Danbias/Code/Game/DanBiasGame/DanBiasGame_Impl.cpp

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#define NOMINMAX
#include <Windows.h>
#include "Include\DanBiasGame.h"
#include "DllInterfaces/GFXAPI.h"
#include "GameClientState/GameClientState.h"
#include "GameClientState\GameState.h"
#include "GameClientState\LobbyState.h"
#include "PlayerProtocols.h"
#include "NetworkClient.h"
#include "L_inputClass.h"
#include "vld.h"
namespace DanBias
{
__int64 DanBiasGame::cntsPerSec = 0;
__int64 DanBiasGame::prevTimeStamp = 0;
float DanBiasGame::secsPerCnt = 0;
HINSTANCE DanBiasGame::g_hInst = NULL;
HWND DanBiasGame::g_hWnd = NULL;
#pragma region Game Data
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struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject
{
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Oyster::Network::NetworkClient* nwClient;
Client::GameClientState* gameClientState;
void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override
{
int pType = p[0].value.netInt;
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//Client::GameClientState::ProtocolStruct* protocolData;
switch (pType)
{
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case protocol_Gamplay_PlayerNavigation:
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{
Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput;
for(int i = 0; i< 6; i++)
{
protocolData->key[i] = p[i+1].value.netBool;
}
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((Client::GameState*)gameClientState)->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
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case protocol_Gamplay_PlayerPosition:
{
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Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos;
for(int i = 0; i< 3; i++)
{
protocolData->playerPos[i] = p[i].value.netFloat;
}
//if(dynamic_cast<Client::GameState*>(gameClientState))
gameClientState->Protocol(protocolData);
delete protocolData;
protocolData = NULL;
}
break;
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case protocol_Gamplay_ObjectPosition:
{
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Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos;
protocolData->object_ID = p[1].value.netInt;
for(int i = 0; i< 16; i++)
{
protocolData->worldPos[i] = p[i+2].value.netFloat;
}
gameClientState->Protocol(protocolData);
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delete protocolData;
protocolData = NULL;
}
break;
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default:
break;
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}
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}
};
class DanBiasGamePrivateData
{
public:
DanBiasGamePrivateData()
{
}
~DanBiasGamePrivateData()
{
}
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public:
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//Client::GameClientState* gameClientState;
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InputClass* inputObj;
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MyRecieverObject* recieverObj;
} data;
#pragma endregion
DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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//--------------------------------------------------------------------------------------
// Interface API functions
//--------------------------------------------------------------------------------------
DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
{
if( FAILED( InitWindow( desc.hinst, desc.nCmdShow ) ))
return DanBiasClientReturn_Error;
if( FAILED( InitDirect3D() ) )
return DanBiasClientReturn_Error;
if( FAILED( InitInput() ) )
return DanBiasClientReturn_Error;
cntsPerSec = 0;
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
secsPerCnt = 1.0f / (float)cntsPerSec;
prevTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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m_data->recieverObj = new MyRecieverObject;
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m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object);
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m_data->recieverObj->nwClient->Connect(desc.port, desc.IP);
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if (!m_data->recieverObj->nwClient->IsConnected())
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{
// failed to connect
return DanBiasClientReturn_Error;
}
// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LobbyState();
m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient);
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return DanBiasClientReturn_Sucess;
}
DanBiasClientReturn DanBiasGame::Run()
{
// Main message loop
MSG msg = {0};
while(WM_QUIT != msg.message)
{
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
__int64 currTimeStamp = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
//render
if(Update(dt) != S_OK)
return DanBiasClientReturn_Error;
if(Render(dt) != S_OK)
return DanBiasClientReturn_Error;
prevTimeStamp = currTimeStamp;
}
}
return DanBiasClientReturn_Sucess;
}
void DanBiasGame::Release()
{
CleanUp();
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitWindow( HINSTANCE hInstance, int nCmdShow )
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = 0;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"BTH_D3D_Template";
wcex.hIconSm = 0;
if( !RegisterClassEx(&wcex) )
return E_FAIL;
// Adjust and create window
g_hInst = hInstance;
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
if(!(g_hWnd = CreateWindow(
L"BTH_D3D_Template",
L"BTH - Direct3D 11.0 Template",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rc.right - rc.left,
rc.bottom - rc.top,
NULL,
NULL,
hInstance,
NULL)))
{
return E_FAIL;
}
ShowWindow( g_hWnd, nCmdShow );
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D with Oyster Graphics
//--------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitDirect3D()
{
if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
return E_FAIL;
return S_OK;
}
//--------------------------------------------------------------------------------------
// Init the input
//-------------------------------------------------------------------------------------
HRESULT DanBiasGame::InitInput()
{
m_data->inputObj = new InputClass;
if(!m_data->inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
{
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
return E_FAIL;
}
return S_OK;
}
HRESULT DanBiasGame::Update(float deltaTime)
{
m_data->inputObj->Update();
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
if(state != Client::GameClientState::ClientState_Same)
{
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m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->gameClientState = NULL;
switch (state)
{
case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
break;
case Client::GameClientState::ClientState_Game:
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m_data->recieverObj->gameClientState = new Client::GameState();
break;
default:
return E_FAIL;
break;
}
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client
}
return S_OK;
}
HRESULT DanBiasGame::Render(float deltaTime)
{
int isPressed = 0;
if(m_data->inputObj->IsKeyPressed(DIK_A))
{
isPressed = 1;
}
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(g_hWnd, title);
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m_data->recieverObj->gameClientState->Render();
return S_OK;
}
HRESULT DanBiasGame::CleanUp()
{
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m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->nwClient->Disconnect();
delete m_data->recieverObj->nwClient;
delete m_data->recieverObj;
delete m_data->inputObj;
delete m_data;
Oyster::Graphics::API::Clean();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
} //End namespace DanBias