[ADD] hand detection in startup scene
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@@ -23,6 +23,7 @@ namespace computervision
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bool background_calibrated = false;
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bool skin_calibrated = false;
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bool hand_open = false;
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ObjectDetection::ObjectDetection()
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{
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@@ -94,6 +95,7 @@ namespace computervision
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skin_calibrated = true;
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hand_calibrator.SetSkinCalibration(skin_calibrated);
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time = 0;
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calibration_callback();
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}
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}
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@@ -126,8 +128,8 @@ namespace computervision
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hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
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hand_calibrator.SetHandPresent(hand_present);
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return fingers_amount > 0;
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hand_open = fingers_amount > 0;
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return hand_open;
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}
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void ObjectDetection::CalculateDifference()
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@@ -187,5 +189,15 @@ namespace computervision
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time += delt_time;
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}
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bool ObjectDetection::IsHandOpen()
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{
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return hand_open;
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}
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bool ObjectDetection::IsCalibrated()
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{
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return background_calibrated && skin_calibrated;
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}
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}
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@@ -11,6 +11,7 @@
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#include <opencv2/video.hpp>
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#include <GLFW/glfw3.h>
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#include <functional>
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#include "background_remover.h"
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#include "skin_detector.h"
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#include "finger_count.h"
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@@ -81,6 +82,8 @@ namespace computervision
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*/
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bool IsHandOpen();
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bool IsCalibrated();
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/**
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* @brief checks whether the hand is held within the detection square.
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@@ -91,10 +94,13 @@ namespace computervision
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cv::VideoCapture GetCap();
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void SetCalibrationCallback(std::function<void()> fun) { calibration_callback = fun; };
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private:
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bool is_hand_open;
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bool is_hand_present;
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void UpdateTime();
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std::function<void()> calibration_callback;
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};
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@@ -23,11 +23,10 @@ namespace scene
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{
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shaders::GuiShader* gui_shader_gameOver;
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std::vector<gui::GuiTexture*> guis_gameOver;
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computervision::ObjectDetection objDetect_gameOver;
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std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
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float item_number_gameOver = 0;
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bool hand_mode_gameOver = false;
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double delta_time = 0;
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double time = 0;
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bool game_over = false;
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Game_Over_Scene::Game_Over_Scene(int score)
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{
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@@ -76,21 +75,6 @@ namespace scene
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}
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}
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gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
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if (hand_state)
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item_number_gameOver += 0.20f;
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int temp_item_number = item_number_gameOver;
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//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
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if (temp_item_number == guis_gameOver.size()) {
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item_number_gameOver = 0;
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temp_item_number = 0;
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}
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std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
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return guis_gameOver[temp_item_number];
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}
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scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
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gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, -0.5f), glm::vec2(0.25f, 0.25f));
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button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
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@@ -112,46 +96,8 @@ namespace scene
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{
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render();
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update(window);
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if (hand_mode_gameOver)
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{
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cameraFrame = objDetect_gameOver.ReadCamera();
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bool detect = false;
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bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
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if (hand_detection)
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{
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hand_closed = false;
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std::cout << "hand is opened" << std::endl;
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//Loop through menu items
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chosen_item_gameOver = GetMenuItemGameOver(true);
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gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
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if (new_button != NULL) {
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const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
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const float y_pos = (1.0 - chosen_item_gameOver->position.y) * WINDOW_HEIGHT / 2;
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//Set cursor to location of selected menu_item
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glfwSetCursorPos(window, x_pos, y_pos);
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}
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}
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else if (!hand_detection)
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{
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std::cout << "hand is closed" << std::endl;
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//Gets selected menu_item
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chosen_item_gameOver = GetMenuItemGameOver(false);
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gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
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if (new_button != NULL && !hand_closed) {
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//Run function click
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new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
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hand_closed = true;
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}
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}
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}
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if (game_over) button_start_scene.ForceClick(GLFW_MOUSE_BUTTON_LEFT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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@@ -169,7 +115,10 @@ namespace scene
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render_engine::renderer::Prepare();
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// Render GUI items
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render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
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//render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
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render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
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DrawScore(end_score);
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}
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/**
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@@ -182,11 +131,16 @@ namespace scene
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if (new_button != NULL)
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new_button->Update(window);
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}
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bool hand_present;
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objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
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UpdateDeltaTime();
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time += delta_time;
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if (time >= 5.0)
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{
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game_over = true;
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}
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render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
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DrawScore(end_score);
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}
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/**
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@@ -199,9 +153,6 @@ namespace scene
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//return_value = scene::Scenes::STARTUP;
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cv::destroyWindow("camera");
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}
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else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
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hand_mode_gameOver = !hand_mode_gameOver;
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}
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}
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void Game_Over_Scene::DrawScore(int score)
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@@ -217,4 +168,13 @@ namespace scene
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render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
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}
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}
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void Game_Over_Scene::UpdateDeltaTime()
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{
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double current_time = glfwGetTime();
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static double last_frame_time = current_time;
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delta_time = current_time - last_frame_time;
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last_frame_time = current_time;
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}
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}
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@@ -14,6 +14,7 @@ namespace scene
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scene::Scenes return_value = scene::Scenes::GAMEOVER;
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std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver;
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std::shared_ptr<gui::GuiTexture> game_over_texture;
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void UpdateDeltaTime();
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public:
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@@ -275,6 +275,7 @@ namespace scene
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*ptr = score;
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std::cout << "Score: " << score << std::endl;
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return_value = scene::Scenes::GAMEOVER;
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cv::destroyWindow("camera");
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}
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camera->Follow(main_character->GetPosition());
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@@ -40,6 +40,11 @@ namespace scene
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gui_shader1->Init();
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}
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void Startup_Scene::EnableHandMode()
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{
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hand_mode = true;
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}
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
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gui::Button* button;
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if (texture != NULL)
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@@ -92,7 +97,7 @@ namespace scene
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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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gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.3f), 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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std::function<void()> start_fun = [this]()
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@@ -106,7 +111,7 @@ namespace scene
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guis1.push_back(&button_start);
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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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gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), 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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std::function<void()> quit_fun = [this]()
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@@ -118,11 +123,11 @@ namespace scene
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button_quit.SetOnClickAction(quit_fun);
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guis1.push_back(&button_quit);
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computervision::ObjectDetection objDetect;
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cv::Mat cameraFrame;
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gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
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bool hand_closed = false; //Flag to prevent multiple button presses
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std::function<void()> calibration_func = [this]() {EnableHandMode(); };
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objDetect.SetCalibrationCallback(calibration_func);
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while (return_value == scene::Scenes::STARTUP)
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{
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render();
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@@ -11,6 +11,7 @@ namespace scene
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private:
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//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
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scene::Scenes return_value = scene::Scenes::STARTUP;
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void EnableHandMode();
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public:
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/**
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