[ADD] added comments and deleted cout's

This commit is contained in:
Jasper
2021-06-04 16:45:11 +02:00
parent aa4860eb48
commit c94f798a9d

View File

@@ -108,8 +108,8 @@ namespace scene
computervision::ObjectDetection objDetect;
cv::Mat cameraFrame;
gui::GuiTexture* chosen_item = NULL;
bool hand_closed = false;
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
bool hand_closed = false; //Flag to prevent multiple button presses
while (return_value == scene::Scenes::STARTUP)
{
@@ -121,9 +121,7 @@ namespace scene
new_button->Update(window);
}
////////////////////////// KIMS SHIT ////////////////////////////////////
cameraFrame = objDetect.readCamera();
//computervision::MenuTest menu_test;
//Get hand state from camera
bool hand_detection = objDetect.detectHand(cameraFrame);
@@ -131,59 +129,28 @@ namespace scene
if (hand_detection)
{
hand_closed = false;
std::cout << "hand is opened" << std::endl;
//Loop through menu items
chosen_item = GetMenuItem(true);
//For debug only, to see if chosen item is selected properly when hand is opened
std::cout << "chosen item: " << chosen_item << std::endl;
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
if (new_button != NULL) {
//Set hover texture of button selected
const float x_pos = (chosen_item->position.x + 1.0)*WINDOW_WIDTH/2;
const float y_pos = (1.0 - chosen_item->position.y)*WINDOW_HEIGHT/2;
//Set cursor to location of selected menu_item
glfwSetCursorPos(window, x_pos, y_pos);
std::cout << "Cursor pos: " << x_pos << "::" << y_pos << std::endl;
}
}
else if (!hand_detection)
{
//for debug only, to see if the chosen item is selected properly when hand is closed
std::cout << "hand is closed" << std::endl;
//std::cout << "item to start: " << chosen_item << std::endl;
/*
//TODO link chosen item to the correct game states
switch (chosen_item)
{
case 1:
//Game state 0
std::cout << "in case: " << chosen_item << std::endl;
break;
case 2:
//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;
//Gets selected menu_item
chosen_item = GetMenuItem(false);
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
if (new_button != NULL && !hand_closed) {
//Run function click
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
@@ -191,8 +158,6 @@ namespace scene
}
}
///////////////////////// END OF KIMS SHIT ///////////////////////////////
glfwSwapBuffers(window);
glfwPollEvents();
}