最佳重载方法匹配有一些无效参数C#WPF LEAP

最佳重载方法匹配有一些无效参数C#WPF LEAP,c#,wpf,leap-motion,C#,Wpf,Leap Motion,错误1与“LeapController1.LeapEventListener.LeapEventListener(LeapController1.ILeapEventDelegate)”匹配的最佳重载方法具有一些无效参数 错误2参数1:无法从“LeapController1.MainWindow”转换为“LeapController1.ILeapEventDelegate” 我正在尝试将数据更新到GUI上的标签,我不知道出了什么问题 这是我的代码: using System; using Sys

错误1与“LeapController1.LeapEventListener.LeapEventListener(LeapController1.ILeapEventDelegate)”匹配的最佳重载方法具有一些无效参数

错误2参数1:无法从“LeapController1.MainWindow”转换为“LeapController1.ILeapEventDelegate”

我正在尝试将数据更新到GUI上的标签,我不知道出了什么问题

这是我的代码:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using Leap; //using leap motion library

namespace LeapController1
{

public partial class MainWindow : Window
{

    private Controller controller = new Controller();


    private LeapEventListener listener;
    public MainWindow()
    {
        InitializeComponent();
        this.controller = new Controller();
        this.listener = new LeapEventListener(this);
        controller.AddListener(listener);

        Console.ReadKey(); //prevent console output from closing
        controller.RemoveListener(listener); //remove listener from controller
        controller.Dispose(); //dispose controller
    }

    delegate void LeapEventDelegate(string EventName);

    public void LeapEventNotification(string EventName)
    {
        if (this.CheckAccess())
        {
            switch (EventName)
            {
                case "onInit":
                    txtInit.Content = "Initialised";
                    break;

                case "onConnect":
                     txtConnect.Content = "Connected";
                     this.connectHandler();
                     break;

                case "onDisconnect":
                    txtConnect.Content = "Disconnected";
                    break;

                case "onFrame":
                    txtFrame.Content = " on Frame";
                    this.movement(this.controller.Frame());
                    break;
            }
        }
        else
        {
            Dispatcher.Invoke(new LeapEventDelegate(LeapEventNotification), new object[] { EventName });
        }
    }//end method LeapEventNotification

    public void connectHandler()
    {
        this.controller.SetPolicyFlags(Controller.PolicyFlag.POLICY_IMAGES);
        this.controller.SetPolicy(Controller.PolicyFlag.POLICY_BACKGROUND_FRAMES);
        this.controller.EnableGesture(Gesture.GestureType.TYPE_KEY_TAP);
        this.controller.EnableGesture(Gesture.GestureType.TYPE_SCREEN_TAP);
        this.controller.EnableGesture(Gesture.GestureType.TYPE_SWIPE);
        this.controller.EnableGesture(Gesture.GestureType.TYPE_CIRCLE);
        this.controller.Config.SetFloat("Gesture.Swipe.MinLength", 100.0f);
    }

    public void movement(Leap.Frame frame)
    {
        HandList allHands = frame.Hands; //get hand data array
        foreach (Hand hand in allHands) //run for each element in array 
        {
            Leap.Vector normal = hand.PalmNormal; //get hand.PalmNormal data
            Leap.Vector direction = hand.Direction; //get hand.Direction data

            double pitch = direction.Pitch; //get pitch data
            double pitch1 = (pitch) * (180 / Math.PI); //convert rad to deg
            int finalpitch = (int)(pitch1); //nearest whole number

            double roll = normal.Roll; //get roll data
            double roll1 = (roll) * (180 / Math.PI); //convert rad to deg
            int finalroll = (int)(roll1); //nearest whole number

            txtPitch.Content = finalpitch; //assign data to label
            txtRoll.Content = finalroll; //assign data to label

        }

        GestureList gestures = frame.Gestures(); //returns a list of gestures

            for (int i = 0; i < gestures.Count(); i++) //run when gesture made
            {
                Gesture gesture = gestures[i]; //gesture at that instant

                switch (gesture.Type) //check gesture type
                {
                    //if gesture.Type == TYPE_SWIPE
                    case Gesture.GestureType.TYPE_SWIPE:
                        txtGesture.Content = "SWIPE";
                        break;

                    //if gesture.Type == TYPE_SCREEN_TAP
                    case Gesture.GestureType.TYPE_SCREEN_TAP:
                        txtGesture.Content = "SCREEN TAP";
                        break;

                    //if gesture.Type == TYPE_KEY_TAP
                    case Gesture.GestureType.TYPE_KEY_TAP:
                        txtGesture.Content = "KEY TAP";
                        break;

                    //if gesture.Type == neither of the above
                    default:
                        txtGesture.Content = "UNKNOWN";
                        break;
                }
            }
    }

}

public interface ILeapEventDelegate
{
    void LeapEventNotification(string EventName);
}

public class LeapEventListener : Listener
{
    ILeapEventDelegate eventDelegate;

    public LeapEventListener(ILeapEventDelegate delegateObject)
    {
        this.eventDelegate = delegateObject;
    }

    public override void OnInit(Controller controller)
    {
        this.eventDelegate.LeapEventNotification("onInit");
    }

    public override void OnConnect(Controller controller)
    {
        this.eventDelegate.LeapEventNotification("onConnect");
    }

    public override void OnDisconnect(Controller controller)
    {
        this.eventDelegate.LeapEventNotification("onDisconnect");      
    }

    public override void OnFrame(Controller controller)
    {
        this.eventDelegate.LeapEventNotification("onFrame");
    }       
} 
使用系统;
使用System.Collections.Generic;
使用System.Linq;
使用系统文本;
使用System.Threading.Tasks;
使用System.Windows;
使用System.Windows.Controls;
使用System.Windows.Data;
使用System.Windows.Documents;
使用System.Windows.Input;
使用System.Windows.Media;
使用System.Windows.Media.Imaging;
使用System.Windows.Navigation;
使用System.Windows.Shapes;
使用Leap//使用leap运动库
命名空间控制器1
{
公共部分类主窗口:窗口
{
专用控制器=新控制器();
私人监听;
公共主窗口()
{
初始化组件();
this.controller=新控制器();
this.listener=新的LeapEventListener(this);
controller.AddListener(监听器);
Console.ReadKey();//防止关闭控制台输出
controller.RemovelListener(侦听器);//从控制器中删除侦听器
controller.Dispose();//Dispose控制器
}
委托无效LeapEventDelegate(字符串EventName);
公共void LeapEventNotification(字符串EventName)
{
if(this.CheckAccess())
{
开关(EventName)
{
案例“onInit”:
txtInit.Content=“初始化”;
打破
案例“onConnect”:
txtConnect.Content=“已连接”;
这个.connectHandler();
打破
案例“onDisconnect”:
txtConnect.Content=“断开”;
打破
案例“onFrame”:
txtFrame.Content=“在框架上”;
this.movement(this.controller.Frame());
打破
}
}
其他的
{
Invoke(新的LeapEventDelegate(LeapEventNotification),新对象[]{EventName});
}
}//结束方法LeapEventNotification
public-void-connectHandler()
{
this.controller.SetPolicyFlags(controller.PolicyFlag.POLICY_映像);
this.controller.SetPolicy(controller.PolicyFlag.POLICY_背景_帧);
this.controller.enableShipt(手势.GestureType.TYPE\u键\u点击);
this.controller.enableShipt(手势.GestureType.TYPE\u屏幕\u点击);
this.controller.enableShipt(手势.GestureType.TYPE\u滑动);
this.controller.enableSpirate(手势.GestureType.TYPE\u圆圈);
this.controller.Config.SetFloat(“signature.Swipe.MinLength”,100.0f);
}
公共空间移动(Leap.Frame)
{
HandList allHands=frame.Hands;//获取手数据数组
foreach(手牵手)//为数组中的每个元素运行
{
Leap.Vector normal=hand.PalmNormal;//获取hand.PalmNormal数据
Leap.Vector direction=hand.direction;//获取hand.direction数据
双节距=方向.节距;//获取节距数据
双螺距1=(螺距)*(180/Math.PI);//将rad转换为deg
int finalpitch=(int)(pitch1);//最近的整数
双滚动=正常。滚动;//获取滚动数据
双辊1=(辊)*(180/Math.PI);//将rad转换为deg
int finalroll=(int)(roll1);//最近的整数
txtPitch.Content=finalpitch;//将数据分配给标签
txtRoll.Content=finalroll;//将数据分配给标签
}
GestureList signities=frame.signities();//返回手势列表
对于(int i=0;i

}

通过这一行,您正试图通过pa创建一个新的
LeapEventListener
this.listener = new LeapEventListener(this);
public partial class MainWindow : Window, ILeapEventDelegate
{
    ...