Danbias/Code/Game/GameClient/GameClientState/LanMenuState.cpp

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#include "LanMenuState.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_StaticObj.h"
#include "C_obj/C_DynamicObj.h"
#include "DllInterfaces/GFXAPI.h"
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#include "LobbyState.h"
#include "GameState.h"
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#include "../Network/NetworkAPI/NetworkClient.h"
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#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
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#include "Buttons\TextField.h"
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#include <GameServerAPI.h>
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#include <string>
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using namespace ::DanBias::Client;
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using namespace ::Oyster;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Event;
using namespace ::Oyster::Math3D;
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struct LanMenuState::MyData
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{
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MyData(){}
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GameClientState::ClientState nextState;
NetworkClient *nwClient;
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InputClass *input;
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Graphics::API::Texture background;
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EventButtonCollection guiElements;
TextField<LanMenuState*> *connectIP;
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unsigned short connectPort;
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} privData;
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void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e );
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void OnButtonInteract_Exit( Oyster::Event::ButtonEvent<LanMenuState*>& e );
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LanMenuState::LanMenuState() {}
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LanMenuState::~LanMenuState()
{
if( this->privData )
this->Release();
}
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bool LanMenuState::Init( SharedStateContent &shared )
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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 = shared.network;
this->privData->input = shared.input;
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this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
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// create guiElements
this->privData->connectIP = new TextField<LanMenuState*>( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
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this->privData->connectIP->ReserveLines( 1 );
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this->privData->connectIP->AppendText( L"127.0.0.1" );
//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
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this->privData->connectIP->SetFontHeight( 0.08f );
this->privData->connectIP->SetLineSpacing( 0.005f );
this->privData->connectIP->SetTopAligned();
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this->privData->guiElements.AddButton( this->privData->connectIP );
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ButtonRectangle<LanMenuState*> *guiElements;
guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Connect", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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this->privData->guiElements.AddButton( guiElements );
guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Exit", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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this->privData->guiElements.AddButton( guiElements );
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// bind guiElements collection to the singleton eventhandler
EventHandler::Instance().AddCollection( &this->privData->guiElements );
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this->privData->connectPort = 15151;
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return true;
}
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GameClientState::ClientState LanMenuState::Update( float deltaTime )
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{
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MouseInput mouseState;
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{
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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}
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EventHandler::Instance().Update( mouseState );
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return this->privData->nextState;
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}
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bool LanMenuState::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, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) );
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this->privData->guiElements.RenderTexture();
Graphics::API::StartTextRender();
this->privData->guiElements.RenderText();
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Graphics::API::EndFrame();
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return true;
}
bool LanMenuState::Release()
{
privData = NULL;
return true;
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}
void LanMenuState::ChangeState( ClientState next )
{
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switch( next )
{
case GameClientState::ClientState_Lobby:
// attempt to connect to lobby
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if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
return;
//this->privData->nwClient->Disconnect();
//if( !this->privData->nwClient->Reconnect() )
//return;
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break;
default: break;
}
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this->privData->nextState = next;
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}
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void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e )
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{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_Lobby );
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break;
default: break;
}
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}
void OnButtonInteract_Exit( Oyster::Event::ButtonEvent<LanMenuState*>& e )
{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_Main );
break;
default: break;
}
}