void DebugMenuTouchHandlers::OnTouchUpHandlers(UiObject* uiObject, Touch /* touch */) {
	GameObject* debugCam = (GameObject*)ENGINE->GetSceneGraph3D()->GetMainCamera()->GetObject();
	Transform* trans = debugCam->GetTransform();
	if (uiObject->GetName() == "up") {
		trans->Translate(this->cameraSpeed, trans->GetForward());
		ASSERT(uiObject->GetClassType() & CLASS_TYPE_UIELEMENT, "UiObject is a ui element");
		((UiElement*)uiObject)->SetSpriteTextureIndex(TEXTURE_INDEX_BUTTON_UP);
	} else if (uiObject->GetName() == "down") {
		trans->Translate(-this->cameraSpeed, trans->GetForward());
		ASSERT(uiObject->GetClassType() & CLASS_TYPE_UIELEMENT, "UiObject is a ui element");
		((UiElement*)uiObject)->SetSpriteTextureIndex(TEXTURE_INDEX_BUTTON_UP);
	} else if (uiObject->GetName() == "left") {
		trans->Translate(this->cameraSpeed, trans->GetLeft());
		ASSERT(uiObject->GetClassType() & CLASS_TYPE_UIELEMENT, "UiObject is a ui element");
		((UiElement*)uiObject)->SetSpriteTextureIndex(TEXTURE_INDEX_BUTTON_UP);
	} else if (uiObject->GetName() == "right") {
		trans->Translate(-this->cameraSpeed, trans->GetLeft());
		ASSERT(uiObject->GetClassType() & CLASS_TYPE_UIELEMENT, "UiObject is a ui element");
		((UiElement*)uiObject)->SetSpriteTextureIndex(TEXTURE_INDEX_BUTTON_UP);
	} else if (uiObject->GetName() == "back") {
		SINGLETONS->GetMenuManager()->LoadGameMenu();


		GameObject* debugCam = (GameObject*)ENGINE->GetSceneGraph3D()->GetMainCamera()->GetObject();
		ENGINE->GetSceneGraph3D()->SetMainCameraId(this->shadyCamId);
		delete debugCam;
	}
}
void DebugMenuTouchHandlers::OnTouchMoveHandlers(UiObject* uiObject, Touch touch ) {
	if (uiObject->GetName() == "touchPad") {
		// Do something
		glm::vec2 moveDir = touch.pos - touch.prevPos;
		GameObject* debugCam = (GameObject*)ENGINE->GetSceneGraph3D()->GetMainCamera()->GetObject();
		Transform* trans = debugCam->GetTransform();

		trans->Rotate(-moveDir.x inRadians, YAXIS);
		trans->Rotate(moveDir.y inRadians, trans->GetLeft());

	} else {
		// Do something

	}
}