Head pose estimation
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Regular → Executable
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Regular → Executable
File mode changed.
Regular → Executable
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Regular → Executable
File mode changed.
@@ -1,83 +0,0 @@
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#include "creditscode.h"
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#include "include/Engine.h"
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#include "main_code.h"
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const int TGameCredits::CONST_STATE_APPEARING = 0;
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const int TGameCredits::CONST_STATE_APPEARED = 1;
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const int TGameCredits::CONST_STATE_DISAPPEARING = 2;
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const int TGameCredits::CONST_STATE_DISAPPEARED = 3;
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const float TGameCredits::CONST_APPEAR_TIME = 150.f;
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TGameCredits::TGameCredits()
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: TGameAreaAncestor()
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, StateTimer(0)
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, State(CONST_STATE_DISAPPEARED)
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{
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}
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void TGameCredits::Draw()
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{
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//*SE::Console << "TGameCredits::Draw";
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float transparency = StateTimer/CONST_APPEAR_TIME;
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RenderUniform1f("Transparency", transparency);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList["main_menu_bkg_left"]);
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Renderer->DrawRect(Vector2f(0, 0.f), Vector2f(480.f, 320.f));
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const Vector2f creditsPos(140.f, 130.f);
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const Vector2f creditsHalfSize(128.f, 128.f);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_CREDITS_TEXTURE]);
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Renderer->DrawRect(creditsPos-creditsHalfSize, creditsPos+creditsHalfSize);
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
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Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 320.f-64.f), Vector2f(240.f+128.f+15.f, 320.f));
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CheckGlError("Draw TGameCredits");
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}
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void TGameCredits::Update(size_t dt)
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{
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if (State == CONST_STATE_APPEARING)
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{
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*SE::Console << "TGameCredits::Update - CONST_STATE_APPEARING";
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StateTimer += dt;
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if (StateTimer >= CONST_APPEAR_TIME)
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{
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StateTimer = CONST_APPEAR_TIME;
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State = CONST_STATE_APPEARED;
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}
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}
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else if (State == CONST_STATE_DISAPPEARING)
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{
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StateTimer -= dt;
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if (StateTimer <= 0.f)
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{
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StateTimer = 0.f;
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State = CONST_STATE_DISAPPEARED;
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}
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}
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}
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void TGameCredits::OnTapDown(Vector2f p)
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{
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*SE::Console << "TGameCredits::OnTapDown";
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Application->GoFromCreditsToMenu();
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}
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void TGameCredits::StartAppear()
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{
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*SE::Console << "TGameCredits::StartAppear";
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State = CONST_STATE_APPEARING;
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}
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void TGameCredits::StartDisappear()
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{
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*SE::Console << "TGameCredits::StartDisappear";
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State = CONST_STATE_DISAPPEARING;
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}
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@@ -1,34 +0,0 @@
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#ifndef CREDITSCODE_H_INCLUDED
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#define CREDITSCODE_H_INCLUDED
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#include "game_area_interface.h"
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using namespace SE;
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class TGameCredits : public TGameAreaAncestor
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{
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static const int CONST_STATE_APPEARING;
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static const int CONST_STATE_APPEARED;
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static const int CONST_STATE_DISAPPEARING;
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static const int CONST_STATE_DISAPPEARED;
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static const float CONST_APPEAR_TIME;
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int State;
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float StateTimer;
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public:
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TGameCredits();
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virtual void Draw();
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virtual void Update(size_t dt);
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virtual void OnTapDown(Vector2f p);
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void StartAppear();
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void StartDisappear();
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};
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#endif
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@@ -1,25 +0,0 @@
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#ifndef GAME_AREA_INTERFACE_H_INCLUDED
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#define GAME_AREA_INTERFACE_H_INCLUDED
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#include "include/Engine.h"
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using namespace SE;
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class TGameAreaAncestor
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{
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public:
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virtual void Draw() { }
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virtual void Update(size_t) { }
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virtual void OnTapUp(Vector2f) { }
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virtual void OnTapUpAfterMove(Vector2f) { }
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virtual void OnTapDown(Vector2f) { }
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virtual void OnFling(Vector2f) { }
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virtual void OnScroll(Vector2f) { }
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virtual ~TGameAreaAncestor() { } //By default destructor is not virtual
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};
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#endif
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-1628
File diff suppressed because it is too large.
Load diff
-205
@@ -1,205 +0,0 @@
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#ifndef GAMECODE_H_INCLUDED
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#define GAMECODE_H_INCLUDED
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#include "include/Engine.h"
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#include "game_area_interface.h"
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#include <list>
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using namespace SE;
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const int CONST_BRICKSTATE_VISIBLE = 3;
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const int CONST_BRICKSTATE_DISAPPEAR = 2;
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const int CONST_BRICKSTATE_INVISIBLE = 1;
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const int CONST_BRICKSTATE_APPEAR = 0;
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const float CONST_BRICK_DISAPPEAR_TIME = 200.f;
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const float CONST_BRICK_APPEAR_TIME = 200.f;
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const int CONST_BRICKMATRIX_WIDTH = 12;
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const int CONST_BRICKMATRIX_HEIGHT = 13;
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const float CONST_BRICK_WIDTH = 37.5f;
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const float CONST_BRICK_HEIGHT = 0.5f*CONST_BRICK_WIDTH;
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const float CONST_BRICK_SHIFT_X = 15.f;
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const float CONST_BRICK_SHIFT_Y = -16.f;
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const float CONST_BONUS_APPEAR_TIME = 400.f;
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const float CONST_BONUS_FALL_SPEED = 100.f;
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const float CONST_BONUS_GOTHROUGH_TIME = 8000.f;
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const float CONST_BONUS_CATCH_DISTANCE_X = 65.f;
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const float CONST_BONUS_CATCH_DISTANCE_Y = 20.f;
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const float CONST_BONUS_FLOOR_TIME = 8000.f;
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const float CONST_BONUS_FLOOR_APPEAR_SPEED = 50.f;
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const int CONST_BONUS_TYPE_MULTIPLIER = 0;
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const int CONST_BONUS_TYPE_GOTHROUGH = 1;
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const int CONST_BONUS_TYPE_FLOOR = 2;
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class TBrick
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{
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protected:
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int InitialLocked;
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int Locked; //0, 1 or 2
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int State;
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float StateTimer;
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Vector4f Color;
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public:
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TBrick();
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void SetVisible(Vector4f color, int locked);
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void SetInvisible();
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void TryDrawAppear(int ipos, int jpos);
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void Update(size_t dt);
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Vector2f GetPosFrom(int ipos, int jpos);
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Vector4f GetColor();
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void Appear(Vector4f color, int locked);
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void Appear();
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void Hit();
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void Disappear();
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int GetLocked();
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bool CanReact();
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};
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class TBonusFalling
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{
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protected:
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float Lifetime;
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Vector2f Pos;
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std::string TexName;
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int BonusType; //0 - multiplier, 1 - Go-through, 2 - floor
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public:
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TBonusFalling(Vector2f pos);
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Vector2f GetPos();
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int GetType();
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void Draw();
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void Update(size_t dt);
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};
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struct TBall
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{
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Vector2f Pos;
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Vector2f Velocity;
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Vector4f Color;
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std::list<Vector2f> TalePos;
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Vector2f BallInBlock;
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Vector2f PrevBallInBlock;
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TBall(Vector2f pos, Vector2f velocity, Vector4f color);
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Vector2f GetPos();
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Vector2f GetVelocityVector();
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void Go();
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void ReflectToLeft();
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void ReflectToRight();
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void ReflectToUp();
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void ReflectToDown();
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void TryReflectOnReflector(Vector2f refPos);
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void Update(size_t dt);
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};
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typedef std::pair<Vector4f, std::string> PairColorTexture;
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struct TBlockInstansingList
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{
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//color-texture ---> and list of triangles for this color
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std::list<std::pair<PairColorTexture, TTriangleList>> ColorBlockList;
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};
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struct TBallInstancingList
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{
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std::map<int, TTriangleList> BallAndGlowList;
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};
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class TGameLevel : public TGameAreaAncestor
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{
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protected:
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std::string BkgTexture;
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std::string LevelScreenTexture;
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std::string LevelFileName;
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Vector2f ReflectorPos;
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int LevelState;
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bool PrevLevelStateIsStandby;
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float StateTimer;
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TBrick BlockMatrix[CONST_BRICKMATRIX_WIDTH][CONST_BRICKMATRIX_HEIGHT];
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TBlockInstansingList BlockInstansingList;
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bool TapInBackBtnArea(const Vector2f& pos);
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void ReloadBlockInstansingList();
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void SetFinished();
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void SetFinishFreeze();
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void DrawBuffer();
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void DrawPauseButtons();
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void DrawBallInstancingList();
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bool RenderBufferReady;
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float OutScale;
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float OutScaleVelocity;
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void TryGoToMenu();
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std::list<TBonusFalling> BonusFallingList;
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std::list<TBall> BallList;
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TBallInstancingList BallInstancingList;
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Vector4f BallColor;
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void ReloadBallInstancingList();
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void RefreshBallInstancingList();
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void UpdateBallList(size_t dt);
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void MultiplyBalls(Vector2f pos, Vector2f velocity);
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Vector2f GetBlock(const Vector2f& pos);
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void InitLevel();
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float BonusGothroughTimer;
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float BonusFloorTimer;
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float BonusFloorPosY;
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Vector4f ParseColor(const std::string& s);
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void ReloadLevel();
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public:
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TGameLevel();
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~TGameLevel();
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void FillWithFile(const std::string& filename);
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void SetStandBy();
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void SetLoading(const std::string& bkg, const std::string& levelscreen);
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bool IsLoaded();
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virtual void Draw();
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void SetPause();
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bool IsPaused();
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void ReleasePause();
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virtual void Update(size_t dt);
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virtual void OnTapDown(Vector2f pos);
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virtual void OnTapUp(Vector2f pos);
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virtual void OnFling(Vector2f slideSpeed);
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virtual void OnScroll(Vector2f shift);
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};
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#endif
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@@ -1,20 +0,0 @@
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#include "loadingcode.h"
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#include "include/Engine.h"
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#include "main_code.h"
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void TGameLoading::Draw()
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{
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//*SE::Console << "TGameLoading::Draw";
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glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
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Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOADING_TEXTURE]);
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Renderer->DrawRect(Vector2f(240.f - 128.f, 10.f), Vector2f(240.f + 128.f, 10.f + 64.f));
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glBindTexture(GL_TEXTURE_2D,ResourceManager->TexList[CONST_LOGO_SMALL_TEXTURE]);
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Renderer->DrawRect(Vector2f(480.f - 256.f+50.f, 320.f - 64.f), Vector2f(480.f+50.f, 320.f));
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CheckGlError();
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}
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@@ -1,15 +0,0 @@
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#ifndef LOADINGCODE_H_INCLUDED
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#define LOADINGCODE_H_INCLUDED
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#include "game_area_interface.h"
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using namespace SE;
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class TGameLoading : public TGameAreaAncestor
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{
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public:
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virtual void Draw();
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};
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#endif
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Executable
+592
@@ -0,0 +1,592 @@
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#include "main_code.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <time.h>
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#include "include/Engine.h"
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#include "main_code.h"
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FaceStruct::FaceStruct()
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{
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}
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FaceStruct::FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
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{
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ApplyPreds(fromPreds);
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}
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void FaceStruct::CalcFromPreds()
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{
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float minX = preds[0](0);
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float maxX = preds[0](0);
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float minY = preds[0](1);
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float maxY = preds[0](1);
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float sumX = preds[0](0);
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float sumY = preds[0](1);
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for (size_t i = 1; i < LANDMARK_POINT_COUNT; i++)
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{
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if (minX > preds[i](0))
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{
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minX = preds[i](0);
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}
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if (minY > preds[i](1))
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{
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minY = preds[i](1);
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}
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if (maxX < preds[i](0))
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{
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maxX = preds[i](0);
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}
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if (maxY < preds[i](1))
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{
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maxY = preds[i](1);
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}
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sumX += preds[i](0);
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sumY += preds[i](1);
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}
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float avgX = sumX / static_cast<float>(LANDMARK_POINT_COUNT);
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float avgY = sumY / static_cast<float>(LANDMARK_POINT_COUNT);
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center = { avgX, avgY };
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size = { maxX- minX,maxY - minY };
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//center = { centerXSmoother.responsiveAnalogReadSimple(avgX), centerYSmoother.responsiveAnalogReadSimple(avgY) };
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//size = { sizeWidthSmoother.responsiveAnalogReadSimple(maxX- minX), sizeHeightSmoother.responsiveAnalogReadSimple(maxY - minY) };
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}
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void FaceStruct::ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
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{
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InnerApplyPreds(fromPreds);
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CalcFromPreds();
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/*
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for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
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{
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preds[i] = preds[i] - center;
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}
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historicalPreds.push_back(preds);
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if (historicalPreds.size() > 4)
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{
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historicalPreds.erase(historicalPreds.begin());
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}
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for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
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{
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preds[i] = { 0.f, 0.f };
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for (size_t x = 0; x < historicalPreds.size(); x++)
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{
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preds[i] += historicalPreds[x][i];
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}
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preds[i] = preds[i] / static_cast<float>(historicalPreds.size());
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}
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for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
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{
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preds[i] = preds[i] + center;
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}*/
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}
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void FaceStruct::InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds)
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{
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for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
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{
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preds[i] = { fromPreds[i].x, 720 - fromPreds[i].y};
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}
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}
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cv::VideoCapture cap;
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FaceLandmarkDetector faceLandmarkDetector;
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GLuint lastFrameTexture;
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std::array<FaceLandmarkStruct, MAX_FACE_COUNT> faceLandmarkArr;
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cv::Mat frame;
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std::vector<cv::Mat> frameArr;
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int currentIndex = -1;
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int lastProcessedIndex = 0;
|
||||
int lineShift = 0;
|
||||
|
||||
int prevPassedIndex = 0;
|
||||
|
||||
int indexStep = 0;
|
||||
|
||||
std::array<FaceStruct, MAX_FACE_COUNT> faceStruct;
|
||||
|
||||
|
||||
const std::string CONST_LOADING_BACKGROUND_BLACK = "loading_background_black";
|
||||
|
||||
|
||||
TMyApplication* Application;
|
||||
|
||||
|
||||
void TMyApplication::InnerInit()
|
||||
{
|
||||
|
||||
Application = this;
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#ifdef NDEBUG
|
||||
//ST::PathToResources = "resources/";
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#else
|
||||
ST::PathToResources = "../../../assets/";
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_IOS
|
||||
ST::PathToResources = "assets/";
|
||||
#endif
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP INIT\n";
|
||||
}
|
||||
srand (static_cast<size_t>(time(NULL)));
|
||||
|
||||
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
|
||||
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
|
||||
Renderer->PushShader("DefaultShader");
|
||||
|
||||
ResourceManager->TexList.AddTexture(CONST_LOADING_BACKGROUND_BLACK + ".png", CONST_LOADING_BACKGROUND_BLACK);
|
||||
|
||||
|
||||
auto texid = ResourceManager->TexList.AddTexture("emoji/Asset 3@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 4@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 5@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 6@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 7@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 8@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 9@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 10@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 11@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 13@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 14@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 15@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 16@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 17@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 18@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 19@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 20@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 21@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 22@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 23@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 24@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 25@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 26@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 27@20x.png");
|
||||
ResourceManager->TexList.AddTexture("emoji/Asset 28@20x.png");
|
||||
|
||||
|
||||
ResourceManager->FontManager.AddFont("droid_sans14", "droid_sans14_font_bitmap.png", "droid_sans14_font_charmap.txt");
|
||||
ResourceManager->FontManager.PushFont("droid_sans14");
|
||||
|
||||
|
||||
lastFrameTexture = ResourceManager->TexList.AddEmptyTexture("lastFrameTexture", 1280, 720);
|
||||
|
||||
Renderer->SetOrthoProjection();
|
||||
|
||||
Renderer->SetFullScreenViewport();
|
||||
|
||||
|
||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
||||
{
|
||||
faceRenderPair[i].first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "Asset "+boost::lexical_cast<std::string>(i+3)+"@20x.png";
|
||||
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 512, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 0));
|
||||
faceRenderPair[i].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(0, 0, 0));
|
||||
|
||||
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 1));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
|
||||
faceRenderPair[i].second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
|
||||
faceRenderPair[i].second.RefreshBuffer();
|
||||
}
|
||||
|
||||
|
||||
cap = cv::VideoCapture(0);
|
||||
//cap = cv::VideoCapture("video.mp4");
|
||||
//cap = cv::VideoCapture("bp.mp4");
|
||||
|
||||
|
||||
// Check if camera opened successfully
|
||||
if (!cap.isOpened()) {
|
||||
std::cout << "Error opening video stream or file" << std::endl;
|
||||
}
|
||||
|
||||
cap.set(CV_CAP_PROP_FRAME_WIDTH, 1280);
|
||||
cap.set(CV_CAP_PROP_FRAME_HEIGHT, 720);
|
||||
|
||||
|
||||
|
||||
faceLandmarkDetector.StartTrackProcess();
|
||||
|
||||
Inited = true;
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerDeinit()
|
||||
{
|
||||
|
||||
faceLandmarkDetector.StopTrackProcess();
|
||||
cap.release();
|
||||
|
||||
Inited = false;
|
||||
|
||||
if (Console != NULL)
|
||||
{
|
||||
*Console<<"APP DEINIT\n";
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapDown(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUp(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TMyApplication::OnFling(Vector2f v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
void TMyApplication::InnerDraw()
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
|
||||
|
||||
//glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[CONST_LOADING_BACKGROUND_BLACK]);
|
||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
||||
Renderer->DrawRect(Vector2f(0.f, 0.f), Vector2f(Renderer->GetMatrixWidth(), Renderer->GetMatrixHeight()));
|
||||
|
||||
|
||||
/*
|
||||
for (size_t i = 0; i < MAX_FACE_COUNT; i++)
|
||||
{
|
||||
TRenderParamsSetter params(faceRenderPair[i].first);
|
||||
Renderer->DrawTriangleList(faceRenderPair[i].second);
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void TMyApplication::InnerUpdate(size_t dt)
|
||||
{
|
||||
|
||||
|
||||
/*cap >> lastFrame;
|
||||
|
||||
if (lastFrame.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
faceLandmarkTracker.HandleOneFrame(lastFrame, localInputStructArr, localFaceShift, localOutputStructArr);
|
||||
|
||||
|
||||
|
||||
high_resolution_clock::time_point t2 = high_resolution_clock::now();
|
||||
|
||||
auto duration = duration_cast<microseconds>(t2 - FaceLandmarkTracker::lastTimePoint).count();
|
||||
|
||||
FaceLandmarkTracker::lastTimePoint = t2;
|
||||
|
||||
std::stringstream ofs;
|
||||
|
||||
ofs << round(1000000.0 / duration);
|
||||
|
||||
|
||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
||||
{
|
||||
if (localOutputStructArr[index].valid && localInputStructArr[index].valid)
|
||||
{
|
||||
cv::Rect oldFaceRect = localOutputStructArr[index].face;
|
||||
cv::Rect newFaceRect = localInputStructArr[index].face;
|
||||
cv::Point2f oldCenter(oldFaceRect.x + oldFaceRect.width*0.5f, oldFaceRect.y + oldFaceRect.height*0.5f);
|
||||
cv::Point2f newCenter(newFaceRect.x + newFaceRect.width*0.5f, newFaceRect.y + newFaceRect.height*0.5f);
|
||||
|
||||
localFaceShift[index] = newCenter - oldCenter;
|
||||
}
|
||||
else
|
||||
{
|
||||
localFaceShift[index] = cv::Point2f(0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
||||
{
|
||||
if (localOutputStructArr[index].valid)
|
||||
{
|
||||
|
||||
|
||||
faceStruct[index].ApplyPreds(localOutputStructArr[index].preds);
|
||||
|
||||
|
||||
for (size_t i = 0; i < CONST_PREDS_COUNT; i++)
|
||||
{
|
||||
//cv::ellipse(lastFrame, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)) + localFaceShift[index], cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
||||
}
|
||||
|
||||
|
||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.25f;
|
||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.25f;
|
||||
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], {0,0}, { 0,0 }, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (size_t index = 0; index < CONST_FACE_COUNT; index++)
|
||||
{
|
||||
if (localInputStructArr[index].valid)
|
||||
{
|
||||
//cv::rectangle(lastFrame, localInputStructArr[index].face, cv::Scalar(255, 0, 255), 4, 8, 0);
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
cap >> frame; // get a new frame from camera/video or read image
|
||||
|
||||
if (frame.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
cv::Mat image = frame.clone();
|
||||
|
||||
frameArr.push_back(image);
|
||||
|
||||
while (frameArr.size() > 40)
|
||||
{
|
||||
lineShift++;
|
||||
frameArr.erase(frameArr.begin());
|
||||
}
|
||||
|
||||
currentIndex++;
|
||||
|
||||
faceLandmarkArr = faceLandmarkDetector.GetFaceLandmarks(frame, currentIndex);
|
||||
|
||||
|
||||
bool newProcessedIndexFound = false;
|
||||
int newProcessedIndex;
|
||||
|
||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
||||
{
|
||||
if (faceLandmarkArr[i].valid)
|
||||
{
|
||||
if (!newProcessedIndexFound)
|
||||
{
|
||||
newProcessedIndexFound = true;
|
||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newProcessedIndex < faceLandmarkArr[i].frameIndex)
|
||||
{
|
||||
newProcessedIndex = faceLandmarkArr[i].frameIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (newProcessedIndexFound && newProcessedIndex > lastProcessedIndex)
|
||||
{
|
||||
indexStep = 0;
|
||||
|
||||
lastProcessedIndex = newProcessedIndex;
|
||||
prevPassedIndex = currentIndex;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (prevPassedIndex > lastProcessedIndex + indexStep)
|
||||
{
|
||||
indexStep++;
|
||||
}
|
||||
}
|
||||
|
||||
//std::cout << currentIndex << " " << lastProcessedIndex << " stepped:" << lastProcessedIndex + indexStep << " indexStep: " << indexStep << std::endl;
|
||||
|
||||
|
||||
cv::Mat renderImage;
|
||||
|
||||
if (lastProcessedIndex + indexStep - lineShift < 0)
|
||||
{
|
||||
renderImage = frameArr[0];
|
||||
}
|
||||
else if (lastProcessedIndex + indexStep - lineShift >= frameArr.size())
|
||||
{
|
||||
renderImage = frameArr[frameArr.size() - 1];
|
||||
}
|
||||
else
|
||||
{
|
||||
renderImage = frameArr[lastProcessedIndex + indexStep - lineShift];
|
||||
}
|
||||
|
||||
renderImage = renderImage.clone();
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cv::Rect frameRect(cv::Point(), renderImage.size());
|
||||
|
||||
for (size_t i = 0; i < faceLandmarkArr.size(); i++)
|
||||
{
|
||||
if (faceLandmarkArr[i].valid)
|
||||
{
|
||||
cv::rectangle(renderImage, faceLandmarkArr[i].faceRect, cv::Scalar(0, 0, 255), 1, 4, 0);
|
||||
|
||||
for (size_t j = 0; j < faceLandmarkArr[i].landmarkArr.size(); j++)
|
||||
{
|
||||
|
||||
//cv::circle(renderImage, faceLandmarkArr[i].landmarkArr[j], 0.1, cv::Scalar(0, 255, 255), 4, 8, 0);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t index = 0; index < faceLandmarkArr.size(); index++)
|
||||
{
|
||||
if (faceLandmarkArr[index].valid)
|
||||
{
|
||||
|
||||
|
||||
faceStruct[index].ApplyPreds(faceLandmarkArr[index].landmarkArr);
|
||||
|
||||
|
||||
for (size_t i = 0; i < LANDMARK_POINT_COUNT; i++)
|
||||
{
|
||||
cv::ellipse(renderImage, cv::Point2f(faceStruct[index].preds[i](0), 720 - faceStruct[index].preds[i](1)), cv::Size(2, 2), 0, 0, 360, cv::Scalar(255, 128, 128), 4, 8, 0);
|
||||
}
|
||||
|
||||
|
||||
Vector2f posFrom = faceStruct[index].center - faceStruct[index].size*0.5f* 1.35f;
|
||||
Vector2f posTo = faceStruct[index].center + faceStruct[index].size*0.5f* 1.35f;
|
||||
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], posFrom, posTo, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
ApplyVertexCoordVec(faceRenderPair[index].second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], { 0,0 }, { 0,0 }, 0);
|
||||
|
||||
faceRenderPair[index].second.RefreshBuffer();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, lastFrameTexture);
|
||||
|
||||
static std::array<char, 1280 * 720 * 3> buffer;
|
||||
|
||||
int step = renderImage.step;
|
||||
int height = renderImage.rows;
|
||||
int width = renderImage.cols;
|
||||
int channels = 3;
|
||||
char * data = (char *)renderImage.data;
|
||||
for (int i = 0; i < height; i++)
|
||||
{
|
||||
int ci = height - i - 1;
|
||||
memcpy(&buffer[i*width*channels], &(data[ci*step]), width*channels);
|
||||
}
|
||||
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_RGB,
|
||||
1280,
|
||||
720,
|
||||
0,
|
||||
GL_BGR_EXT,
|
||||
GL_UNSIGNED_BYTE,
|
||||
&buffer[0]);
|
||||
}
|
||||
|
||||
|
||||
bool TMyApplication::IsInited()
|
||||
{
|
||||
return Inited;
|
||||
}
|
||||
Regular → Executable
+595
-493
File diff suppressed because it is too large.
Load diff
Regular → Executable
+119
-158
@@ -1,158 +1,119 @@
|
||||
#ifndef MAIN_CODE_H_INCLUDED
|
||||
#define MAIN_CODE_H_INCLUDED
|
||||
|
||||
#ifdef TARGET_ANDROID
|
||||
#include "android_api.h"
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#define NOMINMAX 1
|
||||
#include <Windows.h>
|
||||
#undef NOMINMAX
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "boost/shared_ptr.hpp"
|
||||
#include "boost/thread/thread.hpp"
|
||||
#include "boost/assign.hpp"
|
||||
#include "boost/bind.hpp"
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
#include "gamecode.h"
|
||||
#include "menucode.h"
|
||||
#include "creditscode.h"
|
||||
#include "loadingcode.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapUpAfterMoveSignal;
|
||||
|
||||
extern boost::signals2::signal<void(Vector2f)> OnTapDownSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnFlingSignal;
|
||||
extern boost::signals2::signal<void(Vector2f)> OnScrollSignal;
|
||||
|
||||
extern boost::signals2::signal<void()> OnDrawSignal;
|
||||
|
||||
extern const std::string CONST_BLOCK_TEXTURE1;
|
||||
extern const std::string CONST_BLOCK_TEXTURE2;
|
||||
extern const std::string CONST_BLOCK_TEXTURE3;
|
||||
|
||||
extern const std::string CONST_BONUS_GOTHROUGH_TEXTURE;
|
||||
extern const std::string CONST_BONUS_MULTIPLIER_TEXTURE;
|
||||
extern const std::string CONST_BONUS_FLOOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BALL_TEXTURE;
|
||||
extern const std::string CONST_BALLGLOW_TEXTURE;
|
||||
|
||||
extern const std::string CONST_WALL_LEFT_TEXTURE;
|
||||
extern const std::string CONST_WALL_RIGHT_TEXTURE;
|
||||
extern const std::string CONST_WALL_UP_TEXTURE;
|
||||
extern const std::string CONST_WALL_BONUS_TEXTURE;
|
||||
|
||||
|
||||
extern const std::string CONST_REFLECTOR_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
|
||||
extern const std::string CONST_BACK_BTN_TEXTURE;
|
||||
extern const std::string CONST_SLIDE_UP_BTN_TEXTURE;
|
||||
extern const std::string CONST_TAP_TO_CONTINUE_BTN_TEXTURE;
|
||||
extern const std::string CONST_LOADING_TEXTURE;
|
||||
extern const std::string CONST_LOGO_SMALL_TEXTURE;
|
||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
||||
extern const std::string CONST_CREDITS_TEXTURE;
|
||||
|
||||
|
||||
|
||||
const int CONST_GAMESTATE_LEVEL = 1;
|
||||
const int CONST_GAMESTATE_MENU = 0;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_LEVEL = 2;
|
||||
const int CONST_GAMESTATE_FROM_MENU_TO_CREDITS = 3;
|
||||
const int CONST_GAMESTATE_CREDITS = 4;
|
||||
const int CONST_GAMESTATE_FROM_CREDITS_TO_MENU = 5;
|
||||
const int CONST_GAMESTATE_LOADING = 6;
|
||||
const int CONST_GAMESTATE_PRELOADING = 7;
|
||||
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
TGameMenu Menu;
|
||||
TGameLevel GameLevel;
|
||||
TGameCredits GameCredits;
|
||||
TGameLoading GameLoading;
|
||||
|
||||
int GameState;
|
||||
float StateTimer;
|
||||
|
||||
void TryLoadSavedGame();
|
||||
void TrySaveGame();
|
||||
|
||||
bool Inited;
|
||||
|
||||
std::vector<std::pair<std::string, std::string> > TextureNamesToLoad;
|
||||
|
||||
void ApplySignalsToMenu();
|
||||
void DisapplySignalsToMenu();
|
||||
void ApplySignalsToGame();
|
||||
void DisapplySignalsToGame();
|
||||
void ApplySignalsToCredits();
|
||||
void DisapplySignalsToCredits();
|
||||
|
||||
public:
|
||||
bool Loaded;
|
||||
|
||||
TMyApplication() : TApplication(), Loaded(false), Inited(false) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
virtual void InnerDeinit();
|
||||
|
||||
virtual void InnerDraw();
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
void GoFromMenuToGame(int level);
|
||||
void GoFromGameToMenu();
|
||||
void GoFromMenuToCredits();
|
||||
void GoFromCreditsToMenu();
|
||||
void MarkSetGameLevelPause();
|
||||
void MarkReleaseGameLevelPause();
|
||||
|
||||
void OpenNextLevel();
|
||||
|
||||
bool IsLoaded();
|
||||
|
||||
bool IsInited();
|
||||
|
||||
void LoadResources();
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUpAfterMove(Vector2f p);
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
};
|
||||
|
||||
|
||||
extern TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
#ifndef MAIN_CODE_H_INCLUDED
|
||||
#define MAIN_CODE_H_INCLUDED
|
||||
|
||||
#ifdef TARGET_ANDROID
|
||||
#include "android_api.h"
|
||||
#endif
|
||||
|
||||
#ifdef TARGET_WIN32
|
||||
#define NOMINMAX 1
|
||||
#include <Windows.h>
|
||||
#undef NOMINMAX
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#include "boost/shared_ptr.hpp"
|
||||
#include "boost/thread/thread.hpp"
|
||||
#include "boost/assign.hpp"
|
||||
#include "boost/bind.hpp"
|
||||
|
||||
#include "include/Engine.h"
|
||||
|
||||
#include "boost/signals2.hpp"//Signal must be included after asio
|
||||
|
||||
#include "../windows/DoubleHitBalls-win/DoubleHitBalls-win/FaceLandmarkDetector.h"
|
||||
#include "../windows/DoubleHitBalls-win/DoubleHitBalls-win/ValueSmoother.h"
|
||||
|
||||
|
||||
struct FaceStruct
|
||||
{
|
||||
SE::Vector2f center;
|
||||
SE::Vector2f size;
|
||||
|
||||
ValueSmoother centerXSmoother;
|
||||
ValueSmoother centerYSmoother;
|
||||
ValueSmoother sizeWidthSmoother;
|
||||
ValueSmoother sizeHeightSmoother;
|
||||
|
||||
std::array<SE::Vector2f, LANDMARK_POINT_COUNT> preds;
|
||||
|
||||
//std::vector<std::array<SE::Vector2f, LANDMARK_POINT_COUNT>> historicalPreds;
|
||||
|
||||
std::vector<cv::Point3f> modelPoints;
|
||||
cv::Mat rotationVector;
|
||||
cv::Mat translationVector;
|
||||
cv::Mat rotationMatrix;
|
||||
cv::Mat poseMatrix;
|
||||
cv::Mat eulerAngles;
|
||||
|
||||
std::vector<cv::Point3d> boxModelSrc;
|
||||
std::vector<cv::Point2d> boxModelDst;
|
||||
|
||||
ValueSmoother rotationVectorSmoothers[3];
|
||||
ValueSmoother translationVectorSmoothers[3];
|
||||
|
||||
std::vector<cv::Point3f> noseEndPoint3d;
|
||||
std::vector<cv::Point2f> noseEndPoint2d;
|
||||
|
||||
FaceStruct();
|
||||
|
||||
FaceStruct(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients);
|
||||
|
||||
void CalcFromPreds(cv::Mat& cameraMatrix, cv::Mat& distortionCoefficients);
|
||||
|
||||
void ApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPred, cv::Mat& cameraMatrix, cv::Mat& distortionCoefficientss);
|
||||
|
||||
void InnerApplyPreds(const std::array<cv::Point2f, LANDMARK_POINT_COUNT>& fromPreds);
|
||||
};
|
||||
|
||||
|
||||
|
||||
using namespace SE;
|
||||
|
||||
extern const std::string CONST_LOADING_BACKGROUND_BLACK;
|
||||
|
||||
class TMyApplication : public TApplication
|
||||
{
|
||||
protected:
|
||||
|
||||
bool Inited;
|
||||
|
||||
std::array<TRenderPair, MAX_FACE_COUNT> faceRenderPair;
|
||||
|
||||
public:
|
||||
|
||||
TMyApplication() : TApplication(), Inited(false) { }
|
||||
|
||||
virtual void InnerInit();
|
||||
|
||||
virtual void InnerDeinit();
|
||||
|
||||
virtual void InnerDraw();
|
||||
|
||||
virtual void InnerUpdate(size_t dt);
|
||||
|
||||
bool IsInited();
|
||||
|
||||
virtual void InnerOnTapDown(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUp(Vector2f p);
|
||||
|
||||
virtual void InnerOnTapUpAfterMove(Vector2f p);
|
||||
|
||||
virtual void InnerOnMove(Vector2f p, Vector2f shift);
|
||||
|
||||
virtual void OnFling(Vector2f v);
|
||||
|
||||
};
|
||||
|
||||
|
||||
extern TMyApplication* Application;
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1,220 +0,0 @@
|
||||
#include "menucode.h"
|
||||
#include "main_code.h"
|
||||
|
||||
const float CONST_SPEED_NEG_ACCELERATION_K = 0.03f;
|
||||
|
||||
const float CONST_MENU_POS_K = 0.25f;
|
||||
|
||||
const float CONST_MENU_WINDOW_DISTANCE = 240.f + 40.f;
|
||||
|
||||
const float CONST_SHIFT_ON_SIDE = 0.f;
|
||||
|
||||
TGameMenu::TGameMenu()
|
||||
: MenuSpeed(0)
|
||||
, MenuPos(0)
|
||||
, HoldToTap(false)
|
||||
, MenuItemCount(1)
|
||||
, SelectedGame(-1)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void TGameMenu::Draw()
|
||||
{
|
||||
// *SE::Console << "TGameMenu::Draw";
|
||||
CheckGlError("Draw TGameMenu");
|
||||
RenderUniform1i("sel", 0);
|
||||
RenderUniform1f("Transparency", 1.f);
|
||||
float bkgShift = MenuPos*0.1f - 100.f;
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_left"]);
|
||||
Renderer->DrawRect(Vector2f(bkgShift,0.f), Vector2f(480.f+bkgShift,320.f));
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["main_menu_bkg_right"]);
|
||||
Renderer->DrawRect(Vector2f(480.f+bkgShift,0.f), Vector2f(960.f+bkgShift,320.f));
|
||||
|
||||
|
||||
if (SelectedGame == 0)
|
||||
{
|
||||
RenderUniform1i("sel", 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderUniform1i("sel", 0);
|
||||
}
|
||||
|
||||
for (int i=0; i<MenuItemCount; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["levelshot"+tostr(i+1)]);
|
||||
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i,80.f), Vector2f(160.f+240.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*i, 240.f));
|
||||
}
|
||||
|
||||
if (MenuItemCount == 12)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["game_end"]);
|
||||
Renderer->DrawRect(Vector2f(160.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12,160.f - 64.f), Vector2f(160.f+256.f+MenuPos+CONST_MENU_WINDOW_DISTANCE*12, 160.f + 64.f));
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["select_level"]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f, 241.f), Vector2f(240.f+128.f, 305.f));
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["logo_small"]);
|
||||
Renderer->DrawRect(Vector2f(240.f-128.f+15.f, 0.f), Vector2f(240.f+128.f+15.f, 64.f));
|
||||
|
||||
CheckGlError("Draw TGameMenu 2");
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::Update(size_t dt)
|
||||
{
|
||||
if (HoldToTap)
|
||||
return;
|
||||
// åñëè êíîïêà íå íàæàòà
|
||||
float k;
|
||||
|
||||
MenuPos = MenuPos + MenuSpeed*dt/1000.f;
|
||||
|
||||
int menuItemToShowCount;
|
||||
|
||||
if (MenuItemCount == 12)
|
||||
{
|
||||
menuItemToShowCount = 13;
|
||||
}
|
||||
else
|
||||
{
|
||||
menuItemToShowCount = MenuItemCount;
|
||||
}
|
||||
|
||||
float acc;
|
||||
|
||||
if (MenuItemCount == 1)
|
||||
{
|
||||
k = 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
k = fabs( - MenuPos - ((menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f)) / ((MenuItemCount-1)*CONST_MENU_WINDOW_DISTANCE*0.5f);
|
||||
}
|
||||
|
||||
acc = -MenuSpeed * CONST_SPEED_NEG_ACCELERATION_K * k;
|
||||
|
||||
|
||||
float xleft = (- MenuPos + CONST_SHIFT_ON_SIDE - (menuItemToShowCount-1)*CONST_MENU_WINDOW_DISTANCE);
|
||||
|
||||
if (xleft < 0)
|
||||
{
|
||||
xleft = 0;
|
||||
}
|
||||
|
||||
acc += xleft*CONST_MENU_POS_K;
|
||||
|
||||
float xright = (MenuPos - CONST_SHIFT_ON_SIDE);
|
||||
|
||||
if (xright < 0)
|
||||
{
|
||||
xright = 0;
|
||||
}
|
||||
|
||||
acc -= xright*CONST_MENU_POS_K;
|
||||
|
||||
if ((MenuSpeed + acc*dt) * MenuSpeed < 0) //Check if MenuSpeed changes direction
|
||||
{
|
||||
MenuSpeed = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
MenuSpeed += acc*dt;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapDown(Vector2f pos)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnTapDown";
|
||||
HoldToTap = true;
|
||||
|
||||
if (pos(1)<64.f && pos(0)>=265.f-128.f && pos(0)<=265.f+128.f)
|
||||
{
|
||||
Application->GoFromMenuToCredits();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector2f realPos = pos - Vector2f(MenuPos, 0);
|
||||
|
||||
if (realPos(1) >= 80.f && realPos(1) <= 240.f)
|
||||
{
|
||||
float x = realPos(0) - 160.f;
|
||||
|
||||
int p = 0;
|
||||
while (x >280.f)
|
||||
{
|
||||
x -= 280.f;
|
||||
p++;
|
||||
}
|
||||
|
||||
if (x <= 240.f && x >= 0.f && (p<MenuItemCount))
|
||||
{
|
||||
SelectedGame = p;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
SelectedGame = -1;
|
||||
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapUp(Vector2f pos)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnTapUp";
|
||||
HoldToTap = false;
|
||||
|
||||
if (SelectedGame != -1)
|
||||
{
|
||||
MenuPos = -CONST_MENU_WINDOW_DISTANCE*SelectedGame-40.f;
|
||||
Application->GoFromMenuToGame(SelectedGame);
|
||||
SelectedGame = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void TGameMenu::OnTapUpAfterMove(Vector2f pos)
|
||||
{
|
||||
HoldToTap = false;
|
||||
}
|
||||
|
||||
|
||||
void TGameMenu::OnFling(Vector2f slideSpeed)
|
||||
{
|
||||
*SE::Console << "TGameMenu::OnFling";
|
||||
HoldToTap = false;
|
||||
MenuSpeed = slideSpeed(0);
|
||||
}
|
||||
|
||||
void TGameMenu::OnScroll(Vector2f shift)
|
||||
{
|
||||
MenuPos = MenuPos - shift(0);
|
||||
}
|
||||
|
||||
void TGameMenu::OpenNextLevel()
|
||||
{
|
||||
*SE::Console << "TGameMenu::OpenNextLevel";
|
||||
if (MenuItemCount < 12)
|
||||
{
|
||||
MenuItemCount++;
|
||||
}
|
||||
}
|
||||
|
||||
int TGameMenu::GetMenuItemCount()
|
||||
{
|
||||
*SE::Console << "TGameMenu::GetMenuItemCount";
|
||||
return MenuItemCount;
|
||||
}
|
||||
|
||||
void TGameMenu::SetMenuItemCount(int menuItemCount)
|
||||
{
|
||||
*SE::Console << "TGameMenu::SetMenuItemCount";
|
||||
MenuItemCount = menuItemCount;
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
#ifndef MENUCODE_H_INCLUDED
|
||||
#define MENUCODE_H_INCLUDED
|
||||
|
||||
#include "include/Engine.h"
|
||||
#include "game_area_interface.h"
|
||||
|
||||
using namespace SE;
|
||||
|
||||
|
||||
class TGameMenu : public TGameAreaAncestor
|
||||
{
|
||||
protected:
|
||||
float MenuSpeed;
|
||||
float MenuPos;
|
||||
|
||||
bool HoldToTap;
|
||||
|
||||
int MenuItemCount;
|
||||
|
||||
int SelectedGame;
|
||||
|
||||
|
||||
public:
|
||||
TGameMenu();
|
||||
virtual void Draw();
|
||||
virtual void Update(size_t dt);
|
||||
virtual void OnTapDown(Vector2f pos);
|
||||
virtual void OnTapUp(Vector2f pos);
|
||||
virtual void OnTapUpAfterMove(Vector2f pos);
|
||||
virtual void OnFling(Vector2f slideSpeed);
|
||||
virtual void OnScroll(Vector2f shift);
|
||||
|
||||
void OpenNextLevel();
|
||||
int GetMenuItemCount();
|
||||
void SetMenuItemCount(int menuItemCount);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
Reference in new issue
Block a user