From c94f798a9d3edbe3c56412021484b2a82b088225 Mon Sep 17 00:00:00 2001 From: Jasper Date: Fri, 4 Jun 2021 16:45:11 +0200 Subject: [PATCH] [ADD] added comments and deleted cout's --- src/scenes/startup_Scene.cpp | 47 +++++------------------------------- 1 file changed, 6 insertions(+), 41 deletions(-) diff --git a/src/scenes/startup_Scene.cpp b/src/scenes/startup_Scene.cpp index 96e21b0..54024e1 100644 --- a/src/scenes/startup_Scene.cpp +++ b/src/scenes/startup_Scene.cpp @@ -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(); }