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

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#include "MainState.h"
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#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>
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#include "NetworkClient.h"
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#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Math3D;
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 button;
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};
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void OnButtonInteract_Create( Oyster::Event::ButtonEvent<GameClientState*>& e );
void OnButtonInteract_Join( Oyster::Event::ButtonEvent<GameClientState*>& e );
void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<GameClientState*>& e );
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MainState::MainState(void) {}
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MainState::~MainState(void)
{
if( this->privData )
this->Release();
}
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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;
this->privData->nwClient = nwClient;
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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// create buttons
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ButtonRectangle<GameClientState*> *button;
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button = new ButtonRectangle<GameClientState*>( L"earth_md.png", OnButtonInteract_Create, this, 0.5f, 0.2f, 0.3f, 0.1f, true );
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this->privData->button.AddButton( button );
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button = new ButtonRectangle<GameClientState*>( L"skysphere_md.png", OnButtonInteract_Join, this, 0.5f, 0.4f, 0.3f, 0.1f, true );
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this->privData->button.AddButton( button );
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button = new ButtonRectangle<GameClientState*>( L"plane_texture_md.png", OnButtonInteract_Quit, this, 0.5f, 0.8f, 0.3f, 0.1f, true );
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this->privData->button.AddButton( button );
// bind button collection to the singleton eventhandler
EventHandler::Instance().AddCollection( &this->privData->button );
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return true;
}
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GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput)
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{
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EventHandler::Instance().Update( KeyInput );
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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();
Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->background, Float2(0.5f), Float2(1.0f) );
this->privData->button.Render();
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Graphics::API::EndFrame();
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return true;
}
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bool MainState::Release()
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{
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if( privData )
{
Graphics::API::DeleteTexture( this->privData->background );
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privData = NULL;
// button collection will be autoreleased from EventHandler
}
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return true;
}
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void MainState::ChangeState( ClientState next )
{
this->privData->nextState = next;
}
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/// button actions
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//ButtonState_None, // onExit
//ButtonState_Hover,
//ButtonState_Pressed,
//ButtonState_Down,
//ButtonState_Released,
void OnButtonInteract_Create( Oyster::Event::ButtonEvent<GameClientState*>& e )
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{
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switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_LobbyCreate );
break;
default: break;
}
}
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void OnButtonInteract_Join( Oyster::Event::ButtonEvent<GameClientState*>& e )
{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_Lan );
break;
default: break;
}
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}
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void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<GameClientState*>& e )
{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_Quit );
break;
default: break;
}
}