2014-02-19 13:15:19 +01:00
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#include "GamingUI.h"
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#include <Protocols.h>
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2014-02-19 14:00:36 +01:00
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#include "Utilities.h"
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2014-02-19 13:15:19 +01:00
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Network;
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using namespace ::GameLogic;
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2014-02-19 14:00:36 +01:00
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using namespace ::Utility::Value;
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using namespace ::Oyster::Math;
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2014-02-19 13:15:19 +01:00
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GamingUI::GamingUI() :
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GameStateUI()
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{
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/* Should never be called! */
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this->input = nullptr;
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this->netClient = nullptr;
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this->camera = nullptr;
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this->plane = nullptr;
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this->text = nullptr;
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2014-02-19 13:15:19 +01:00
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}
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GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) :
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GameStateUI()
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{
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this->input = input;
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this->netClient = connection;
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this->camera = camera;
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}
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GamingUI::~GamingUI() { /* Do nothing */ }
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bool GamingUI::Init()
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{
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// add textures and text
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this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
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this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f));
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2014-02-19 13:15:19 +01:00
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return true;
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}
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GameStateUI::UIState GamingUI::Update( float deltaTime )
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{
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ReadKeyInput();
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return this->nextState;
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}
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bool GamingUI::HaveGUIRender() const
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{
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return true;
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2014-02-19 13:15:19 +01:00
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}
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bool GamingUI::HaveTextRender() const
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{
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return true;
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2014-02-19 13:15:19 +01:00
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}
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void GamingUI::RenderGUI() const
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{
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Oyster::Graphics::API::StartGuiRender();
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this->plane->RenderTexture();
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}
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void GamingUI::RenderText() const
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{
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Oyster::Graphics::API::StartTextRender();
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this->text->RenderText();
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}
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bool GamingUI::Release()
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{
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// TODO: Release UI components here.
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if(this->plane)
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delete this->plane;
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if(this->text)
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delete this->text;
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2014-02-19 13:15:19 +01:00
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return true;
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}
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void GamingUI::ReadKeyInput()
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{
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if( this->input->IsKeyPressed(DIK_W) )
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{
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this->netClient->Send( Protocol_PlayerMovementForward() );
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}
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if( this->input->IsKeyPressed(DIK_S) )
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{
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this->netClient->Send( Protocol_PlayerMovementBackward() );
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}
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if( this->input->IsKeyPressed(DIK_A) )
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{
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this->netClient->Send( Protocol_PlayerMovementLeft() );
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}
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if( this->input->IsKeyPressed(DIK_D) )
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{
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this->netClient->Send( Protocol_PlayerMovementRight() );
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}
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//send delta mouse movement
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{
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static const float mouseSensitivity = Radian( 1.0f );
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this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity );
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float yaw = this->input->GetYaw();
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//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
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{
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this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity,camera->GetLook()) );
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}
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}
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// shoot
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if( this->input->IsKeyPressed(DIK_Z) )
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{
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if( !this->key_Shoot )
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = true;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = false;
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this->netClient->Send( playerShot );
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this->key_Shoot = true;
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}
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}
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else
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this->key_Shoot = false;
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if( this->input->IsKeyPressed(DIK_X) )
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{
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if( !this->key_Shoot )
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = true;
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playerShot.utilityPressed = false;
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this->netClient->Send( playerShot );
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this->key_Shoot = true;
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}
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}
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else
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this->key_Shoot = false;
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if( this->input->IsKeyPressed(DIK_C) )
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{
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if( !this->key_Shoot )
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = true;
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this->netClient->Send( playerShot );
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this->key_Shoot = true;
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}
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}
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else
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this->key_Shoot = false;
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// jump
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if( this->input->IsKeyPressed(DIK_SPACE) )
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{
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if(!this->key_Jump)
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{
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this->netClient->Send( Protocol_PlayerJump() );
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this->key_Jump = true;
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}
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}
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else
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this->key_Jump = false;
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if( this->input->IsKeyPressed(DIK_ESCAPE) )
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{
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this->nextState = GameStateUI::UIState_shut_down;
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}
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// !DEGUG KEYS
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// TODO: implement sub-menu
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}
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