[ADD] added the menu buttons with correct textures to the scene
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res/menu_item_calibrate1.png
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After Width: | Height: | Size: 31 KiB |
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res/menu_item_calibrate1_click.png
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After Width: | Height: | Size: 31 KiB |
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res/menu_item_calibrate1_hover.png
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After Width: | Height: | Size: 29 KiB |
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res/menu_item_quit1.png
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After Width: | Height: | Size: 29 KiB |
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res/menu_item_quit1_click.png
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After Width: | Height: | Size: 29 KiB |
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res/menu_item_quit1_hover.png
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After Width: | Height: | Size: 28 KiB |
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res/menu_item_start.png
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After Width: | Height: | Size: 14 KiB |
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res/menu_item_start1.png
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After Width: | Height: | Size: 25 KiB |
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res/menu_item_start1_click.png
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After Width: | Height: | Size: 35 KiB |
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res/menu_item_start1_hover.png
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After Width: | Height: | Size: 33 KiB |
@@ -5,6 +5,11 @@
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namespace gui
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{
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//Represents the type of the entitie
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enum class GuiType{
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LABEL, BUTTON
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};
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/*
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* Structure for representing a gui item to display on the screen
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*
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@@ -12,12 +17,17 @@ namespace gui
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* position = The center position of the gui
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* scale = The size (scale) of the gui
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*/
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struct GuiTexture
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{
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int texture;
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glm::vec2 position;
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glm::vec2 scale;
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virtual GuiType GetType() {
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return GuiType::LABEL;
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}
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GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
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{
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scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
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@@ -104,6 +104,10 @@ namespace gui
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*/
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void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
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GuiType GetType() override {
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return GuiType::BUTTON;
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}
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protected:
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void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
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void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
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@@ -2,27 +2,96 @@
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#include <GLFW/glfw3.h>
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#include <map>
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#include "startup_Scene.h"
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#include <iostream>
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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namespace scene
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{
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shaders::GuiShader* gui_shader1;
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std::vector<gui::GuiTexture*> guis1;
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Startup_Scene::Startup_Scene() {
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shaders::EntityShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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shader.CleanUp();
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gui_shader1 = new shaders::GuiShader();
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gui_shader1->Init();
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}
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
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if (texture->GetType() == gui::GuiType::BUTTON) {
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return (gui::Button*)texture;
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}
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else {
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return NULL;
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}
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}
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scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
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{
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// GUI stuff
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gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
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button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
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button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
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button_start.SetOnClickAction([]()
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{
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std::cout << "Clicked on button: Start!" << std::endl;
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});
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guis1.push_back(&button_start);
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gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
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button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
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button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
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button_calibrate.SetOnClickAction([]()
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{
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std::cout << "Clicked on button: Calibrate!" << std::endl;
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});
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guis1.push_back(&button_calibrate);
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gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
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button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
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button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
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button_quit.SetOnClickAction([]()
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{
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std::cout << "Clicked on button: Quit!" << std::endl;
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});
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guis1.push_back(&button_quit);
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while (return_value == scene::Scenes::STARTUP)
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{
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render();
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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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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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gui_shader1->CleanUp();
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render_engine::loader::CleanUp();
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return return_value;
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}
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void scene::Startup_Scene::render()
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{
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render_engine::renderer::Prepare();
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// Render GUI items
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render_engine::renderer::Render(guis1, *gui_shader1);
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}
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void scene::Startup_Scene::update(GLFWwindow* window)
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@@ -1,6 +1,6 @@
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#pragma once
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#include "scene.h"
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#include <map>
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#include "../gui/gui_interactable.h"
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namespace scene
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{
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@@ -12,6 +12,8 @@ namespace scene
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scene::Scenes return_value = scene::Scenes::STARTUP;
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public:
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Startup_Scene();
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
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Scenes start(GLFWwindow* window) override;
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void render() override;
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void update(GLFWwindow* window) override;
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