Files
SDBA/src/scenes/in_Game_Scene.h
2021-06-18 11:06:25 +02:00

161 lines
4.8 KiB
C++

#pragma once
#include <iostream>
#include <ostream>
#include <vector>
#include <memory>
#include <string>
#include <opencv2/core/base.hpp>
#include <opencv2/imgcodecs.hpp>
#include <opencv2/imgproc.hpp>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <deque>
#include <functional>
#include <queue>
#include <opencv2/core/base.hpp>
#include "startup_Scene.h"
#include "scene.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
#include "../entities/main_character.h"
#include "../collision/collision_handler.h"
#include "../entities/house_generator.h"
#include "../computervision/hand_detect_region.h"
#include "../computervision/object_detection.h"
namespace scene
{
/**
* This enum is for managing the game scene state.
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
* and the pause screen will show up.
**/
enum class Game_State
{
//IDLE,
RUNNING,
PAUSED
};
class In_Game_Scene : public scene::Scene
{
private:
//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::INGAME;
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
scene::Game_State game_state = scene::Game_State::RUNNING;
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
std::vector<entities::Entity> entities_to_render;
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
std::deque<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
//the shader that is used for rendering the models.
shaders::EntityShader* shader;
//the gui_shader is used of rendering the gui models (for example the pause buttons).
shaders::GuiShader* gui_shader;
//camera is the camera view of the game scene, this camera will be behind the main character.
std::unique_ptr<entities::Camera> camera;
//guis is a list of all the gui components that needs to be load in the scene.
std::vector<gui::GuiTexture*> guis;
//pause_guis is a list of components that will be rendered when the game is paused.
std::vector<gui::GuiTexture*> pause_guis;
// list of gui texture that holds the textures for the score
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
void UpdateDeltaTime();
/**
* @brief renders the objects/gui models
* @param
* @return void
*/
void render_pause_menu();
/**
* @brief updates the hand detection with the deltatime and checks the hand detection for each region. als updates the camera display
*
*/
void update_hand_detection();
/**
* @brief sets up the hand detection regions and sets the callbacks for the skin calibration.
*
*/
void SetupHandDetection();
/**
* @brief callback that gets called when the left skin detect region timout has been reached. sets the other regions with the skin data from the first region
*
*/
void OnSkinCalibrationCallback();
/**
* @brief draws the score on the screen with the digit resources.
*
* @param score the score to display.
*/
void DrawScore(int score);
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
*
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
*
*/
void LoadChunk(int model_pos);
public:
In_Game_Scene();
~In_Game_Scene();
/**
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
* @param window the main window of the application
* @return Scene value that indicates in which scene the application is
*/
Scenes start(GLFWwindow* window) override;
/**
* @brief this method renders the models for the game scene
* @param
* @return void
*/
void render() override;
/**
* @brief this method updates the models/variables for the game scene
* @param window the main window of the application
* @return void
*/
void update(GLFWwindow* window) override;
/**
* @brief this method updates the models/variables for the game scene
* @param window the main window of the application
* @param key this is the keycode on which key has been pressed
* @param scancode -
* @param action-
* @param mods -
* @return void
*/
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}