Files
Frametop--frametop/pointer/tests/gazehand-test.cpp
T
DeeJanuzandClaude Opus 5.5 02f1575c52 Gaze + hands first: right-drag by two taps, three-finger scroll, fist guard on every pinch; the slot lets go to manual controls; palm-only susan; dot-only hand laser
User 2026-10-11, gaze + hands becoming the main input:
- Right-drag: an index tap on one hand, then an index pinch on the other within 1 s,
  holds the right button at the gaze lock; that hand drags until it ends
  (POINTER_GAZE_RIGHT_DRAG). It replaces the chord (POINTER_GAZE_CHORD=0).
- Three-finger scroll: the thumb on both the index and middle tips (3 cm) scrolls where
  you looked as the hand moves, like the ray's middle-pinch stick (POINTER_GAZE_SCROLL).
- The fist guard (a hand closing into a fist: no click) now covers gaze and chord
  pinches too, from each hand's own frame (not the ray's).
- A hand's laser shows only its dot: the beam starts just short of it, as the eye's
  does, held still through a carry (POINTER_RAY_BEAM=0; SteamVR's beam width is one
  global setting it reads only at start).
- The front slot gives a screen up to manual controls: grab that, a push, flick or
  throw, or a carry by hand or laser releases it (it moves like any other and stays
  where you put it); the next stroke puts it home and brings the next.
- The lazy susan counts only palm-led strokes (the return stroke does nothing; the
  other hand palms the other way; HANDS_SWEEP_BACK=1 for both).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 16:38:29 -06:00

484 lines
23 KiB
C++

// Unit tests for gaze pinches (pointer/helper/gazehand.h): the gaze lock, the nudge's dead zone and
// gain, the press after a still hold, the two-hand chord (both buttons held), typing holding pinches
// back (typing.h, which the helper asks before gazehand), and the ray switch, with made-up gaze at
// ft-gazed's 90 Hz and hands at ft-hands' 30 Hz.
// Build and run: just test-c (or g++ -std=c++17 -I. pointer/tests/gazehand-test.cpp).
#include "pointer/helper/gazehand.h"
#include "pointer/helper/typing.h"
#include <cmath>
#include <cstdio>
#include <string>
using namespace gazehand;
static int failures = 0;
#define CHECK(cond, ...) \
do { \
if (!(cond)) { \
std::printf("FAIL %s:%d: ", __FILE__, __LINE__); \
std::printf(__VA_ARGS__); \
std::printf("\n"); \
++failures; \
} \
} while (0)
namespace {
constexpr double kGaze = 1 / 90.0;
constexpr double kFrame = 1 / 30.0;
bool Has(const std::string &s, const char *what) { return s.find(what) != std::string::npos; }
// Gaze at (hy, hp) from t0 up to t1, at 90 Hz; raw a degree off the corrected.
void Look(GazeHistory &h, double t0, double t1, double hy, double hp) {
for (double t = t0; t < t1 - 1e-9; t += kGaze) h.Add({t, hy, hp, hy + 1, hp});
}
// The live failure this is for: you look at A, start pinching, and the eyes are on their way to the
// next thing before ft-hands calls the pinch. The click goes to A.
void TestLockTakesTheLookBeforeThePinch() {
GazeHistory h;
Look(h, 0, 1.0, 10, 0); // A
Look(h, 1.0, 1.4, 25, -10); // B, from 1.0 s
GazeSample s;
double age = 0;
// the begin's capture at 1.05: 50 ms after the eyes left A
CHECK(h.Lock(1.05, Params(), s, age), "a lock");
CHECK(s.hy == 10 && s.hp == 0, "at A, not B: %.1f %.1f", s.hy, s.hp);
CHECK(age >= 0.075 - 1e-9 && age < 0.075 + kGaze + 1e-9, "the newest at least 75 ms before: %.3f", age);
CHECK(s.rhy == 11, "with its raw gaze (the lesson's look): %.1f", s.rhy);
// a pinch well into the fixation on B clicks B
CHECK(h.Lock(1.3, Params(), s, age) && s.hy == 25, "later: B (%.1f)", s.hy);
}
void TestLockWithoutFreshGaze() {
GazeHistory h;
Look(h, 0, 0.5, 10, 0);
GazeSample s;
double age = 0;
CHECK(!h.Lock(1.0, Params(), s, age), "the gaze stopped half a second before: no lock");
// a blink: nothing from 0.5 to 0.98, then the eyes are back: the first sample after it
Look(h, 0.98, 1.1, 12, 1);
CHECK(h.Lock(1.0, Params(), s, age), "back just before the begin: a lock");
CHECK(s.hy == 12 && std::fabs(s.t - 0.98) < 1e-6, "the first sample back: %.1f at %.3f", s.hy, s.t);
GazeHistory none;
CHECK(!none.Lock(1.0, Params(), s, age), "no gaze at all: no lock");
}
// A tap: the hand jitters (and the pinch point shifts as the fingers close) inside the dead zone.
void TestTapClicksAtTheLock() {
Pinch p;
p.Begin(Params(), 1.0, 30, 5, -20, -35, false, 0.08);
double t = 1.0;
const double jitter[] = {0.4, -0.6, 1.1, 1.8, 2.2, 1.5}; // degrees, along both axes
for (double j : jitter) {
t += kFrame;
CHECK(!p.Hand(-20 + j, -35 - j * 0.5), "jitter doesn't move it");
CHECK(!p.Promote(t), "a tap isn't a press");
}
CHECK(p.Yaw() == 30 && p.Pitch() == 5 && p.Moved() == 0, "still at the lock: %.2f %.2f", p.Yaw(), p.Pitch());
CHECK(p.State() == Pinch::Phase::Aim, "still aiming");
const std::string says = p.Says(t, false, "", "frametop.screen.0", "");
CHECK(Has(says, "clicked at the gaze on frametop.screen.0") && Has(says, "gaze 80 ms before"), "%s", says.c_str());
}
// Slow drift under the dead zone (a hand sagging while you read) never nudges.
void TestDriftUnderTheDeadZone() {
Pinch p;
p.Begin(Params(), 0, 0, 0, -10, -30, false, 0.08);
for (int i = 0; i <= 40; ++i) p.Hand(-10 + i * 0.06, -30 - i * 0.075); // 3.9 deg over 1.3 s at 30 Hz, down and in
CHECK(p.Yaw() == 0 && p.Pitch() == 0 && p.Moved() == 0, "no nudge: %.3f %.3f", p.Yaw(), p.Pitch());
}
// Past the dead zone: the pointer follows at the gain, from where it was (no jump).
void TestNudgePastTheDeadZone() {
Params prm;
Pinch p;
p.Begin(prm, 0, 30, 5, -20, -35, false, 0.08);
double hy = -20, lastYaw = 30;
double maxStep = 0, engagedAt = 0;
// the hand moves left (yaw +) half a degree a frame, 10 degrees in all
for (int i = 1; i <= 20; ++i) {
hy += 0.5;
p.Hand(hy, -35);
maxStep = std::max(maxStep, std::fabs(p.Yaw() - lastYaw));
lastYaw = p.Yaw();
if (p.State() == Pinch::Phase::Nudge && engagedAt == 0) engagedAt = hy;
}
CHECK(std::fabs(engagedAt - (-20 + prm.deadzone + 0.5)) < 1e-9, "engaged just past the dead zone: at %.2f", engagedAt);
CHECK(maxStep <= prm.gain * 0.5 + 1e-9, "no jump: the biggest step %.3f deg (gain x 0.5)", maxStep);
// from the engagement (hand at -15.5) to -10: 5.5 deg of hand, 1.65 of pointer
CHECK(std::fabs(p.Yaw() - (30 + prm.gain * (hy - engagedAt))) < 1e-9, "at the gain: %.3f", p.Yaw());
CHECK(p.Pitch() == 5, "only across: %.3f", p.Pitch());
// the click: at the corrected point, a correction the helper sends as a lesson (>= 0.2 deg moved)
CHECK(p.Moved() >= 0.2 && std::fabs(p.Moved() - (p.Yaw() - 30)) < 1e-9, "moved %.3f", p.Moved());
CHECK(!p.Promote(10), "a pinch that nudged never becomes a press");
std::string says = p.Says(1.2, false, "", "frametop.screen.1", "a lesson");
CHECK(Has(says, "nudged 1.6 deg, then clicked on frametop.screen.1 (a lesson;"), "%s", says.c_str());
says = p.Says(1.2, false, "", "frametop.screen.1", "the quick check");
CHECK(Has(says, "(the quick check;"), "%s", says.c_str());
says = p.Says(1.2, false, "", "frametop.screen.1", "");
CHECK(Has(says, "(not learned;"), "%s", says.c_str());
// back again: the pointer comes back with the hand
for (int i = 0; i < 11; ++i) hy -= 0.5, p.Hand(hy, -35);
CHECK(std::fabs(p.Yaw() - 30) < 1e-9, "back where it engaged: %.3f", p.Yaw());
}
void TestGainAndDeadZoneSettings() {
Params prm;
prm.deadzone = 1.0, prm.gain = 0.5;
Pinch p;
p.Begin(prm, 0, 0, 0, 0, 0, false, -1);
p.Hand(0, -1.2); // engages
p.Hand(0, -3.2);
CHECK(std::fabs(p.Pitch() + 1.0) < 1e-9, "POINTER_GAZE_PINCH_GAIN 0.5: %.3f", p.Pitch());
const std::string says = p.Says(1, false, "", "", "");
CHECK(Has(says, "no fresh gaze: where the pointer was") && Has(says, "on nothing"), "%s", says.c_str());
}
// Held still for POINTER_GAZE_HOLD: a real press at the lock, then the hand drags at the grip's gain.
void TestHoldStillBecomesAPress() {
Params prm;
Pinch p;
p.Begin(prm, 0, 30, 5, -20, -35, false, 0.08);
double t = 0;
bool pressed = false;
int presses = 0;
while (t < 1.0) {
t += 0.008;
if (std::fmod(t, kFrame) < 0.008) p.Hand(-20 + 1.0, -35 + 0.5); // still, a little off the begin
if (p.Promote(t)) {
++presses;
CHECK(!pressed && t >= prm.hold - 1e-9 && t < prm.hold + 0.009, "pressed at %.3f s", t);
pressed = true;
}
}
CHECK(presses == 1, "one press: %d", presses);
CHECK(p.State() == Pinch::Phase::Press && p.Yaw() == 30 && p.Pitch() == 5, "at the lock");
// the drag counts from the hand at the press: inside 0.5 deg nothing, then gain 1
p.Hand(-19 + 0.4, -34.5);
CHECK(p.Yaw() == 30, "the drag's dead zone");
p.Hand(-19 + 0.6, -34.5); // engages
p.Hand(-19 + 6.6, -34.5);
CHECK(std::fabs(p.Yaw() - 36) < 1e-9 && p.Moved() == 0 && std::fabs(p.Dragged() - 6) < 1e-9,
"dragged at gain 1: %.3f (moved %.3f, dragged %.3f)", p.Yaw(), p.Moved(), p.Dragged());
p.pressHit = "frametop.float.3";
std::string says = p.Says(1.4, false, "", "", "");
CHECK(Has(says, "became a press on frametop.float.3 (held still 0.50 s;") && Has(says, "dragged 6.0 deg, let go (held 1.40 s)"),
"%s", says.c_str());
says = p.Says(1.4, true, "its side has a controller in use", "", "");
CHECK(Has(says, "let go: its side has a controller in use"), "%s", says.c_str());
}
// On one of Frametop's drag controls (a resize handle, a grab bar): a press after controlHold.
void TestControlPressesSooner() {
Params prm;
Pinch p;
p.Begin(prm, 0, 30, 5, -20, -35, false, 0.08);
double t = 0, at = -1;
while (t < 1.0 && at < 0) {
t += 0.008;
if (p.Promote(t, true)) at = t;
}
CHECK(at >= prm.controlHold - 1e-9 && at < prm.controlHold + 0.009, "pressed at %.3f s", at);
// a nudge first: no press (it clicks on the release, as anywhere)
Pinch q;
q.Begin(prm, 0, 30, 5, -20, -35, false, 0.08);
q.Hand(-20 + 5, -35);
q.Hand(-20 + 6, -35);
bool pressed = false;
for (double u = 0.01; u < 1.0; u += 0.008) pressed = pressed || q.Promote(u, true);
CHECK(!pressed, "a nudged pinch doesn't press");
// a middle pinch: never
Pinch m;
m.Begin(prm, 0, 30, 5, -20, -35, true, 0.08);
CHECK(!m.Promote(0.5, true), "a middle pinch doesn't press");
}
void TestMiddlePinch() {
Pinch p;
p.Begin(Params(), 0, 10, 0, 0, -30, true, 0.09);
CHECK(!p.Promote(2.0), "a middle pinch never becomes a press");
std::string says = p.Says(2.0, false, "", "frametop.screen.0", "");
CHECK(Has(says, "right click at the gaze on frametop.screen.0"), "%s", says.c_str());
for (double hy = 0; hy >= -10; hy -= 0.5) p.Hand(hy, -30);
says = p.Says(2.0, false, "", "frametop.screen.0", "a lesson");
CHECK(Has(says, "then a right click on"), "%s", says.c_str());
says = p.Says(2.0, true, "ft-hands lost the hand, or a grip took the pinch", "", "");
CHECK(Has(says, "no click: ft-hands lost the hand"), "%s", says.c_str());
}
// Right-drag (user, 2026-10-11): an index tap on one hand, then an index pinch on the other within the
// window: the right button pressed at once, dragged by the second hand.
void TestRightDrag() {
TapArm arm;
CHECK(!arm.Arms(1, 0.5, 1.0), "no tap yet: no right-drag");
arm = {0, 10.0};
CHECK(arm.Arms(1, 10.6, 1.0), "the other hand 0.6 s after the left's tap: a right-drag");
CHECK(!arm.Arms(0, 10.6, 1.0), "the same hand again: a plain pinch");
CHECK(!arm.Arms(1, 11.2, 1.0), "1.2 s after: too late");
CHECK(!arm.Arms(1, 10.6, 0), "POINTER_GAZE_RIGHT_DRAG=0: off");
Pinch p;
p.Begin(Params(), 10.6, 5, 0, 0, -30, false, 0.08);
p.PressNow(10.6, 0.6);
CHECK(p.State() == Pinch::Phase::Press && p.Right() && p.ByTap(), "pressed at once, the right button");
CHECK(!p.Promote(12), "nothing to promote");
for (double hy = 0; hy >= -6; hy -= 0.5) p.Hand(hy, -30);
CHECK(p.Dragged() > 1, "the hand drags it: %.2f", p.Dragged());
p.pressHit = "frametop.remote.104";
const std::string says = p.Says(11.5, false, "", "", "");
CHECK(Has(says, "the right button held (the other hand tapped 0.60 s before) on frametop.remote.104"), "%s", says.c_str());
}
// The three-finger scroll's stick (and the ray's middle-pinch scroll): 0.5 cm dead zone, full at 4 cm.
void TestScrollAxis() {
CHECK(ScrollAxis(0.004, 1) == 0, "under the dead zone");
CHECK(ScrollAxis(0.0225, 1) == 0.5, "half way: %.2f", ScrollAxis(0.0225, 1));
CHECK(ScrollAxis(-0.06, 1) == -1, "past full: -1");
CHECK(ScrollAxis(0.0225, -1) == -0.5, "turned round");
}
void TestRefused() {
Situation s;
CHECK(Refused(s) == nullptr, "nothing in the way");
// The key guard is typing.h's (the helper asks it before gazehand): keys alone, no hands seen.
typing::Typing ty;
ty.Key(0);
CHECK(ty.Why(1, 0.3) && std::string(ty.Why(1, 0.3)) == "typing", "a key 0.3 s ago");
CHECK(ty.Blocked(1, 1.2), "a key 1.2 s ago: still typing (POINTER_PINCH_TYPING is 2 s, was 1)");
CHECK(!ty.Blocked(1, 2.1), "a key 2.1 s ago");
typing::Params off;
off.hold = 0;
ty.SetParams(off);
CHECK(!ty.Blocked(1, 0), "POINTER_PINCH_TYPING=0: no guard");
s = Situation();
s.active = false;
CHECK(std::string(Refused(s)) == "it woke the pointer, no click", "asleep: it only wakes");
s.busy = true;
CHECK(std::string(Refused(s)) == "ignored (a press is already held)", "busy first");
}
// The chord (see "Chord" in gazehand.h): which second pinches make one.
void TestChordable() {
Pinch left;
CHECK(!Chordable(left, -1, 1, false, false), "nothing held: a plain pinch");
left.Begin(Params(), 0, 10, 0, -20, -35, false, 0.08);
CHECK(Chordable(left, 0, 1, false, false), "the other hand's index pinch: a chord");
CHECK(!Chordable(left, 0, 0, false, false), "the same hand: no");
CHECK(!Chordable(left, 0, 1, true, false), "a middle pinch by the other hand: no (ignored, as before)");
CHECK(!Chordable(left, 0, 1, false, true), "a chord held already: no third button");
Pinch middle;
middle.Begin(Params(), 0, 10, 0, -20, -35, true, 0.08);
CHECK(!Chordable(middle, 0, 1, false, false), "during a middle pinch (a right click held back): no");
Pinch chord;
chord.BeginChord(Params(), 0, 10, 0, -20, -35);
CHECK(!Chordable(chord, 1, 0, false, false), "the chord's own pinch can't make another");
// The helper's busy test: a chord isn't busy, so only typing (typing.h, asked first) and the wake
// stand in its way.
Situation s;
s.busy = !Chordable(left, 0, 1, false, false);
CHECK(Refused(s) == nullptr, "a chord goes ahead");
{
// Keys 0.3 s ago: the left holds its gaze pinch out of the keyboard zone (busy: free), the
// right is on the keys. The right's pinch is held back before it can be the chord's.
typing::Typing ty;
typing::Head head;
head.pos = {0, 1.6, 0};
typing::Hand hands[2];
hands[0].seen = true, hands[0].palm = {-0.1, 1.5, -0.4}, hands[0].down = 0.1, hands[0].busy = true;
hands[1].seen = true, hands[1].palm = {0.1, 1.25, -0.25}, hands[1].down = 0.95;
ty.Key(0);
double t = 0;
for (; t < 0.3; t += kFrame) ty.Frame(t, head, hands);
CHECK(!ty.Blocked(0, t), "the left's gaze pinch, held out: free (%s)", ty.Why(0, t));
CHECK(ty.Why(1, t) && std::string(ty.Why(1, t)) == "typing: the hand is on the keyboard",
"a chord's pinch 0.3 s after a key, by a hand on the keys: typing (%s)", ty.Why(1, t));
// The right lifted 0.11 m off the keys: free at once, keys or not, so its pinch makes the chord.
hands[1].palm.y += 0.11;
for (const double end = t + 0.2; t < end; t += kFrame) ty.Frame(t, head, hands);
ty.Key(t);
CHECK(!ty.Blocked(1, t), "the right lifted off the keys: its chord goes ahead (%s)", ty.Why(1, t));
}
s = Situation();
s.busy = !Chordable(left, 0, 1, true, false);
CHECK(std::string(Refused(s)) == "ignored (a press is already held)", "a middle pinch: busy, as before");
}
// L hold + R pinch: the left, still held back, becomes a real press where the pointer is (the lock);
// the right goes down 30 ms later and stays down until its pinch ends.
void TestChordPressesBoth() {
Params prm;
Pinch left;
left.Begin(prm, 0, 30, 5, -20, -35, false, 0.08);
double t = 0;
for (int i = 0; i < 6; ++i) t += kFrame, left.Hand(-20 + 0.5, -35); // still: aiming
CHECK(left.State() == Pinch::Phase::Aim, "aiming before the chord");
CHECK(left.Chord(t), "the chord makes the press");
CHECK(left.State() == Pinch::Phase::Press && left.Yaw() == 30 && left.Pitch() == 5, "pressed at the lock");
CHECK(!left.Promote(t + 1), "the hold has nothing left to do");
Pinch right;
right.BeginChord(prm, t, left.Yaw(), left.Pitch(), 15, -35);
ChordButton b;
b.Begin(t, true);
CHECK(b.Tick(t) == 0 && !b.Down(), "not yet: the left lands first");
CHECK(b.Tick(t + 0.02) == 0, "20 ms on: not yet");
CHECK(b.Tick(t + 0.031) == 1 && b.Down(), "30 ms on: the right goes down");
for (double u = t + 0.04; u < t + 1; u += 0.008) CHECK(b.Tick(u) == 0, "held while its pinch is: %.3f", u);
// the left hand drags meanwhile, at the grip's gain past 0.5 deg; both buttons stay down
left.Hand(-19.5 + 0.6, -35); // engages
left.Hand(-19.5 + 4.6, -35);
CHECK(std::fabs(left.Yaw() - 34) < 1e-9 && std::fabs(left.Dragged() - 4) < 1e-9, "dragged at gain 1: %.3f", left.Yaw());
left.pressHit = right.pressHit = "frametop.screen.0";
const std::string says = left.Says(t + 1.2, false, "", "", "");
CHECK(Has(says, "became a press on frametop.screen.0 (the other hand pinched after 0.20 s; gaze 80 ms before)") &&
Has(says, "dragged 4.0 deg, let go") && Has(says, ", with the right button)"),
"%s", says.c_str());
const std::string rs = right.Says(t + 1.0, false, "", "", "");
CHECK(Has(rs, "the right button with the other hand's press, on frametop.screen.0, let go (held 1.00 s)"), "%s", rs.c_str());
// a left already pressed by the hold: the chord only adds the right
Pinch held;
held.Begin(prm, 0, 0, 0, 0, 0, false, -1);
CHECK(held.Promote(0.5), "held still: a press");
CHECK(!held.Chord(0.7) && held.State() == Pinch::Phase::Press && held.ChordCount() == 1, "already a press");
CHECK(Has(held.Says(1, false, "", "", ""), "(held still 0.50 s;"), "the hold made it");
}
// R release first: the right comes up at once, the left stays down; the other hand can chord again.
void TestChordRightLetsGoFirst() {
Pinch left;
left.Begin(Params(), 0, 0, 0, 0, 0, false, 0.08);
CHECK(left.Chord(0.1), "chord");
ChordButton b;
b.Begin(0.1, true);
b.Tick(0.14);
CHECK(b.Down(), "down");
CHECK(b.End(false) == -1 && !b.Down() && b.Finished(), "its pinch ended: released now");
CHECK(left.State() == Pinch::Phase::Press, "the left is still held");
b.Reset();
CHECK(Chordable(left, 0, 1, false, b.On()), "a second chord (right pressed again)");
CHECK(!left.Chord(0.6), "the left is a press already");
b.Begin(0.6, false);
CHECK(b.Tick(0.6) == 1, "a press the chord didn't have to make first: at once");
CHECK(b.End(false) == -1, "and up");
CHECK(Has(left.Says(1.0, false, "", "", ""), "with the right button 2 times"), "%s", left.Says(1.0, false, "", "", "").c_str());
}
// L release first: the left comes up (the helper's), the right stays down, and the second hand drags
// from where the pointer is, without a jump.
void TestChordLeftLetsGoFirst() {
Params prm;
Pinch right;
right.BeginChord(prm, 0, 30, 5, 10, -30);
for (int i = 1; i <= 10; ++i) right.Track(10 + i * 0.3, -30); // moves 3 deg while the left drags
CHECK(right.Yaw() == 30 && right.Dragged() == 0, "only followed while the left drags");
right.Take(36, 5); // the left let go with the pointer at 36
right.Hand(13.4, -30);
CHECK(right.Yaw() == 36, "the drag's dead zone, from the hand at the handover");
right.Hand(13.6, -30); // engages
right.Hand(15.6, -30);
CHECK(std::fabs(right.Yaw() - 38) < 1e-9 && std::fabs(right.Dragged() - 2) < 1e-9, "dragged from 36: %.3f", right.Yaw());
ChordButton b;
b.Begin(0, false);
CHECK(b.Tick(0) == 1, "down");
for (double u = 0.1; u < 2; u += 0.1) CHECK(b.Tick(u) == 0, "stays down while its pinch does");
CHECK(b.End(false) == -1, "up with its pinch");
right.pressHit = "frametop.float.2";
CHECK(Has(right.Says(2, false, "", "", ""), "on frametop.float.2, dragged 2.0 deg, let go (held 2.00 s)"), "%s",
right.Says(2, false, "", "", "").c_str());
}
// The chord after a nudge: the left presses where the nudge took the pointer (a lesson), then drags.
void TestChordAfterANudge() {
Params prm;
Pinch left;
left.Begin(prm, 0, 30, 5, -20, -35, false, 0.08);
double hy = -20;
for (int i = 0; i < 16; ++i) hy += 0.5, left.Hand(hy, -35); // 8 deg: nudges 0.3 x (8 - 4.5), 1.05
CHECK(left.State() == Pinch::Phase::Nudge && left.Moved() > 0.2, "nudged %.3f", left.Moved());
const double at = left.Yaw();
CHECK(left.Chord(0.6), "a nudged pinch becomes a press too (the chord asks for both buttons)");
CHECK(left.Yaw() == at && left.State() == Pinch::Phase::Press, "pressed where the nudge took it: %.3f", left.Yaw());
left.Hand(hy + 0.4, -35);
CHECK(left.Yaw() == at, "the drag's dead zone counts from the hand at the chord");
left.Hand(hy + 0.6, -35); // engages
left.Hand(hy + 2.6, -35);
CHECK(std::fabs(left.Yaw() - (at + 2)) < 1e-9, "then gain 1: %.3f", left.Yaw());
const std::string says = left.Says(1.2, false, "", "", "a lesson");
CHECK(Has(says, "the other hand pinched after 0.60 s, nudged 1.1 deg; a lesson;"), "%s", says.c_str());
}
// A quick second pinch: a right click during the left's press. One lost before its press: nothing.
// One lost while down: released at once.
void TestChordTapsAndLosses() {
ChordButton b;
b.Begin(1.0, true);
CHECK(b.End(false) == 0 && !b.Finished(), "a tap that ended before its press");
CHECK(b.Tick(1.03) == 1, "still pressed when due");
CHECK(b.Tick(1.05) == 0, "held 40 ms");
CHECK(b.Tick(1.07) == -1 && b.Finished() && b.Pressed(), "then released: a right click");
b.Begin(1.0, true);
CHECK(b.End(true) == 0 && b.Finished() && !b.Pressed(), "lost before its press: no button at all");
CHECK(b.Tick(1.1) == 0, "and nothing later");
b.Begin(1.0, false);
CHECK(b.Tick(1.0) == 1, "down");
CHECK(b.End(true) == -1 && b.Finished(), "the hand lost mid-chord: released at once");
CHECK(b.End(true) == 0 && b.Tick(2) == 0, "once");
b.Begin(1.0, false);
b.Tick(1.0);
b.End(false); // a tap whose release is due
CHECK(b.End(true) == 0 && !b.Down() && b.Finished(), "cut short after its release: nothing more");
b.Begin(1.0, true);
b.End(false);
b.Tick(1.03);
CHECK(b.Down() && b.End(true) == -1, "a tap cut short while its click is down: released now");
Pinch right;
right.BeginChord(Params(), 0, 0, 0, 0, 0);
CHECK(Has(right.Says(0.4, true, "ft-hands lost the hand, or a grip took the pinch", "", ""),
"let go: ft-hands lost the hand"),
"%s", right.Says(0.4, true, "ft-hands lost the hand, or a grip took the pinch", "", "").c_str());
// the left's hand lost mid-chord: its press ends as lost (the helper releases the left)
Pinch left;
left.Begin(Params(), 0, 0, 0, 0, 0, false, -1);
left.Chord(0.1);
CHECK(Has(left.Says(0.5, true, "ft-hands lost the hand", "", ""), "let go: ft-hands lost the hand (held 0.50 s, with the right button)"),
"%s", left.Says(0.5, true, "ft-hands lost the hand", "", "").c_str());
}
void TestRaySwitch() {
CHECK(RayAllowed(true, false, false), "no gaze mode: the ray");
CHECK(!RayAllowed(true, true, false), "gaze mode: no ray (POINTER_GAZE_HAND_RAY=0)");
CHECK(RayAllowed(true, true, true), "gaze mode with POINTER_GAZE_HAND_RAY=1: the ray");
CHECK(!RayAllowed(false, false, true), "POINTER_HAND_RAY=0: never");
}
} // namespace
int main() {
TestLockTakesTheLookBeforeThePinch();
TestLockWithoutFreshGaze();
TestTapClicksAtTheLock();
TestDriftUnderTheDeadZone();
TestNudgePastTheDeadZone();
TestGainAndDeadZoneSettings();
TestHoldStillBecomesAPress();
TestControlPressesSooner();
TestMiddlePinch();
TestRightDrag();
TestScrollAxis();
TestRefused();
TestChordable();
TestChordPressesBoth();
TestChordRightLetsGoFirst();
TestChordLeftLetsGoFirst();
TestChordAfterANudge();
TestChordTapsAndLosses();
TestRaySwitch();
if (failures) {
std::printf("%d failures\n", failures);
return 1;
}
std::printf("gazehand-test: ok\n");
return 0;
}