Develop into master #9
@@ -18,7 +18,6 @@ namespace computervision
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{
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{
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cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
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cv::rectangle(output_frame, cv::Rect(0, 0, output_frame.cols, 40), cv::Scalar(0, 0, 0), -1);
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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);
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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);
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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);
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cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
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cv::rectangle(output_frame, cv::Rect(0, output_frame.rows - 80, 450, output_frame.cols), cv::Scalar(0, 0, 0), -1);
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@@ -174,9 +174,9 @@ namespace scene
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gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
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gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
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pause_guis.push_back(&background);
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pause_guis.push_back(&background);
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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));
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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));
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pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
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pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_hover.png"));
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pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
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pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_resume1_click.png"));
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std::function<void()> resume_fun = [this]()
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std::function<void()> resume_fun = [this]()
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{
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{
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std::cout << "I got clicked on the resume button!" << std::endl;
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std::cout << "I got clicked on the resume button!" << std::endl;
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@@ -211,7 +211,9 @@ namespace scene
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case scene::Game_State::PAUSED:
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case scene::Game_State::PAUSED:
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render();
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render();
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update_buttons(window);
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render_pause_menu();
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render_pause_menu();
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break;
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break;
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case scene::Game_State::RUNNING:
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case scene::Game_State::RUNNING:
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@@ -235,6 +237,27 @@ namespace scene
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return return_value;
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return return_value;
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}
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}
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gui::Button* In_Game_Scene::ConvertGuiTextureToButton(gui::GuiTexture* texture) {
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gui::Button* button;
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if (texture != NULL)
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{
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if (texture->GetType() == gui::GuiType::BUTTON) {
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button = (gui::Button*)texture;
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return button;
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}
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else {
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button = nullptr;
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return button;
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}
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}
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else {
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button = nullptr;
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return button;
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}
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}
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/**
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/**
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* renders the game models
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* renders the game models
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*/
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*/
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@@ -264,6 +287,15 @@ namespace scene
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DrawScore(score);
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DrawScore(score);
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}
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}
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void scene::In_Game_Scene::update_buttons(GLFWwindow* window)
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{
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for (gui::GuiTexture* button : pause_guis) {
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gui::Button* new_button = ConvertGuiTextureToButton(button);
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if (new_button != NULL)
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new_button->Update(window);
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}
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}
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//updates certain variables
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//updates certain variables
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void scene::In_Game_Scene::update(GLFWwindow* window)
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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{
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@@ -115,6 +115,10 @@ namespace scene
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*/
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*/
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void LoadChunk(int model_pos);
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void LoadChunk(int model_pos);
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void update_buttons(GLFWwindow* window);
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gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
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public:
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public:
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In_Game_Scene(int *score_ptr);
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In_Game_Scene(int *score_ptr);
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~In_Game_Scene();
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~In_Game_Scene();
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