Danbias/Code/Game/DanBiasGame/GameClientState/GameClientState.h

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#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define NOMINMAX
#include "L_inputClass.h"
#include "NetworkClient.h"
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namespace DanBias { namespace Client
{
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class GameClientState
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{
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public:
enum ClientState
{
ClientState_Login,
ClientState_Lobby,
ClientState_Lan,
ClientState_LobbyCreated,
ClientState_Game,
ClientState_Same,
};
public:
GameClientState(void);
virtual ~GameClientState(void);
virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0;
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
virtual bool Render() = 0;
virtual bool Release() = 0;
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virtual void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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};
} }
#endif