Easily create gesture patterns that you can record and save in touch based applications. Use gesture-recorder to record your gesture and get it as a string or array.Then you can use your gesture to compare with other gestures with help of Gesture.
###Gesture-Recorder object The first step for recording gestures in your code is to instantiate Gesture-Recorder object.
var gestureRecorder = new GestureRecorder();
Then you should start record with function startRecord
.
gestureRecorder.startRecord(x, y);
Next steps are adding points with addNewPoint
function.
gestureRecorder.addNewPoint(x, y);
Finally, stop points recording with stopRecord
gestureRecorder.stopRecord(x, y);
After you stopped the record you can get result as string or as array.
var resultAsString = gestureRecorder.getGestureString();
var resultAsArray = gestureRecorder.getGestureArray();
#####Example
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
gestureRecorder = new GestureRecorder(),
pointer = new PointerTracker(canvas);
canvas.height = document.body.clientHeight;
canvas.width = document.body.clientWidth;
canvas.style.height = document.body.clientHeight + "px";
canvas.style.width = document.body.clientWidth + "px";
canvas.addEventListener('pointerdown', function (event) {
gestureRecorder.startRecord(event.layerX, event.layerY);
context.strokeStyle = 'white';
context.lineWidth = 10;
context.moveTo(event.layerX, event.layerY);
}, false);
canvas.addEventListener('pointermove', function (event) {
gestureRecorder.addNewPoint(event.layerX, event.layerY);
context.lineTo(event.layerX, event.layerY);
context.stroke();
}, false);
canvas.addEventListener('pointerup', function (event) {
gestureRecorder.stopRecord(event.layerX, event.layerY);
context.lineTo(event.layerX, event.layerY);
context.stroke();
console.log('Gesture recorded: ' + gestureRecorder.getGestureString());
}, false);