pos % this.size] = o;
return this.pos++;
}
},{}],5:[function(require,module,exports){var inNode = typeof(window) === 'undefined';
var Frame = require('./frame').Frame
, CircularBuffer = require("./circular_buffer").CircularBuffer
, Pipeline = require("./pipeline").Pipeline
, EventEmitter = require('events').EventEmitter
, extend = require('./util').extend;
var Controller = exports.Controller = function(opts) {
this.history = new CircularBuffer(200);
var controller = this;
this.lastFrame = Frame.Invalid;
this.lastValidFrame = Frame.Invalid;
var connectionType = this.connectionType();
this.connection = new connectionType({
enableGestures: opts && opts.enableGestures,
host: opts && opts.host
});
this.connection.on('frame', function(frame) {
controller.processFrame(frame);
});
// Delegate connection events
this.connection.on('ready', function() { controller.emit('ready') });
this.connection.on('connect', function() { controller.emit('connect') });
this.connection.on('disconnect', function() { controller.emit('disconnect') });
}
Controller.prototype.inBrowser = function() {
return !inNode;
}
Controller.prototype.useAnimationLoop = function() {
return this.inBrowser() && typeof(chrome) === "undefined";
}
Controller.prototype.connectionType = function() {
return (this.inBrowser() ? require('./connection') : require('./node_connection')).Connection;
}
Controller.prototype.connect = function() {
if (this.connection.connect() && this.inBrowser()) {
var controller = this;
var callback = function() {
controller.emit('animationFrame', controller.lastFrame);
window.requestAnimFrame(callback);
}
window.requestAnimFrame(callback);
}
}
Controller.prototype.disconnect = function() {
this.connection.disconnect();
}
Controller.prototype.frame = function(num) {
return this.history.get(num) || Frame.Invalid;
}
Controller.prototype.loop = function(callback) {
switch (callback.length) {
case 1:
this.on(this.useAnimationLoop() ? 'animationFrame' : 'frame', callback);
break;
case 2:
var controller = this;
var scheduler = null;
var immediateRunnerCallback = function(frame) {
callback(frame, function() {
if (controller.lastFrame != frame) {
immediateRunnerCallback(controller.lastFrame);
} else {
controller.once(controller.useAnimationLoop() ? 'animationFrame' : 'frame', immediateRunnerCallback);
}
});
}
this.once(this.useAnimationLoop() ? 'animationFrame' : 'frame', immediateRunnerCallback);
break;
}
this.connect();
}
Controller.prototype.addStep = function(step) {
if (!this.pipeline) this.pipeline = new Pipeline(this);
this.pipeline.addStep(step);
}
Controller.prototype.processFrame = function(frame) {
if (this.pipeline) {
var frame = this.pipeline.run(frame);
if (!frame) frame = Frame.Invalid;
}
frame.controller = this;
frame.historyIdx = this.history.push(frame);
this.lastFrame = frame;
if (this.lastFrame.valid) this.lastValidFrame = this.lastFrame;
this.emit('frame', frame);
}
extend(Controller.prototype, EventEmitter.prototype);
},{"events":10,"./frame":6,"./circular_buffer":7,"./pipeline":11,"./util":12,"./connection":8,"./node_connection":13}],6:[function(require,module,exports){var Hand = require("./hand").Hand
, Pointable = require("./pointable").Pointable
, Motion = require("./motion").Motion
, Gesture = require("./gesture").Gesture
, extend = require("./util").extend;
/**
* Constructs a Frame object.
*
* Frame instances created with this constructor are invalid.
* Get valid Frame objects by calling the
* {@link Controller#frame}() function.
*
* @class Frame
* @classdesc
* The Frame class represents a set of hand and finger tracking data detected
* in a single frame.
*
* The Leap detects hands, fingers and tools within the tracking area, reporting
* their positions, orientations and motions in frames at the Leap frame rate.
*
* Access Frame objects using the {@link Controller#frame}() function.
*
* @borrows Motion#translation as #translation
* @borrows Motion#rotationAxis as #rotationAxis
* @borrows Motion#rotationAngle as #rotationAngle
* @borrows Motion#rotationMatrix as #rotationMatrix
* @borrows Motion#scaleFactor as #scaleFactor
*/
var Frame = exports.Frame = function(data) {
/**
* Reports whether this Frame instance is valid.
*
* A valid Frame is one generated by the 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
* undefined object exception. The invalid Frame mechanism makes it more
* convenient to track individual data across the frame history. For example,
* you can invoke:
*
* ```javascript
* var finger = controller.frame(n).finger(fingerID);
* ```
*
* 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.)
*
* @member Frame.prototype.valid
* @type {Boolean}
*/
this.valid = true;
/**
* A unique ID for this Frame. Consecutive frames processed by the Leap
* have consecutive increasing values.
* @member Frame.prototype.id
* @type {String}
*/
this.id = data.id;
/**
* The frame capture time in microseconds elapsed since the Leap started.
* @member Frame.prototype.timestamp
* @type {Number}
*/
this.timestamp = data.timestamp;
/**
* The list of Hand objects detected in this frame, given in arbitrary order.
* The list can be empty if no hands are detected.
*
* @member Frame.prototype.hands[]
* @type {Hand}
*/
this.hands = [];
this.handsMap = {};
/**
* 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.
*
* @member Frame.prototype.pointables[]
* @type {Pointable}
*/
this.pointables = [];
/**
* The list of Tool objects detected in this frame, given in arbitrary order.
* The list can be empty if no tools are detected.
*
* @member Frame.prototype.tools[]
* @type {Pointable}
*/
this.tools = [];
/**
* The list of Finger objects detected in this frame, given in arbitrary order.
* The list can be empty if no fingers are detected.
* @member Frame.prototype.fingers[]
* @type {Pointable}
*/
this.fingers = [];
this.pointablesMap = {};
this._translation = data.t;
this.rotation = data.r;
this._scaleFactor = data.s;
this.data = data;
this.type = 'frame'; // used by event emitting
var handMap = {};
for (var handIdx = 0, handCount = data.hands.length; handIdx != handCount; handIdx++) {
var hand = new Hand(data.hands[handIdx]);
hand.frame = this;
this.hands.push(hand);
this.handsMap[hand.id] = hand;
handMap[hand.id] = handIdx;
}
for (var pointableIdx = 0, pointableCount = data.pointables.length; pointableIdx != pointableCount; pointableIdx++) {
var pointable = new Pointable(data.pointables[pointableIdx]);
pointable.frame = this;
this.pointables.push(pointable);
this.pointablesMap[pointable.id] = pointable;
(pointable.tool ? this.tools : this.fingers).push(pointable);
if (pointable.handId && handMap.hasOwnProperty(pointable.handId)) {
var hand = this.hands[handMap[pointable.handId]];
hand.pointables.push(pointable);
(pointable.tool ? hand.tools : hand.fingers).push(pointable);
}
}
if (data.gestures) {
/**
* The list of Gesture objects detected in this frame, given in arbitrary order.
* The list can be empty if no gestures are detected.
*
* Circle and swipe gestures are updated every frame. Tap gestures
* only appear in the list for a single frame.
* @member Frame.prototype.gestures[]
* @type {Gesture}
*/
this.gestures = [];
for (var gestureIdx = 0, gestureCount = data.gestures.length; gestureIdx != gestureCount; gestureIdx++) {
this.gestures.push(Gesture(data.gestures[gestureIdx]));
}
}
}
/**
* The tool with the specified ID in this frame.
*
* Use the Frame tool() function to retrieve a tool from
* this frame using an ID value obtained from a previous frame.
* This function always returns a Pointable object, but if no tool
* with the specified ID is present, an invalid Pointable object is returned.
*
* 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 Pointable object representing that tool may have a
* different ID than that representing the tool in an earlier frame.
*
* @method Frame.prototype.tool
* @param {String} id The ID value of a Tool object from a previous frame.
* @returns {Pointable | Pointable.Invalid} The tool with the
* matching ID if one exists in this frame; otherwise, an invalid Pointable object
* is returned.
*/
Frame.prototype.tool = function(id) {
var pointable = this.pointable(id);
return pointable.tool ? pointable : Pointable.Invalid;
}
/**
* 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.
*
* 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.
*
* @method Frame.prototype.pointable
* @param {String} id The ID value of a Pointable object from a previous frame.
* @returns {Pointable | Pointable.Invalid} The Pointable object with
* the matching ID if one exists in this frame;
* otherwise, an invalid Pointable object is returned.
*/
Frame.prototype.pointable = function(id) {
return this.pointablesMap[id] || Pointable.Invalid;
}
/**
* The finger with the specified ID in this frame.
*
* Use the Frame finger() function to retrieve the finger 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 Pointable object is returned.
*
* 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 Pointable object representing that physical finger may have
* a different ID than that representing the finger in an earlier frame.
*
* @method Frame.prototype.finger
* @param {String} id The ID value of a finger from a previous frame.
* @returns {Pointable | Pointable.Invalid} The finger with the
* matching ID if one exists in this frame; otherwise, an invalid Pointable
* object is returned.
*/
Frame.prototype.finger = function(id) {
var pointable = this.pointable(id);
return !pointable.tool ? pointable : Pointable.Invalid;
}
/**
* 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.
*
* 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.
*
* @method Frame.prototype.hand
* @param {String} id The ID value of a Hand object from a previous frame.
* @returns {Hand | Hand.Invalid} The Hand object with the matching
* ID if one exists in this frame; otherwise, an invalid Hand object is returned.
*/
Frame.prototype.hand = function(id) {
return this.handsMap[id] || Hand.Invalid;
}
/**
* A string containing a brief, human readable description of the Frame object.
*
* @method Frame.prototype.toString
* @returns {String} A brief description of this frame.
*/
Frame.prototype.toString = function() {
var str = "Frame [ id:"+this.id+" | timestamp:"+this.timestamp+" | Hand count:("+this.hands.length+") | Pointable count:("+this.pointables.length+")";
if (this.gestures) str += " | Gesture count:("+this.gestures.length+")";
str += " ]";
return str;
}
/**
* Returns a JSON-formatted string containing the hands, pointables and gestures
* in this frame.
*
* @method Frame.prototype.dump
* @returns {String} A JSON-formatted string.
*/
Frame.prototype.dump = function() {
var out = '';
out += "Frame Info:<br/>";
out += this.toString();
out += "<br/><br/>Hands:<br/>"
for (var handIdx = 0, handCount = this.hands.length; handIdx != handCount; handIdx++) {
out += " "+ this.hands[handIdx].toString() + "<br/>";
}
out += "<br/><br/>Pointables:<br/>";
for (var pointableIdx = 0, pointableCount = this.pointables.length; pointableIdx != pointableCount; pointableIdx++) {
out += " "+ this.pointables[pointableIdx].toString() + "<br/>";
}
if (this.gestures) {
out += "<br/><br/>Gestures:<br/>";
for (var gestureIdx = 0, gestureCount = this.gestures.length; gestureIdx != gestureCount; gestureIdx++) {
out += " "+ this.gestures[gestureIdx].toString() + "<br/>";
}
}
out += "<br/><br/>Raw JSON:<br/>";
out += JSON.stringify(this.data);
return out;
}
/**
* An invalid Frame object.
*
* You can use this invalid Frame in comparisons testing
* whether a given Frame instance is valid or invalid. (You can also check the
* {@link Frame#valid} property.)
*
* @constant
* @type {Frame}
* @name Frame.Invalid
*/
Frame.Invalid = {
valid: false,
hands: [],
fingers: [],
pointables: [],
pointable: function() { return Pointable.Invalid },
finger: function() { return Pointable.Invalid },
hand: function() { return Hand.Invalid },
toString: function() { return "invalid frame" },
dump: function() { return this.toString() }
}
extend(Frame.prototype, Motion);
extend(Frame.Invalid, Motion);
},{"./hand":14,"./pointable":15,"./motion":16,"./gesture":17,"./util":12}],8:[function(require,module,exports){var Connection = exports.Connection = require('./base_connection').Connection
Connection.prototype.setupSocket = function() {
var connection = this;
var socket = new WebSocket("ws://" + this.host + ":6437");
socket.onopen = function() { connection.handleOpen() };
socket.onmessage = function(message) { connection.handleData(message.data) };
socket.onclose = function() { connection.handleClose() };
return socket;
}
Connection.prototype.teardownSocket = function() {
this.socket.close();
delete this.socket;
delete this.protocol;
}
},{"./base_connection":18}],9:[function(require,module,exports){exports.UI = {
Region: require("./ui/region").Region,
Cursor: require("./ui/cursor").Cursor
};
},{"./ui/region":19,"./ui/cursor":20}],21:[function(require,module,exports){// shim for using process in browser
var process = module.exports = {};
process.nextTick = (function () {
var canSetImmediate = typeof window !== 'undefined'
&& window.setImmediate;
var canPost = typeof window !== 'undefined'
&& window.postMessage && window.addEventListener
;
if (canSetImmediate) {
return function (f) { return window.setImmediate(f) };
}
if (canPost) {
var queue = [];
window.addEventListener('message', function (ev) {
if (ev.source === window && ev.data === 'process-tick') {
ev.stopPropagation();
if (queue.length > 0) {
var fn = queue.shift();
fn();
}
}
}, true);
return function nextTick(fn) {
queue.push(fn);
window.postMessage('process-tick', '*');
};
}
return function nextTick(fn) {
setTimeout(fn, 0);
};
})();
process.title = 'browser';
process.browser = true;
process.env = {};
process.argv = [];
process.binding = function (name) {
throw new Error('process.binding is not supported');
}
// TODO(shtylman)
process.cwd = function () { return '/' };
process.chdir = function (dir) {
throw new Error('process.chdir is not supported');
};
},{}],10:[function(require,module,exports){(function(process){if (!process.EventEmitter) process.EventEmitter = function () {};
var EventEmitter = exports.EventEmitter = process.EventEmitter;
var isArray = typeof Array.isArray === 'function'
? Array.isArray
: function (xs) {
return Object.prototype.toString.call(xs) === '[object Array]'
}
;
function indexOf (xs, x) {
if (xs.indexOf) return xs.indexOf(x);
for (var i = 0; i < xs.length; i++) {
if (x === xs[i]) return i;
}
return -1;
}
// By default EventEmitters will print a warning if more than
// 10 listeners are added to it. This is a useful default which
// helps finding memory leaks.
//
// Obviously not all Emitters should be limited to 10. This function allows
// that to be increased. Set to zero for unlimited.
var defaultMaxListeners = 10;
EventEmitter.prototype.setMaxListeners = function(n) {
if (!this._events) this._events = {};
this._events.maxListeners = n;
};
EventEmitter.prototype.emit = function(type) {
// If there is no 'error' event listener then throw.
if (type === 'error') {
if (!this._events || !this._events.error ||
(isArray(this._events.error) && !this._events.error.length))
{
if (arguments[1] instanceof Error) {
throw arguments[1]; // Unhandled 'error' event
} else {
throw new Error("Uncaught, unspecified 'error' event.");
}
return false;