2013-12-04 11:32:43 +01:00
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#define NOMINMAX
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#include <Windows.h>
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#include "Include\DanBiasGame.h"
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2013-12-06 10:38:43 +01:00
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#include "DllInterfaces/GFXAPI.h"
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#include "GameClientState/GameClientState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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2014-01-30 11:58:44 +01:00
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#include "GameClientState\LoginState.h"
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2014-01-30 23:23:37 +01:00
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#include "GameClientState\LanMenuState.h"
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2014-01-14 09:25:22 +01:00
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#include <Protocols.h>
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2013-12-11 12:14:00 +01:00
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#include "NetworkClient.h"
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#include <GameServerAPI.h>
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2013-12-11 09:00:36 +01:00
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2013-12-18 10:47:30 +01:00
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#include "../WindowManager/WindowShell.h"
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2013-12-11 09:00:36 +01:00
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#include "L_inputClass.h"
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2013-12-18 12:18:01 +01:00
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#include "WinTimer.h"
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2013-12-18 10:47:30 +01:00
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#include "vld.h"
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2014-01-14 10:25:49 +01:00
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#include "GameClientRecieverFunc.h"
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2013-12-04 11:32:43 +01:00
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namespace DanBias
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{
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#pragma region Game Data
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2013-12-11 12:14:00 +01:00
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2013-12-04 11:32:43 +01:00
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class DanBiasGamePrivateData
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{
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public:
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DanBiasGamePrivateData()
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{
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}
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~DanBiasGamePrivateData()
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{
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}
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2013-12-13 12:02:49 +01:00
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public:
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WindowShell* window;
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InputClass* inputObj;
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Utility::WinTimer timer;
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GameRecieverObject* recieverObj;
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bool serverOwner;
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2013-12-04 11:32:43 +01:00
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} data;
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#pragma endregion
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2013-12-11 12:14:00 +01:00
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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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float DanBiasGame::capFrame = 0;
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2013-12-04 11:32:43 +01:00
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//--------------------------------------------------------------------------------------
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// Interface API functions
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//--------------------------------------------------------------------------------------
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DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc)
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{
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if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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2013-12-04 11:32:43 +01:00
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return DanBiasClientReturn_Error;
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if( FAILED( InitDirect3D() ) )
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return DanBiasClientReturn_Error;
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2013-12-06 10:38:43 +01:00
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if( FAILED( InitInput() ) )
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return DanBiasClientReturn_Error;
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2014-01-14 10:25:49 +01:00
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m_data->recieverObj = new GameRecieverObject;
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m_data->serverOwner = false;
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2013-12-16 09:45:12 +01:00
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// Start in lobby state
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m_data->recieverObj->gameClientState = new Client::LanMenuState();
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if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj))
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2013-12-18 12:18:01 +01:00
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return DanBiasClientReturn_Error;
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2013-12-13 12:02:49 +01:00
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2014-01-31 10:49:52 +01:00
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m_data->timer.reset();
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2013-12-04 11:32:43 +01:00
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return DanBiasClientReturn_Sucess;
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}
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DanBiasClientReturn DanBiasGame::Run()
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{
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// Main message loop
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2013-12-18 12:18:01 +01:00
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while(m_data->window->Frame())
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{
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float dt = (float)m_data->timer.getElapsedSeconds();
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m_data->timer.reset();
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2013-12-04 11:32:43 +01:00
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2014-01-13 12:11:45 +01:00
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capFrame += dt;
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if(capFrame > 0.03)
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{
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if(Update(dt) != S_OK)
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return DanBiasClientReturn_Error;
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if(Render(dt) != S_OK)
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return DanBiasClientReturn_Error;
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capFrame = 0;
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}
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2013-12-04 11:32:43 +01:00
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}
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return DanBiasClientReturn_Sucess;
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}
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void DanBiasGame::Release()
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{
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CleanUp();
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}
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//--------------------------------------------------------------------------------------
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// Create Direct3D with Oyster Graphics
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitDirect3D()
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{
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2013-12-18 10:47:30 +01:00
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if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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return S_OK;
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}
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//--------------------------------------------------------------------------------------
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// Init the input
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//-------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitInput()
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{
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m_data->inputObj = new InputClass;
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2013-12-18 10:47:30 +01:00
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if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_data->window->GetWidth()))
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{
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MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
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return E_FAIL;
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}
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return S_OK;
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}
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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2014-01-31 10:49:52 +01:00
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if(m_data->recieverObj->IsConnected())
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m_data->recieverObj->Update();
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2013-12-11 09:00:36 +01:00
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m_data->inputObj->Update();
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2013-12-10 11:26:18 +01:00
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2014-01-30 15:20:35 +01:00
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if(m_data->serverOwner)
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{
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DanBias::GameServerAPI::ServerUpdate();
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}
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2014-01-30 11:58:44 +01:00
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2013-12-06 10:38:43 +01:00
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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2013-12-16 11:08:10 +01:00
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state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj);
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2013-12-04 11:32:43 +01:00
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2013-12-06 10:38:43 +01:00
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if(state != Client::GameClientState::ClientState_Same)
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{
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2013-12-16 11:08:10 +01:00
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->gameClientState = NULL;
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2013-12-09 11:05:47 +01:00
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2013-12-06 10:38:43 +01:00
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switch (state)
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{
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2014-01-30 15:20:35 +01:00
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case Client::GameClientState::ClientState_LobbyCreated:
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m_data->serverOwner = true;
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2013-12-06 10:38:43 +01:00
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case Client::GameClientState::ClientState_Lobby:
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2013-12-16 11:08:10 +01:00
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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m_data->recieverObj->gameClientState = new Client::GameState();
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2013-12-06 10:38:43 +01:00
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break;
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default:
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return E_FAIL;
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break;
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}
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2014-01-29 10:18:01 +01:00
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
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2013-12-09 11:05:47 +01:00
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2013-12-06 10:38:43 +01:00
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}
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2013-12-04 11:32:43 +01:00
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return S_OK;
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}
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HRESULT DanBiasGame::Render(float deltaTime)
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{
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int isPressed = 0;
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2013-12-11 09:00:36 +01:00
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if(m_data->inputObj->IsKeyPressed(DIK_A))
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2013-12-04 11:32:43 +01:00
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{
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isPressed = 1;
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}
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2013-12-06 10:38:43 +01:00
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2013-12-04 11:32:43 +01:00
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wchar_t title[255];
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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2013-12-18 10:47:30 +01:00
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SetWindowText(m_data->window->GetHWND(), title);
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2013-12-06 10:38:43 +01:00
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2013-12-16 11:08:10 +01:00
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m_data->recieverObj->gameClientState->Render();
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2013-12-04 11:32:43 +01:00
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return S_OK;
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}
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HRESULT DanBiasGame::CleanUp()
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{
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2013-12-16 11:08:10 +01:00
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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2014-01-29 10:18:01 +01:00
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m_data->recieverObj->Disconnect();
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2013-12-16 11:08:10 +01:00
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delete m_data->recieverObj;
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2013-12-11 09:00:36 +01:00
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delete m_data->inputObj;
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2013-12-09 09:23:39 +01:00
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delete m_data;
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2013-12-11 09:00:36 +01:00
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2013-12-09 11:05:47 +01:00
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Oyster::Graphics::API::Clean();
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2013-12-04 11:32:43 +01:00
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return S_OK;
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}
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} //End namespace DanBias
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