Danbias/Code/Game/DanBiasGame/GameClientState/LoginState.cpp

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#include "LoginState.h"
#include "DllInterfaces/GFXAPI.h"
#include "OysterMath.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_StaticObj.h"
#include "C_obj/C_DynamicObj.h"
#include <GameServerAPI.h>
using namespace DanBias::Client;
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//Menu buttons
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#include "Buttons/ButtonEllipse.h"
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#include "Buttons/ButtonRectangle.h"
#include "../Misc/EventHandler/EventHandler.h"
using namespace Oyster::Event;
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struct LoginState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* object[2];
int modelCount;
// UI object
// game client*
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//Menu button collection
EventButtonCollection* collection;
bool createGame;
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int testNumber;
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}privData;
enum TestEnum
{
Create,
Options,
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Incr,
Decr,
Exit,
};
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LoginState::LoginState(void)
{
}
void LoginState::ButtonCallback(Oyster::Event::ButtonEvent<LoginState*>& e)
{
TestEnum type = TestEnum((int)e.userData);
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switch(type)
{
case Create:
if(e.state == ButtonState_None)
{
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int a = 0;
std::cout << "None" << std::endl;
}
else if(e.state == ButtonState_Hover)
{
int a = 0;
std::cout << "Hover" << std::endl;
}
else if(e.state == ButtonState_Down)
{
int a = 0;
std::cout << "Down" << std::endl;
}
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else if(e.state == ButtonState_Pressed)
{
int a = 0;
std::cout << "Pressed" << std::endl;
}
else if(e.state == ButtonState_Released)
{
//Change to create state or something similar
int a = 0;
std::cout << "Released" << std::endl;
e.owner->privData->createGame = true;
}
break;
case Options:
break;
case Exit:
break;
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case Incr:
if(e.state == ButtonState_Released)
e.owner->privData->testNumber++;
break;
case Decr:
if(e.state == ButtonState_Released)
e.owner->privData->testNumber--;
break;
}
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}
LoginState::~LoginState(void)
{
}
bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
{
privData = new myData();
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this->nwClient = nwClient;
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// load models
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//LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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//Create menu buttons
privData->collection = new EventButtonCollection;
EventHandler::Instance().AddCollection(privData->collection);
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.2f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.3f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.4f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.5f, 0.1f, 0.1f));
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privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.15f, 0.05f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.25f, 0.05f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.35f, 0.05f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.45f, 0.05f, 0.1f, 0.1f));
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privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Create, 0.5f, 0.5f, 0.3f, 0.3f));
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//Incr/decr buttons
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Incr, 0.85f, 0.2f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Decr, 0.55f, 0.2f, 0.1f, 0.1f));
privData->createGame = false;
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privData->testNumber = 0;
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return true;
}
bool LoginState::LoadModels(std::wstring file)
{
Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(0,0,5);
plight.Color = Oyster::Math::Float3(1,0,1);
plight.Radius = 100;
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plight.Bright = 1;
Oyster::Graphics::API::AddLight(plight);
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.rotation = Oyster::Math::Quaternion::identity;
modelData.scale = Oyster::Math::Float3(1,1,1);
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modelData.visible = true;
modelData.modelPath = L"box.dan";
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modelData.position = Oyster::Math::Float3(2,2,2);
privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
modelData.position = Oyster::Math::Float3(-2,0,-2);
privData->object[1] = new C_StaticObj();
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privData->object[1]->Init(modelData);
return true;
}
bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
{
// picking
// mouse events
// different menus
// play sounds
// update animation
// send data to server
// check data from server
// create game
if( KeyInput->IsKeyPressed(DIK_C) || privData->createGame)
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{
DanBias::GameServerAPI::ServerInitDesc desc;
DanBias::GameServerAPI::ServerInitiate(desc);
DanBias::GameServerAPI::ServerStart();
// my ip
nwClient->Connect(15152, "127.0.0.1");
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if (!nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
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privData->collection->SetState(EventCollectionState_Disabled);
return ClientState_LobbyCreated;
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}
// join game
if( KeyInput->IsKeyPressed(DIK_J))
{
// game ip
nwClient->Connect(15152, "127.0.0.1");
//nwClient->Connect(15152, "83.254.217.248");
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if (!nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
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privData->collection->SetState(EventCollectionState_Disabled);
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return ClientState_Lobby;
}
return ClientState_Same;
}
bool LoginState::Render(float dt)
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{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::NewFrame();
// render objects
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
// render effects
// render lights
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//Render buttons
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Oyster::Graphics::API::StartGuiRender();
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EventHandler::Instance().Render();
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std::wstring number;
wchar_t temp[10];
_itow_s(privData->testNumber, temp, 10);
number = temp;
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Oyster::Graphics::API::StartTextRender();
Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
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Oyster::Graphics::API::EndFrame();
return true;
}
bool LoginState::Release()
{
Oyster::Graphics::API::ClearLights();
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for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
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delete privData->collection;
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delete privData;
privData = NULL;
return true;
}
void LoginState::Protocol(ProtocolStruct* protocol)
{
if((PlayerName*)protocol)
PlayerJoinProtocol((PlayerName*)protocol);
}
void LoginState::PlayerJoinProtocol(PlayerName* name)
{
}