#include #include #include #include #include "startup_Scene.h" #include #include #include "../models/model.h" #include "../renderEngine/loader.h" #include "../renderEngine/obj_loader.h" #include "../renderEngine/renderer.h" #include "../shaders/entity_shader.h" #include "../gui/gui_interactable.h" #include "../toolbox/toolbox.h" #include "../computervision/MenuTest.h" #include "../computervision/object_detection.h" #include "../computervision/hand_detect_region.h" namespace scene { shaders::GuiShader* gui_shader1; std::vector guis1; computervision::ObjectDetection objDetect; float item_number = 0; bool hand_mode = false; Startup_Scene::Startup_Scene() { shaders::EntityShader shader; shader.Init(); render_engine::renderer::Init(shader); shader.CleanUp(); gui_shader1 = new shaders::GuiShader(); gui_shader1->Init(); } gui::Button* 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; } } /*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) { if (texture != NULL) if (texture->GetType() == gui::GuiType::BUTTON) { return (gui::InteractableGui*)texture; } else { return NULL; } }*/ gui::GuiTexture* GetMenuItem(bool hand_state) { if(hand_state) item_number += 0.20f; int temp_item_number = item_number; //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 == guis1.size()) { item_number = 0; temp_item_number = 0; } std::cout << guis1[temp_item_number]->texture << std::endl; return guis1[temp_item_number]; } scene::Scenes scene::Startup_Scene::start(GLFWwindow *window) { // 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)); 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.SetOnClickAction([]() { std::cout << "Clicked on button: Start!" << std::endl; }); 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)); 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.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png")); button_quit.SetOnClickAction([]() { std::cout << "Clicked on button: Quit!" << std::endl; }); guis1.push_back(&button_quit); computervision::ObjectDetection objDetect; cv::Mat cameraFrame; 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) { render(); update(window); if (hand_mode) { cameraFrame = objDetect.ReadCamera(); //Get hand state from camera bool detect = false; bool hand_detection = objDetect.DetectHand(cameraFrame,detect); if (hand_detection) { hand_closed = false; std::cout << "hand is opened" << std::endl; //Loop through menu items chosen_item = GetMenuItem(true); gui::Button* new_button = ConvertGuiTextureToButton(chosen_item); if (new_button != NULL) { 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); } } else if (!hand_detection) { std::cout << "hand is closed" << 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); hand_closed = true; } } } glfwSwapBuffers(window); glfwPollEvents(); } gui_shader1->CleanUp(); //render_engine::loader::CleanUp(); return return_value; } /** * renders the models in the start-up scene */ void scene::Startup_Scene::render() { render_engine::renderer::Prepare(); // Render GUI items render_engine::renderer::Render(guis1, *gui_shader1); } /** * updates the variables for the start-up scene */ void scene::Startup_Scene::update(GLFWwindow* window) { for (gui::GuiTexture* button : guis1) { gui::Button* new_button = ConvertGuiTextureToButton(button); if (new_button != NULL) new_button->Update(window); } bool hand_present; objDetect.DetectHand(objDetect.ReadCamera(),hand_present); } /** * manages the key input in the start-up scene */ void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods) { if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { return_value = scene::Scenes::INGAME; cv::destroyWindow("camera"); } else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) { hand_mode = !hand_mode; } } }