2014-02-19 13:15:19 +01:00
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#ifndef DANBIAS_CLIENT_GAMING_UI_H
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#define DANBIAS_CLIENT_GAMING_UI_H
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#include "GameStateUI.h"
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#include "L_inputClass.h"
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#include "Camera_FPSV2.h"
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2014-02-20 16:35:49 +01:00
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#include "Buttons\Text_UI.h"
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#include "Buttons\Plane_UI.h"
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2014-02-19 13:15:19 +01:00
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namespace DanBias { namespace Client
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{
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class GamingUI : public GameStateUI
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{
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public:
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GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera );
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virtual ~GamingUI();
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2014-02-20 16:35:49 +01:00
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bool Init();
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2014-02-19 13:15:19 +01:00
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UIState Update( float deltaTime );
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bool HaveGUIRender() const;
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bool HaveTextRender() const;
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void RenderGUI() const;
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void RenderText() const;
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bool Release();
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private:
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InputClass *input;
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::Oyster::Network::NetworkClient *netClient;
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Camera_FPSV2 *camera;
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2014-02-20 16:35:49 +01:00
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Text_UI* text;
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Plane_UI* plane;
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bool key_forward;
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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2014-02-19 13:15:19 +01:00
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GamingUI();
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void ReadKeyInput();
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};
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} }
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#endif
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