[ADD] added comments to startup_scene.h
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@@ -116,11 +116,7 @@ namespace scene
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{
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{
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render();
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render();
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update(window);
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update(window);
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for (gui::GuiTexture* button : guis1) {
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gui::Button* new_button = ConvertGuiTextureToButton(button);
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if(new_button != NULL)
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new_button->Update(window);
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}
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if (hand_mode) {
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if (hand_mode) {
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cameraFrame = objDetect.readCamera();
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cameraFrame = objDetect.readCamera();
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@@ -178,7 +174,11 @@ namespace scene
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void scene::Startup_Scene::update(GLFWwindow* window)
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void scene::Startup_Scene::update(GLFWwindow* window)
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{
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{
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for (gui::GuiTexture* button : guis1) {
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gui::Button* new_button = ConvertGuiTextureToButton(button);
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if (new_button != NULL)
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new_button->Update(window);
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}
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}
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}
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void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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@@ -12,10 +12,42 @@ namespace scene
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scene::Scenes return_value = scene::Scenes::STARTUP;
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scene::Scenes return_value = scene::Scenes::STARTUP;
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public:
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public:
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/**
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* @brief Constructor of the class Startup_Scene
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*
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*/
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Startup_Scene();
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Startup_Scene();
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/**
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* @brief
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*
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* @param window
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* @return
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*/
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Scenes start(GLFWwindow* window) override;
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Scenes start(GLFWwindow* window) override;
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/**
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* @brief
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*
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*/
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void render() override;
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void render() override;
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/**
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* @brief This method updates all the components on the window
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*
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* @param window Window it updates
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*/
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void update(GLFWwindow* window) override;
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void update(GLFWwindow* window) override;
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/**
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* @brief Listener for key events
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*
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* @param window Window it listens to for key events
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* @param key Key of event that is activated
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* @param scancode Code of Key
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* @param action
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* @param mods
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*/
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void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
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void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
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};
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};
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}
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}
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