/* * This is an example that demonstrates how to connect to the EyeX Engine and subscribe to the lightly filtered gaze data stream. * * Copyright 2013-2014 Tobii Technology AB. All rights reserved. */ #include #include #include #include #include "eyex/EyeX.h" #pragma comment (lib, "Tobii.EyeX.Client.lib") // ID of the global interactor that provides our data stream; must be unique within the application. static const TX_STRING InteractorId = "Twilight Sparkle"; // global variables static TX_HANDLE g_hGlobalInteractorSnapshot = TX_EMPTY_HANDLE; /* * Initializes g_hGlobalInteractorSnapshot with an interactor that has the Gaze Point behavior. */ BOOL InitializeGlobalInteractorSnapshot(TX_CONTEXTHANDLE hContext) { TX_HANDLE hInteractor = TX_EMPTY_HANDLE; TX_GAZEPOINTDATAPARAMS params = { TX_GAZEPOINTDATAMODE_LIGHTLYFILTERED }; BOOL success; success = txCreateGlobalInteractorSnapshot( hContext, InteractorId, &g_hGlobalInteractorSnapshot, &hInteractor) == TX_RESULT_OK; success &= txCreateGazePointDataBehavior(hInteractor, ¶ms) == TX_RESULT_OK; txReleaseObject(&hInteractor); return success; } /* * Callback function invoked when a snapshot has been committed. */ void TX_CALLCONVENTION OnSnapshotCommitted(TX_CONSTHANDLE hAsyncData, TX_USERPARAM param) { // check the result code using an assertion. // this will catch validation errors and runtime errors in debug builds. in release builds it won't do anything. TX_RESULT result = TX_RESULT_UNKNOWN; txGetAsyncDataResultCode(hAsyncData, &result); assert(result == TX_RESULT_OK || result == TX_RESULT_CANCELLED); } /* * Callback function invoked when the status of the connection to the EyeX Engine has changed. */ void TX_CALLCONVENTION OnEngineConnectionStateChanged(TX_CONNECTIONSTATE connectionState, TX_USERPARAM userParam) { switch (connectionState) { case TX_CONNECTIONSTATE_CONNECTED: { BOOL success; printf("The connection state is now CONNECTED (We are connected to the EyeX Engine)\n"); // commit the snapshot with the global interactor as soon as the connection to the engine is established. // (it cannot be done earlier because committing means "send to the engine".) success = txCommitSnapshotAsync(g_hGlobalInteractorSnapshot, OnSnapshotCommitted, NULL) == TX_RESULT_OK; if (!success) { printf("Failed to initialize the data stream.\n"); } else { printf("Waiting for gaze data to start streaming...\n"); } } break; case TX_CONNECTIONSTATE_DISCONNECTED: printf("The connection state is now DISCONNECTED (We are disconnected from the EyeX Engine)\n"); break; case TX_CONNECTIONSTATE_TRYINGTOCONNECT: printf("The connection state is now TRYINGTOCONNECT (We are trying to connect to the EyeX Engine)\n"); break; case TX_CONNECTIONSTATE_SERVERVERSIONTOOLOW: printf("The connection state is now SERVER_VERSION_TOO_LOW: this application requires a more recent version of the EyeX Engine to run.\n"); break; case TX_CONNECTIONSTATE_SERVERVERSIONTOOHIGH: printf("The connection state is now SERVER_VERSION_TOO_HIGH: this application requires an older version of the EyeX Engine to run.\n"); break; } } /* * Handles an event from the Gaze Point data stream. */ void OnGazeDataEvent(TX_HANDLE hGazeDataBehavior) { TX_GAZEPOINTDATAEVENTPARAMS eventParams; if (txGetGazePointDataEventParams(hGazeDataBehavior, &eventParams) == TX_RESULT_OK) { printf("Gaze Data: (%.1f, %.1f) timestamp %.0f ms\n", eventParams.X, eventParams.Y, eventParams.Timestamp); } else { printf("Failed to interpret gaze data event packet.\n"); } } /* * Callback function invoked when an event has been received from the EyeX Engine. */ void TX_CALLCONVENTION HandleEvent(TX_CONSTHANDLE hAsyncData, TX_USERPARAM userParam) { TX_HANDLE hEvent = TX_EMPTY_HANDLE; TX_HANDLE hBehavior = TX_EMPTY_HANDLE; txGetAsyncDataContent(hAsyncData, &hEvent); // NOTE. Uncomment the following line of code to view the event object. The same function can be used with any interaction object. //OutputDebugStringA(txDebugObject(hEvent)); if (txGetEventBehavior(hEvent, &hBehavior, TX_BEHAVIORTYPE_GAZEPOINTDATA) == TX_RESULT_OK) { OnGazeDataEvent(hBehavior); txReleaseObject(&hBehavior); } // NOTE since this is a very simple application with a single interactor and a single data stream, // our event handling code can be very simple too. A more complex application would typically have to // check for multiple behaviors and route events based on interactor IDs. txReleaseObject(&hEvent); } /* * Application entry point. */ int main(int argc, char* argv[]) { TX_CONTEXTHANDLE hContext = TX_EMPTY_HANDLE; TX_TICKET hConnectionStateChangedTicket = TX_INVALID_TICKET; TX_TICKET hEventHandlerTicket = TX_INVALID_TICKET; BOOL success; // initialize and enable the context that is our link to the EyeX Engine. success = txInitializeEyeX(TX_EYEXCOMPONENTOVERRIDEFLAG_NONE, NULL, NULL, NULL, NULL) == TX_RESULT_OK; success &= txCreateContext(&hContext, TX_FALSE) == TX_RESULT_OK; success &= InitializeGlobalInteractorSnapshot(hContext); success &= txRegisterConnectionStateChangedHandler(hContext, &hConnectionStateChangedTicket, OnEngineConnectionStateChanged, NULL) == TX_RESULT_OK; success &= txRegisterEventHandler(hContext, &hEventHandlerTicket, HandleEvent, NULL) == TX_RESULT_OK; success &= txEnableConnection(hContext) == TX_RESULT_OK; // let the events flow until a key is pressed. if (success) { printf("Initialization was successful.\n"); } else { printf("Initialization failed.\n"); } printf("Press any key to exit...\n"); _getch(); printf("Exiting.\n"); // disable and delete the context. txDisableConnection(hContext); txReleaseObject(&g_hGlobalInteractorSnapshot); success = txShutdownContext(hContext, TX_CLEANUPTIMEOUT_DEFAULT, TX_FALSE) == TX_RESULT_OK; success &= txReleaseContext(&hContext) == TX_RESULT_OK; success &= txUninitializeEyeX() == TX_RESULT_OK; if (!success) { printf("EyeX could not be shut down cleanly. Did you remember to release all handles?\n"); } return 0; }