moved debug buttons to gameState
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f03da77a55
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@ -32,19 +32,6 @@ struct GameState::MyData
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
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::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
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bool key_forward;
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bool key_backward;
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bool key_strafeRight;
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bool key_strafeLeft;
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bool key_Shoot;
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bool key_Jump;
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// DEGUG KEYS
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bool key_Reload_Shaders;
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bool key_Wireframe_Toggle;
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bool renderWhireframe;
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// !DEGUG KEYS
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C_Player player;
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Camera_FPSV2 camera;
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@ -75,11 +62,6 @@ bool GameState::Init( SharedStateContent &shared )
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this->privData = new MyData();
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this->privData->key_forward = false;
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this->privData->key_backward = false;
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this->privData->key_strafeRight = false;
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this->privData->key_strafeLeft = false;
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this->privData->nextState = GameClientState::ClientState_Same;
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this->privData->nwClient = shared.network;
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this->privData->input = shared.input;
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@ -100,9 +82,9 @@ bool GameState::Init( SharedStateContent &shared )
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this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
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// DEGUG KEYS
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this->privData->key_Reload_Shaders = false;
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this->privData->key_Wireframe_Toggle = false;
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this->privData->renderWhireframe = false;
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this->key_Reload_Shaders = false;
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this->key_Wireframe_Toggle = false;
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this->renderWhireframe = false;
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// !DEGUG KEYS
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auto light = this->privData->lights->begin();
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@ -189,6 +171,9 @@ GameClientState::ClientState GameState::Update( float deltaTime )
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default:
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break;
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}
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// DEBUG keybindings
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ReadKeyInput();
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return this->privData->nextState;
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}
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@ -219,7 +204,7 @@ bool GameState::Render()
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#ifdef _DEBUG
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//RB DEBUG render wire frame
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if(this->privData->renderWhireframe)
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if(this->renderWhireframe)
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{
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Oyster::Graphics::API::StartRenderWireFrame();
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@ -322,7 +307,36 @@ void GameState::ChangeState( ClientState next )
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{
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this->privData->nextState = next;
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}
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void GameState::ReadKeyInput()
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{
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// DEGUG KEYS
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// Reload shaders
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if( this->privData->input->IsKeyPressed(DIK_R) )
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{
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if( !this->key_Reload_Shaders )
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{
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#ifdef _DEBUG
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Oyster::Graphics::API::ReloadShaders();
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#endif
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this->key_Reload_Shaders = true;
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}
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}
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else
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this->key_Reload_Shaders = false;
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// toggle wire frame render
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if( this->privData->input->IsKeyPressed(DIK_T) )
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{
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if( !this->key_Wireframe_Toggle )
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{
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this->renderWhireframe = !this->renderWhireframe;
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this->key_Wireframe_Toggle = true;
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}
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}
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else
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this->key_Wireframe_Toggle = false;
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}
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const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message )
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{
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if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
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@ -34,6 +34,11 @@ namespace DanBias { namespace Client
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::Utility::DynamicMemory::UniquePointer<MyData> privData;
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GameStateUI *currGameUI, *gameUI, *respawnUI;
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// DEGUG KEYS
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bool key_Reload_Shaders;
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bool key_Wireframe_Toggle;
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bool renderWhireframe;
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// !DEGUG KEYS
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};
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} }
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#endif
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@ -163,35 +163,6 @@ void GamingUI::ReadKeyInput()
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else
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this->key_Jump = false;
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// DEGUG KEYS
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// Reload shaders
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if( this->input->IsKeyPressed(DIK_R) )
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{
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if( !this->key_Reload_Shaders )
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{
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#ifdef _DEBUG
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Oyster::Graphics::API::ReloadShaders();
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#endif
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this->key_Reload_Shaders = true;
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}
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}
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else
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this->key_Reload_Shaders = false;
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// toggle wire frame render
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if( this->input->IsKeyPressed(DIK_T) )
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{
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if( !this->key_Wireframe_Toggle )
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{
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this->renderWhireframe = !this->renderWhireframe;
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this->key_Wireframe_Toggle = true;
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}
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}
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else
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this->key_Wireframe_Toggle = false;
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if( this->input->IsKeyPressed(DIK_ESCAPE) )
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{
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this->nextState = GameStateUI::UIState_shut_down;
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@ -37,13 +37,6 @@ namespace DanBias { namespace Client
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bool key_Shoot;
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bool key_Jump;
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// DEGUG KEYS
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bool key_Reload_Shaders;
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bool key_Wireframe_Toggle;
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bool renderWhireframe;
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// !DEGUG KEYS
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GamingUI();
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void ReadKeyInput();
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};
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