[ADD] menu now works
menu switches to next item when hand is closed and calls OnClick() when hand is closed
This commit is contained in:
@@ -3,6 +3,8 @@
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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 <opencv2/core/mat.hpp>
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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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@@ -10,6 +12,9 @@
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#include "../shaders/entity_shader.h"
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#include "../gui/gui_interactable.h"
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#include "../toolbox/toolbox.h"
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#include "../computervision/MenuTest.h"
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#include "../computervision/ObjectDetection.h"
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@@ -18,6 +23,9 @@ namespace scene
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shaders::GuiShader* gui_shader1;
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std::vector<gui::GuiTexture*> guis1;
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float item_number = 0;
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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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@@ -29,12 +37,42 @@ namespace scene
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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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if (texture != NULL)
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if (texture->GetType() == gui::GuiType::BUTTON) {
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gui::Button* button = (gui::Button*)texture;
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std::cout << button->clicked_texture << std::endl;
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return button;
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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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/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
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if (texture != NULL)
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if (texture->GetType() == gui::GuiType::BUTTON) {
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return (gui::InteractableGui*)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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gui::GuiTexture* GetMenuItem(bool hand_state) {
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if(hand_state)
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item_number += 0.20f;
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int temp_item_number = item_number;
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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 == guis1.size()) {
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item_number = 0;
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temp_item_number = 0;
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}
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std::cout << guis1[temp_item_number]->texture << std::endl;
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return guis1[temp_item_number];
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}
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scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
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@@ -46,6 +84,7 @@ namespace scene
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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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@@ -55,6 +94,7 @@ namespace scene
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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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@@ -67,6 +107,10 @@ namespace scene
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});
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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;
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while (return_value == scene::Scenes::STARTUP)
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{
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render();
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@@ -77,7 +121,75 @@ namespace scene
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new_button->Update(window);
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}
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////////////////////////// KIMS SHIT ////////////////////////////////////
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cameraFrame = objDetect.readCamera();
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//computervision::MenuTest menu_test;
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//Get hand state from camera
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bool hand_detection = objDetect.detectHand(cameraFrame);
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if (hand_detection)
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{
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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 = GetMenuItem(true);
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//For debug only, to see if chosen item is selected properly when hand is opened
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std::cout << "chosen item: " << chosen_item << std::endl;
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gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
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if (new_button != NULL) {
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//Set hover texture of button selected
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const float x_pos = (chosen_item->position.x + 1.0)*WINDOW_WIDTH/2;
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const float y_pos = (1.0 - chosen_item->position.y)*WINDOW_HEIGHT/2;
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glfwSetCursorPos(window, x_pos, y_pos);
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std::cout << "Cursor pos: " << x_pos << "::" << y_pos << std::endl;
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}
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}
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else if (!hand_detection)
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{
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//for debug only, to see if the chosen item is selected properly when hand is closed
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std::cout << "hand is closed" << std::endl;
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//std::cout << "item to start: " << chosen_item << std::endl;
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/*
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//TODO link chosen item to the correct game states
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switch (chosen_item)
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{
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case 1:
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//Game state 0
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std::cout << "in case: " << chosen_item << std::endl;
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break;
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case 2:
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//Game state 1
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std::cout << "in case: " << chosen_item << std::endl;
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break;
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case 3:
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//Game state 2
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std::cout << "in case: " << chosen_item << std::endl;
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break;
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case 4:
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//Game state 3
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std::cout << "in case: " << chosen_item << std::endl;
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default:
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break;
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}
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*/
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//Click on button selected in guis1
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chosen_item = GetMenuItem(false);
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std::cout << chosen_item->texture << std::endl;
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gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
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if (new_button != NULL) {
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//Run function click
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new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
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}
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}
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///////////////////////// END OF KIMS SHIT ///////////////////////////////
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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