2014-02-12 09:49:08 +01:00
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#include "MainState.h"
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2014-01-30 11:58:44 +01:00
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#include "DllInterfaces/GFXAPI.h"
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#include "OysterMath.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include <GameServerAPI.h>
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2014-02-12 10:43:06 +01:00
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#include "NetworkClient.h"
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2014-01-30 11:58:44 +01:00
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2014-02-12 14:33:56 +01:00
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#include "EventHandler\EventHandler.h"
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#include "Buttons\ButtonRectangle.h"
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2014-02-12 10:43:06 +01:00
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Math3D;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Event;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::StaticArray;
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struct MainState::MyData
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{
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MyData() {}
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GameClientState::ClientState nextState;
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NetworkClient *nwClient;
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Graphics::API::Texture background;
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EventButtonCollection guiElements;
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};
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void OnButtonInteract_Create( Oyster::Event::ButtonEvent<MainState*>& e );
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void OnButtonInteract_Join( Oyster::Event::ButtonEvent<MainState*>& e );
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void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<MainState*>& e );
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MainState::MainState(void) {}
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MainState::~MainState(void)
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{
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if( this->privData )
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this->Release();
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}
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bool MainState::Init( NetworkClient* nwClient )
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{
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this->privData = new MyData();
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = nwClient;
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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// create buttons
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ButtonRectangle<MainState*> *button;
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button = new ButtonRectangle<MainState*>( L"earth_md.png", L"Create", Float3(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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button = new ButtonRectangle<MainState*>( L"skysphere_md.png", L"Join", Float3(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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button = new ButtonRectangle<MainState*>( L"plane_texture_md.png", L"Quit", Float3(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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// bind button collection to the singleton eventhandler
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EventHandler::Instance().AddCollection( &this->privData->guiElements );
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return true;
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}
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2014-02-14 10:32:25 +01:00
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float mouseX, mouseY; // debug test
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GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput)
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{
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MouseInput mouseState;
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{
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mouseState.x = KeyInput->GetPitch();
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mouseState.y = KeyInput->GetYaw();
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mouseState.mouseButtonPressed = KeyInput->IsMousePressed();
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}
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EventHandler::Instance().Update( mouseState );
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mouseX = mouseState.x; // debug test
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mouseY = mouseState.y; // debug test
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return this->privData->nextState;
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}
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bool MainState::Render()
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{
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Graphics::API::NewFrame();
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Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->background, Float2(0.5f), Float2(1.0f) );
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this->privData->guiElements.RenderTexture();
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Graphics::API::StartTextRender();
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this->privData->guiElements.RenderText();
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Graphics::API::RenderText( ::std::to_wstring(mouseX), Float2(0.2f, 0.5f), Float2(0.2f, 0.05f) ); // debug test
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Graphics::API::RenderText( ::std::to_wstring(mouseY), Float2(0.5f, 0.5f), Float2(0.2f, 0.05f) ); // debug test
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Graphics::API::EndFrame();
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return true;
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}
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bool MainState::Release()
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{
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if( this->privData )
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{
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Graphics::API::DeleteTexture( this->privData->background ); // TODO: @todo bug caught when exiting by X
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EventHandler::Instance().ReleaseCollection( &this->privData->guiElements );
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this->privData = NULL;
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// button collection will be autoreleased from EventHandler
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}
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return true;
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}
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void MainState::ChangeState( ClientState next )
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{
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this->privData->nextState = next;
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}
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void OnButtonInteract_Create( Oyster::Event::ButtonEvent<MainState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_LobbyCreate );
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break;
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default: break;
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}
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}
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2014-02-14 09:46:17 +01:00
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void OnButtonInteract_Join( Oyster::Event::ButtonEvent<MainState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_Lan );
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break;
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default: break;
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}
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}
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void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<MainState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_Quit );
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break;
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default: break;
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}
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}
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