[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:
@@ -60,8 +60,8 @@ namespace computervision
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imshow("camera", cameraFrame);
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imshow("camera", cameraFrame);
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imshow("output", frameOut);
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imshow("output", frameOut);
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imshow("foreground", foreground);
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//imshow("foreground", foreground);
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imshow("handMask", handMask);
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//imshow("handMask", handMask);
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imshow("handDetection", fingerCountDebug);
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imshow("handDetection", fingerCountDebug);
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int key = waitKey(1);
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int key = waitKey(1);
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@@ -17,7 +17,6 @@ namespace gui
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* position = The center position of the 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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* scale = The size (scale) of the gui
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*/
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*/
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struct GuiTexture
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struct GuiTexture
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{
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{
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int texture;
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int texture;
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@@ -27,10 +26,9 @@ namespace gui
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virtual GuiType GetType() {
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virtual GuiType GetType() {
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return GuiType::LABEL;
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return GuiType::LABEL;
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}
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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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GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
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{
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{
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scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
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scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
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}
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}
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};
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};
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}
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}
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@@ -2,6 +2,8 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include "gui_interactable.h"
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#include "gui_interactable.h"
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#include <iostream>
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namespace gui
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namespace gui
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{
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{
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InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
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InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
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@@ -41,6 +43,35 @@ namespace gui
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}
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}
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}
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}
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void InteractableGui::ForceClick( int mouseButton)
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{
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if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
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{
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if (clicked_texture != 0)
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{
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texture = clicked_texture;
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}
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else
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{
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texture = default_texture;
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}
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if (!is_clicking)
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{
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OnClick();
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is_clicking = true;
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}
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}
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else
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{
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if (is_clicking)
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{
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is_clicking = false;
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}
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}
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}
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bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
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bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
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{
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{
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double x_pos, y_pos;
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double x_pos, y_pos;
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@@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "../toolbox/toolbox.h"
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#include "../toolbox/toolbox.h"
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#include "gui_element.h"
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#include "gui_element.h"
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@@ -32,6 +33,14 @@ namespace gui
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*/
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*/
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void Update(GLFWwindow* window);
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void Update(GLFWwindow* window);
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/*
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* @brief: Call this function when you want to perform a mouseclick
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*
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* @param mousebutton: mouseButton you want to perform the click on
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*/
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void ForceClick(int mouseButton);
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/*
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/*
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* @brief: This function gets called when the InteractabeGui is clicked
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* @brief: This function gets called when the InteractabeGui is clicked
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*/
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*/
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@@ -50,7 +59,10 @@ namespace gui
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/*
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/*
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* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
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* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
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*/
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*/
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void SetClickedTexture(int texture) { clicked_texture = texture; }
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void SetClickedTexture(int texture)
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{
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clicked_texture = texture;
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}
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/*
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/*
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* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
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* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
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60
src/main.cpp
60
src/main.cpp
@@ -25,9 +25,6 @@
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#include "scenes/in_Game_Scene.h"
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#include "scenes/in_Game_Scene.h"
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#include "scenes/startup_Scene.h"
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#include "scenes/startup_Scene.h"
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#include "computervision/MenuTest.h"
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#include "computervision/ObjectDetection.h"
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glew32s.lib")
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#pragma comment(lib, "glew32s.lib")
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#pragma comment(lib, "opengl32.lib")
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#pragma comment(lib, "opengl32.lib")
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@@ -35,7 +32,7 @@
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static double UpdateDelta();
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static double UpdateDelta();
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static GLFWwindow* window;
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static GLFWwindow* window;
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int chosen_item = 0;
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scene::Scene* current_scene;
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scene::Scene* current_scene;
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int main(void)
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int main(void)
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@@ -43,7 +40,7 @@ int main(void)
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#pragma region OPENGL_SETTINGS
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#pragma region OPENGL_SETTINGS
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if (!glfwInit())
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if (!glfwInit())
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throw "Could not inditialize glwf";
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throw "Could not inditialize glwf";
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
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window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
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if (!window)
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if (!window)
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{
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{
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glfwTerminate();
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glfwTerminate();
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@@ -69,8 +66,7 @@ int main(void)
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bool window_open = true;
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bool window_open = true;
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computervision::ObjectDetection objDetect;
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cv::Mat cameraFrame;
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// Main game loop
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// Main game loop
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while (!glfwWindowShouldClose(window) && window_open)
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while (!glfwWindowShouldClose(window) && window_open)
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@@ -100,56 +96,6 @@ int main(void)
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break;
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break;
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}
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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 = menu_test.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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}
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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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//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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///////////////////////// END OF KIMS SHIT ///////////////////////////////
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// Finish up
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// Finish up
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//shader.Stop();
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//shader.Stop();
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@@ -26,7 +26,7 @@ namespace render_engine
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glCullFace(GL_BACK);
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glCullFace(GL_BACK);
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const glm::mat4 projectionMatrix =
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const glm::mat4 projectionMatrix =
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glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
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glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
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// Load the projectionmatrix into the shader
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// Load the projectionmatrix into the shader
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shader.Start();
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shader.Start();
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@@ -3,6 +3,8 @@
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#include <map>
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#include <map>
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#include "startup_Scene.h"
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#include "startup_Scene.h"
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#include <iostream>
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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 "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/obj_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 "../shaders/entity_shader.h"
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#include "../gui/gui_interactable.h"
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#include "../gui/gui_interactable.h"
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#include "../toolbox/toolbox.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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shaders::GuiShader* gui_shader1;
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std::vector<gui::GuiTexture*> guis1;
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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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Startup_Scene::Startup_Scene() {
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shaders::EntityShader shader;
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shaders::EntityShader shader;
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shader.Init();
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shader.Init();
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@@ -29,12 +37,42 @@ namespace scene
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}
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}
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
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if (texture->GetType() == gui::GuiType::BUTTON) {
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if (texture != NULL)
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return (gui::Button*)texture;
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if (texture->GetType() == gui::GuiType::BUTTON) {
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}
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else {
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gui::Button* button = (gui::Button*)texture;
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return NULL;
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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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}
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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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}
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scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
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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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button_start.SetOnClickAction([]()
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{
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{
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std::cout << "Clicked on button: Start!" << std::endl;
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std::cout << "Clicked on button: Start!" << std::endl;
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});
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});
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guis1.push_back(&button_start);
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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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button_calibrate.SetOnClickAction([]()
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{
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{
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std::cout << "Clicked on button: Calibrate!" << std::endl;
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std::cout << "Clicked on button: Calibrate!" << std::endl;
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});
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});
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guis1.push_back(&button_calibrate);
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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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});
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guis1.push_back(&button_quit);
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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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while (return_value == scene::Scenes::STARTUP)
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{
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{
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render();
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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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new_button->Update(window);
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}
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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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||||||
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std::cout << "hand is closed" << std::endl;
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||||||
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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
|
||||||
|
std::cout << "in case: " << chosen_item << std::endl;
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
//Game state 2
|
||||||
|
std::cout << "in case: " << chosen_item << std::endl;
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
//Game state 3
|
||||||
|
std::cout << "in case: " << chosen_item << std::endl;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
//Click on button selected in guis1
|
||||||
|
|
||||||
|
chosen_item = GetMenuItem(false);
|
||||||
|
|
||||||
|
std::cout << chosen_item->texture << std::endl;
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
if (new_button != NULL) {
|
||||||
|
//Run function click
|
||||||
|
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
///////////////////////// END OF KIMS SHIT ///////////////////////////////
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,10 +11,10 @@ namespace toolbox
|
|||||||
|
|
||||||
// Change these macros to change the window size
|
// Change these macros to change the window size
|
||||||
#define WINDOW_WIDTH 1400.0f
|
#define WINDOW_WIDTH 1400.0f
|
||||||
#define WINDOW_HEIGT 800.0f
|
#define WINDOW_HEIGHT 800.0f
|
||||||
|
|
||||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||||
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
|
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||||
//
|
//
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|||||||
Reference in New Issue
Block a user