4 Commits

Author SHA1 Message Date
SemvdH
85f341e576 Merge pull request #9 from SemvdH/develop
Develop into master
2021-06-18 17:56:41 +02:00
Sem van der Hoeven
0b1e37119c [ADD] resum textyre 2021-06-18 17:55:01 +02:00
Sem van der Hoeven
a204dbbc18 [pause button stuff] 2021-06-18 17:46:49 +02:00
SemvdH
c4e8c1bba2 Merge pull request #1 from SemvdH/develop
merge Develop into main after sprint 1
2021-06-02 11:02:26 +02:00
3 changed files with 51 additions and 14 deletions

View File

@@ -18,7 +18,6 @@ namespace computervision
{
cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
cv::putText(output_frame, "Hand calibration", cv::Point(output_frame.cols / 2 - 100, 25), cv::FONT_HERSHEY_PLAIN, 2.0, cv::Scalar(18, 219, 65), 2);
cv::putText(output_frame, "press 'b' to calibrate background,then press 's' to calibrate skin tone", cv::Point(5, 35), cv::FONT_HERSHEY_PLAIN, 1.0, cv::Scalar(18, 219, 65), 1);
cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);

View File

@@ -174,24 +174,26 @@ namespace scene
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
pause_guis.push_back(&background);
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/menu_item_start1_hover.png"));
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
pause_button_resume.SetOnClickAction([]()
{
std::cout << "I got clicked on the resume button!" << std::endl;
//game_state = scene::Game_State::RUNNING;
});
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/menu_item_resume1.png"), glm::vec2(0.0f, 0.3f), glm::vec2(0.25f, 0.25f));
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_hover.png"));
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_click.png"));
std::function<void()> resume_fun = [this]()
{
std::cout << "I got clicked on the resume button!" << std::endl;
game_state = scene::Game_State::RUNNING;
};
pause_button_resume.SetOnClickAction(resume_fun);
pause_guis.push_back(&pause_button_resume);
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/menu_item_quit1_hover.png"));
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
pause_button_quit.SetOnClickAction([]()
{
std::cout << "I got clicked on the quit button!" << std::endl;
//return_value = scene::Scenes::STOP;
});
std::function<void()> stop_function = [this]()
{
std::cout << "I got clicked on the quit button!" << std::endl;
return_value = scene::Scenes::STOP;
};
pause_button_quit.SetOnClickAction(stop_function);
pause_guis.push_back(&pause_button_quit);
regions.push_back(&reg_left);
@@ -209,7 +211,9 @@ namespace scene
case scene::Game_State::PAUSED:
render();
update_buttons(window);
render_pause_menu();
break;
case scene::Game_State::RUNNING:
@@ -233,6 +237,27 @@ namespace scene
return return_value;
}
gui::Button* In_Game_Scene::ConvertGuiTextureToButton(gui::GuiTexture* texture) {
gui::Button* button;
if (texture != NULL)
{
if (texture->GetType() == gui::GuiType::BUTTON) {
button = (gui::Button*)texture;
return button;
}
else {
button = nullptr;
return button;
}
}
else {
button = nullptr;
return button;
}
}
/**
* renders the game models
*/
@@ -262,6 +287,15 @@ namespace scene
DrawScore(score);
}
void scene::In_Game_Scene::update_buttons(GLFWwindow* window)
{
for (gui::GuiTexture* button : pause_guis) {
gui::Button* new_button = ConvertGuiTextureToButton(button);
if (new_button != NULL)
new_button->Update(window);
}
}
//updates certain variables
void scene::In_Game_Scene::update(GLFWwindow* window)
{

View File

@@ -114,6 +114,10 @@ namespace scene
*
*/
void LoadChunk(int model_pos);
void update_buttons(GLFWwindow* window);
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
public:
In_Game_Scene(int *score_ptr);