6 Commits

Author SHA1 Message Date
Sem van der Hoeven
5601cabc28 Merge branch 'develop' into temp-end 2021-06-18 17:41:54 +02:00
Sem van der Hoeven
baa19a5109 [ADD] stop after end 2021-06-18 17:41:30 +02:00
Sem van der Hoeven
76206fa13e Merge branch 'feature/house_empty' into develop 2021-06-18 17:18:09 +02:00
Sem van der Hoeven
7c3d68a742 [ADD] hand detection in startup scene 2021-06-18 17:15:26 +02:00
Sem van der Hoeven
c1ba33e55b [ADD] button callback for game over screen 2021-06-18 16:24:12 +02:00
Sem van der Hoeven
2343b9aee7 [ADD] button callbacks 2021-06-18 16:21:31 +02:00
8 changed files with 112 additions and 110 deletions

View File

@@ -23,6 +23,7 @@ namespace computervision
bool background_calibrated = false; bool background_calibrated = false;
bool skin_calibrated = false; bool skin_calibrated = false;
bool hand_open = false;
ObjectDetection::ObjectDetection() ObjectDetection::ObjectDetection()
{ {
@@ -94,6 +95,7 @@ namespace computervision
skin_calibrated = true; skin_calibrated = true;
hand_calibrator.SetSkinCalibration(skin_calibrated); hand_calibrator.SetSkinCalibration(skin_calibrated);
time = 0; time = 0;
calibration_callback();
} }
} }
@@ -126,8 +128,8 @@ namespace computervision
hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU); hand_present = hand_calibrator.CheckIfHandPresent(handMask, handcalibration::HandDetectionType::MENU);
hand_calibrator.SetHandPresent(hand_present); hand_calibrator.SetHandPresent(hand_present);
hand_open = fingers_amount > 0;
return fingers_amount > 0; return hand_open;
} }
void ObjectDetection::CalculateDifference() void ObjectDetection::CalculateDifference()
@@ -187,5 +189,15 @@ namespace computervision
time += delt_time; time += delt_time;
} }
bool ObjectDetection::IsHandOpen()
{
return hand_open;
}
bool ObjectDetection::IsCalibrated()
{
return background_calibrated && skin_calibrated;
}
} }

View File

@@ -11,6 +11,7 @@
#include <opencv2/video.hpp> #include <opencv2/video.hpp>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <functional>
#include "background_remover.h" #include "background_remover.h"
#include "skin_detector.h" #include "skin_detector.h"
#include "finger_count.h" #include "finger_count.h"
@@ -81,6 +82,8 @@ namespace computervision
*/ */
bool IsHandOpen(); bool IsHandOpen();
bool IsCalibrated();
/** /**
* @brief checks whether the hand is held within the detection square. * @brief checks whether the hand is held within the detection square.
@@ -91,10 +94,13 @@ namespace computervision
cv::VideoCapture GetCap(); cv::VideoCapture GetCap();
void SetCalibrationCallback(std::function<void()> fun) { calibration_callback = fun; };
private: private:
bool is_hand_open; bool is_hand_open;
bool is_hand_present; bool is_hand_present;
void UpdateTime(); void UpdateTime();
std::function<void()> calibration_callback;
}; };

View File

@@ -4,6 +4,7 @@
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include "../toolbox/toolbox.h" #include "../toolbox/toolbox.h"
#include "gui_element.h" #include "gui_element.h"
#include <functional>
namespace gui namespace gui
{ {
@@ -83,14 +84,15 @@ namespace gui
/* /*
* This class represents a button * This class represents a button
*/ */
class Button : public InteractableGui class Button : public InteractableGui
{ {
private: private:
void (*on_click_action)();
void (*on_enter_action)(); std::function<void()> on_click_action;
void (*on_exit_action)(); std::function<void()> on_enter_action;
std::function<void()> on_exit_action;
public: public:
Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {} Button(int default_texture, glm::vec2 position, glm::vec2 scale) : InteractableGui(default_texture, position, scale) {}
@@ -100,21 +102,21 @@ namespace gui
* *
* @param fun: A function pointer to a function (or lambda) * @param fun: A function pointer to a function (or lambda)
*/ */
void SetOnClickAction(void (*fun)()) { on_click_action = fun; } void SetOnClickAction(std::function<void()> fun) { on_click_action = fun; }
/* /*
* @brief: This function sets an action (function pointer) to the OnEnter function * @brief: This function sets an action (function pointer) to the OnEnter function
* *
* @param fun: A function pointer to a function (or lambda) * @param fun: A function pointer to a function (or lambda)
*/ */
void SetOnEnterAction(void (*fun)()) { on_enter_action = fun; } void SetOnEnterAction(std::function<void()> fun) { on_enter_action = fun; }
/* /*
* @brief: This function sets an action (function pointer) to the OnExit function * @brief: This function sets an action (function pointer) to the OnExit function
* *
* @param fun: A function pointer to a function (or lambda) * @param fun: A function pointer to a function (or lambda)
*/ */
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; } void SetOnExitAction(std::function<void()> fun) { on_exit_action = fun; }
GuiType GetType() override { GuiType GetType() override {
return GuiType::BUTTON; return GuiType::BUTTON;

View File

@@ -23,11 +23,10 @@ namespace scene
{ {
shaders::GuiShader* gui_shader_gameOver; shaders::GuiShader* gui_shader_gameOver;
std::vector<gui::GuiTexture*> guis_gameOver; std::vector<gui::GuiTexture*> guis_gameOver;
computervision::ObjectDetection objDetect_gameOver;
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver; std::vector<std::shared_ptr<gui::GuiTexture>> score_textures_gameOver;
double delta_time = 0;
float item_number_gameOver = 0; double time = 0;
bool hand_mode_gameOver = false; bool game_over = false;
Game_Over_Scene::Game_Over_Scene(int score) Game_Over_Scene::Game_Over_Scene(int score)
{ {
@@ -76,28 +75,14 @@ namespace scene
} }
} }
gui::GuiTexture* GetMenuItemGameOver(bool hand_state) {
if (hand_state)
item_number_gameOver += 0.20f;
int temp_item_number = item_number_gameOver;
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
if (temp_item_number == guis_gameOver.size()) {
item_number_gameOver = 0;
temp_item_number = 0;
}
std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
return guis_gameOver[temp_item_number];
}
scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) { scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, -0.5f), glm::vec2(0.25f, 0.25f)); gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, -0.5f), glm::vec2(0.25f, 0.25f));
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg")); button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg")); button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
button_start_scene.SetOnClickAction([]() button_start_scene.SetOnClickAction([this]()
{ {
std::cout << "Back to start screen!!" << std::endl; std::cout << "Back to stop screen!!" << std::endl;
return_value = Scenes::STOP;
}); });
guis_gameOver.push_back(&button_start_scene); guis_gameOver.push_back(&button_start_scene);
@@ -111,52 +96,13 @@ namespace scene
{ {
render(); render();
update(window); update(window);
if (hand_mode_gameOver) if (game_over) button_start_scene.ForceClick(GLFW_MOUSE_BUTTON_LEFT);
{
cameraFrame = objDetect_gameOver.ReadCamera();
bool detect = false;
bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
if (hand_detection)
{
hand_closed = false;
std::cout << "hand is opened" << std::endl;
//Loop through menu items
chosen_item_gameOver = GetMenuItemGameOver(true);
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
if (new_button != NULL) {
const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
const float y_pos = (1.0 - chosen_item_gameOver->position.y) * WINDOW_HEIGHT / 2;
//Set cursor to location of selected menu_item
glfwSetCursorPos(window, x_pos, y_pos);
}
}
else if (!hand_detection)
{
std::cout << "hand is closed" << std::endl;
//Gets selected menu_item
chosen_item_gameOver = GetMenuItemGameOver(false);
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
if (new_button != NULL && !hand_closed) {
//Run function click
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
hand_closed = true;
}
}
}
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
} }
gui_shader_gameOver->CleanUp(); gui_shader_gameOver->CleanUp();
render_engine::loader::CleanUp();
return return_value; return return_value;
} }
@@ -168,7 +114,10 @@ namespace scene
render_engine::renderer::Prepare(); render_engine::renderer::Prepare();
// Render GUI items // Render GUI items
render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver); //render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
DrawScore(end_score);
} }
/** /**
@@ -181,11 +130,16 @@ namespace scene
if (new_button != NULL) if (new_button != NULL)
new_button->Update(window); new_button->Update(window);
} }
bool hand_present;
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present); UpdateDeltaTime();
time += delta_time;
if (time >= 5.0)
{
game_over = true;
}
render_engine::renderer::Render(game_over_texture, *gui_shader_gameOver);
DrawScore(end_score);
} }
/** /**
@@ -198,9 +152,6 @@ namespace scene
//return_value = scene::Scenes::STARTUP; //return_value = scene::Scenes::STARTUP;
cv::destroyWindow("camera"); cv::destroyWindow("camera");
} }
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
hand_mode_gameOver = !hand_mode_gameOver;
}
} }
void Game_Over_Scene::DrawScore(int score) void Game_Over_Scene::DrawScore(int score)
@@ -216,4 +167,19 @@ namespace scene
render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver); render_engine::renderer::Render(score_textures_gameOver[digits[i]], *gui_shader_gameOver);
} }
} }
void Game_Over_Scene::UpdateDeltaTime()
{
double current_time = glfwGetTime();
static double last_frame_time = current_time;
delta_time = current_time - last_frame_time;
last_frame_time = current_time;
}
Game_Over_Scene::~Game_Over_Scene()
{
std::cout << "game over destructor" << std::endl;
delete gui_shader_gameOver;
}
} }

View File

@@ -14,10 +14,12 @@ namespace scene
scene::Scenes return_value = scene::Scenes::GAMEOVER; scene::Scenes return_value = scene::Scenes::GAMEOVER;
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver; std::vector<std::shared_ptr<gui::GuiTexture>> score_guis_gameOver;
std::shared_ptr<gui::GuiTexture> game_over_texture; std::shared_ptr<gui::GuiTexture> game_over_texture;
void UpdateDeltaTime();
public: public:
Game_Over_Scene(int score); Game_Over_Scene(int score);
~Game_Over_Scene();
Scenes start(GLFWwindow* window) override; Scenes start(GLFWwindow* window) override;

View File

@@ -174,21 +174,23 @@ namespace scene
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1)); gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
pause_guis.push_back(&background); pause_guis.push_back(&background);
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f)); gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f));
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png")); pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png")); pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
pause_button_resume.SetOnClickAction([]() pause_button_resume.SetOnClickAction([]()
{ {
std::cout << "I got clicked on the resume button!" << std::endl; std::cout << "I got clicked on the resume button!" << std::endl;
//game_state = scene::Game_State::RUNNING;
}); });
pause_guis.push_back(&pause_button_resume); pause_guis.push_back(&pause_button_resume);
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f)); gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.3f), glm::vec2(0.25f, 0.25f));
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png")); pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png")); pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
pause_button_quit.SetOnClickAction([]() pause_button_quit.SetOnClickAction([]()
{ {
std::cout << "I got clicked on the quit button!" << std::endl; std::cout << "I got clicked on the quit button!" << std::endl;
//return_value = scene::Scenes::STOP;
}); });
pause_guis.push_back(&pause_button_quit); pause_guis.push_back(&pause_button_quit);
@@ -273,6 +275,7 @@ namespace scene
*ptr = score; *ptr = score;
std::cout << "Score: " << score << std::endl; std::cout << "Score: " << score << std::endl;
return_value = scene::Scenes::GAMEOVER; return_value = scene::Scenes::GAMEOVER;
cv::destroyWindow("camera");
} }
camera->Follow(main_character->GetPosition()); camera->Follow(main_character->GetPosition());

View File

@@ -40,6 +40,11 @@ namespace scene
gui_shader1->Init(); gui_shader1->Init();
} }
void Startup_Scene::EnableHandMode()
{
hand_mode = true;
}
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) { gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
gui::Button* button; gui::Button* button;
if (texture != NULL) if (texture != NULL)
@@ -76,7 +81,7 @@ namespace scene
gui::GuiTexture* GetMenuItem(bool hand_state) { gui::GuiTexture* GetMenuItem(bool hand_state) {
if(hand_state) if(hand_state)
item_number += 0.20f; item_number += 0.10f;
int temp_item_number = item_number; int temp_item_number = item_number;
@@ -92,40 +97,37 @@ namespace scene
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window) scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{ {
// GUI stuff // GUI stuff
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)); 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));
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png")); button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png")); button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
button_start.SetOnClickAction([]() std::function<void()> start_fun = [this]()
{ {
std::cout << "Clicked on button: Start!" << std::endl; std::cout << "Clicked on button: Start!" << std::endl;
return_value = scene::Scenes::INGAME;
}); cv::destroyWindow("camera");
};
button_start.SetOnClickAction(start_fun);
guis1.push_back(&button_start); guis1.push_back(&button_start);
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f)); 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));
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
button_calibrate.SetOnClickAction([]()
{
std::cout << "Clicked on button: Calibrate!" << std::endl;
});
guis1.push_back(&button_calibrate);
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));
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png")); button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png")); button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
button_quit.SetOnClickAction([]() std::function<void()> quit_fun = [this]()
{ {
std::cout << "Clicked on button: Quit!" << std::endl; std::cout << "Clicked on button: Quit!" << std::endl;
}); return_value = scene::Scenes::STOP;
cv::destroyWindow("camera");
};
button_quit.SetOnClickAction(quit_fun);
guis1.push_back(&button_quit); guis1.push_back(&button_quit);
computervision::ObjectDetection objDetect;
cv::Mat cameraFrame; cv::Mat cameraFrame;
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
bool hand_closed = false; //Flag to prevent multiple button presses bool hand_closed = false; //Flag to prevent multiple button presses
std::function<void()> calibration_func = [this]() {EnableHandMode(); };
objDetect.SetCalibrationCallback(calibration_func);
while (return_value == scene::Scenes::STARTUP) while (return_value == scene::Scenes::STARTUP)
{ {
render(); render();
@@ -219,4 +221,10 @@ namespace scene
hand_mode = !hand_mode; hand_mode = !hand_mode;
} }
} }
Startup_Scene::~Startup_Scene()
{
std::cout << "startup scene destructor" << std::endl;
delete gui_shader1;
}
} }

View File

@@ -11,6 +11,7 @@ namespace scene
private: private:
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene. //return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
scene::Scenes return_value = scene::Scenes::STARTUP; scene::Scenes return_value = scene::Scenes::STARTUP;
void EnableHandMode();
public: public:
/** /**
@@ -19,6 +20,8 @@ namespace scene
*/ */
Startup_Scene(); Startup_Scene();
~Startup_Scene();
/** /**
* @brief * @brief
* *