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

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#include "LobbyState.h"
#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"
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#include <GameServerAPI.h>
#include <Protocols.h>
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#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
using namespace ::DanBias::Client;
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using namespace ::Oyster;
using namespace ::Oyster::Network;
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using namespace ::Oyster::Event;
using namespace ::Oyster::Math3D;
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struct LobbyState::MyData
{
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MyData(){}
GameClientState::ClientState nextState;
NetworkClient *nwClient;
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InputClass *input;
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Graphics::API::Texture background;
EventButtonCollection guiElements;
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} privData;
void OnButtonInteract_Ready( Oyster::Event::ButtonEvent<LobbyState*>& e );
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LobbyState::LobbyState(void) {}
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LobbyState::~LobbyState(void)
{
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if( this->privData )
this->Release();
}
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bool LobbyState::Init( SharedStateContent &shared )
{
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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"grass_md.png" );
// create buttons
ButtonRectangle<LobbyState*> *button;
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button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float4(1.0f), Float4(0.0f), Float4(0.0f), Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
this->privData->guiElements.AddButton( button );
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// bind button collection to the singleton eventhandler
EventHandler::Instance().AddCollection( &this->privData->guiElements );
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return true;
}
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GameClientState::ClientState LobbyState::Update( float deltaTime )
{
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// Wishlist:
// picking
// mouse events
// different menus
// play sounds
// update animation
// send data to server
// check data from server
MouseInput mouseState;
{
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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}
EventHandler::Instance().Update( mouseState );
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return this->privData->nextState;
}
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bool LobbyState::Render( )
{
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Graphics::API::NewFrame();
Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) );
this->privData->guiElements.RenderTexture();
Graphics::API::StartTextRender();
this->privData->guiElements.RenderText();
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Graphics::API::EndFrame();
return true;
}
bool LobbyState::Release()
{
privData = NULL;
return true;
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}
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void LobbyState::ChangeState( ClientState next )
{
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if( next == GameClientState::ClientState_LobbyReady )
{ // Send ready signal to server lobby
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this->ChangeState( GameClientState::ClientState_NetLoad );
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}
else
this->privData->nextState = next;
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}
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using namespace ::Oyster::Network;
const GameClientState::NetEvent & LobbyState::DataRecieved( const GameClientState::NetEvent &message )
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{
// fetching the id data.
short ID = message.args.data.protocol[0].value.netShort;
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// Block irrelevant messages.
if( ProtocolIsLobby(ID) )
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{
switch(ID)
{
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case protocol_Lobby_CreateGame: break; /** @todo TODO: implement */
case protocol_Lobby_StartGame: break; /** @todo TODO: implement */
case protocol_Lobby_JoinGame: break; /** @todo TODO: implement */
case protocol_Lobby_Login: break; /** @todo TODO: implement */
case protocol_Lobby_Refresh: break; /** @todo TODO: implement */
case protocol_Lobby_ClientData: break; /** @todo TODO: implement */
case protocol_Lobby_GameData: break; /** @todo TODO: implement */
default: break;
}
}
else if( ProtocolIsGeneral(ID) )
{
switch( ID )
{
case protocol_General_Status: break; /** @todo TODO: implement */
case protocol_General_Text: break; /** @todo TODO: implement */
default: break;
}
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}
return message;
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}
void OnButtonInteract_Ready( Oyster::Event::ButtonEvent<LobbyState*>& e )
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{
switch( e.state )
{
case ButtonState_Released:
e.owner->ChangeState( GameClientState::ClientState_LobbyReady );
break;
default: break;
}
}