NewInpuit - Pre-merge with gameclient
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@ -78,8 +78,8 @@ namespace DanBias
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//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
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WindowShell::WINDOW_INIT_DESC winDesc;
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winDesc.windowSize.x = 1280;
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winDesc.windowSize.y = 720;
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winDesc.windowSize.x = 1920;
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winDesc.windowSize.y = 1080;
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winDesc.windowProcCallback = WindowCallBack;
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if(! data.window->CreateWin(winDesc) )
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@ -152,7 +152,7 @@ namespace DanBias
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Oyster::Graphics::API::Option p;
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p.modelPath = L"..\\Content\\Models\\";
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p.texturePath = L"..\\Content\\Textures\\";
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p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f );
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p.Resolution = Oyster::Math::Float2( 1920.0f, 1080.0f );
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//! @todo fix proper amb value
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p.AmbientValue = 1.3f;
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@ -42,17 +42,4 @@ namespace DanBias { namespace Client
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};
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} }
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namespace Utility { namespace DynamicMemory
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{ // template specializationto allowuse of dynamicmemory tools
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template<>
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inline void SafeDeleteInstance( ::DanBias::Client::GameStateUI *dynamicInstance )
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{
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if( dynamicInstance )
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{
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dynamicInstance->Release();
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delete dynamicInstance;
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}
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}
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} }
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#endif
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@ -59,7 +59,7 @@ bool LanMenuState::Init( SharedStateContent &shared )
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this->privData->keyboardInput = shared.keyboardDevice;
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this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
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this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor_md.png" );
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this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor.png" );
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// create guiElements
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this->privData->connectIP = new TextField<LanMenuState*>( L"noedge-btn-ipfield.png", Float4(1.0f), Float4(1.0f), this, Float3(0.5f, 0.2f, 0.9f), Float2(0.5f, 0.05f), ResizeAspectRatio_Height );
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@ -112,7 +112,7 @@ bool LanMenuState::Render( )
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Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.01f), Float4(1.0f) );
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Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.15f, 0.24), Float4(1.0f) );
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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();
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@ -133,7 +133,7 @@ void LanMenuState::ChangeState( ClientState next )
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{
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switch( next )
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{
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case GameClientState::ClientState_Lobby:
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case GameClientState::ClientState_NetLoad:
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// attempt to connect to lobby
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if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
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return;
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@ -141,6 +141,8 @@ void LanMenuState::ChangeState( ClientState next )
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default: break;
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}
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this->privData->keyboardInput->ReleaseTextTarget();
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this->privData->nextState = next;
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}
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@ -149,7 +151,7 @@ void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e )
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_Lobby );
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e.owner->ChangeState( GameClientState::ClientState_NetLoad );
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break;
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default: break;
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}
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@ -55,7 +55,7 @@ bool MainState::Init( SharedStateContent &shared )
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this->privData->mousePos = Float3( 0.0f );
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this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
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this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor_md.png" );
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this->privData->mouseCursor = Graphics::API::CreateTexture( L"cursor.png" );
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// create buttons
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ButtonRectangle<MainState*> *button;
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@ -103,7 +103,11 @@ bool MainState::Render()
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Graphics::API::NewFrame();
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Graphics::API::StartGuiRender();
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Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.01f), Float4(1.0f) );
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if(this->privData->mouseInput->IsBtnDown(Input::Enum::SAMI_MouseLeftBtn))
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Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.15f), Float4(1.0f) );
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else
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Graphics::API::RenderGuiElement( this->privData->mouseCursor, this->privData->mousePos, Float2(0.15f, 0.24), Float4(1.0f) );
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Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 0.9f), Float2(1.0f), Float4(0.0f, 0.0f, 0.0f, 1.0f) );
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this->privData->guiElements.RenderTexture();
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@ -17,6 +17,7 @@ Win32Keyboard::Win32Keyboard(HWND target)
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this->device.hwndTarget = target;
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this->device.usUsage = RawInput_Usage_keyboard;
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this->device.dwFlags = RIDEV_NOLEGACY;
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this->writePos = 0;
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memset(&this->keys[0], 0, sizeof(Win32Keyboard::Keys) * MAXKEYS);
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}
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Win32Keyboard::~Win32Keyboard()
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@ -140,12 +141,20 @@ void Win32Keyboard::ProccessKeyboardData (RAWKEYBOARD keyboard)
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}
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else if (this->keys[SAKI_Left].isDown)
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{
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this->writePos = std::max( this->writePos - 1, (wstring::size_type)0 );
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this->writePos = std::max( ((int)this->writePos) - 1, (int)(wstring::size_type)0 );
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}
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else if (this->keys[SAKI_Right].isDown)
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{
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this->writePos = std::min( this->writePos + 1, this->textTarget->size() );
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}
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else if (this->keys[SAKI_Enter].isDown || this->keys[SAKI_NumpadEnter].isDown)
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{
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this->textTarget->insert( this->writePos, 1, '\n');
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}
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else if ( this->keys[SAKI_Tab].isDown )
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{
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this->textTarget->insert( this->writePos, 1, '\t');
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}
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else if (virtualKey && !isUp)
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{
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wchar_t test = towlower((wchar_t)virtualKey);
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@ -176,9 +185,11 @@ void Win32Keyboard::ProccessKeyboardData (RAWKEYBOARD keyboard)
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else if(key == SAKI_0) test = L'}';
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else if(key == SAKI_Add) test = L'\\';
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}
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this->textTarget->insert( this->writePos, 1, test);
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++this->writePos;
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}
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}
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}
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@ -251,7 +262,7 @@ void Win32Keyboard::MapKey(RAWKEYBOARD& rawKB, SAKI& out_key, bool& isE0)
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case VK_DELETE:
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if (!isE0) out_key = SAKI_NumpadDecimal;
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else out_key = SAKI_Delete;
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break;
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case VK_HOME:
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@ -271,24 +282,24 @@ void Win32Keyboard::MapKey(RAWKEYBOARD& rawKB, SAKI& out_key, bool& isE0)
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case VK_NEXT:
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if (!isE0) out_key = SAKI_Numpad3;
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break;
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// the standard arrow keys will always have their e0 bit set, but the
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// corresponding keys on the NUMPAD will not.
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case VK_LEFT:
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if (!isE0) out_key = SAKI_Numpad4;
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else out_key = SAKI_Left;
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break;
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case VK_RIGHT:
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if (!isE0) out_key = SAKI_Numpad6;
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else out_key = SAKI_Right;
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break;
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case VK_UP:
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if (!isE0) out_key = SAKI_Numpad8;
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else out_key = SAKI_Up;
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break;
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case VK_DOWN:
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