GL - Added LanMenuState
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@ -204,6 +204,7 @@
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="GameClientState\GameClientState.cpp" />
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\LanMenuState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\LoginState.cpp" />
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@ -217,6 +218,7 @@
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<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="GameClientState\LanMenuState.h" />
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<ClInclude Include="GameClientState\LoginState.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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@ -6,6 +6,7 @@
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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#include "GameClientState\LoginState.h"
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#include "GameClientState\LanMenuState.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include "LanMenuState.h"
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#include "C_obj/C_Player.h"
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#include "C_obj/C_StaticObj.h"
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#include "C_obj/C_DynamicObj.h"
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#include "DllInterfaces/GFXAPI.h"
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#include <GameServerAPI.h>
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using namespace DanBias::Client;
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struct LanMenuState::myData
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{
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myData(){}
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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C_Object* object[2];
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int modelCount;
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// UI object
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// game client*
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}privData;
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LanMenuState::LanMenuState()
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{
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}
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LanMenuState::~LanMenuState()
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{
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}
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bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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privData = new myData();
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this->nwClient = nwClient;
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// load models
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LoadModels(L"UImodels.txt");
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InitCamera(Oyster::Math::Float3(0,0,5.4f));
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return true;
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}
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bool LanMenuState::LoadModels(std::wstring file)
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{
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Oyster::Graphics::Definitions::Pointlight plight;
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plight.Pos = Oyster::Math::Float3(-2,3,0);
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plight.Color = Oyster::Math::Float3(0,1,0);
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plight.Radius = 10;
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plight.Bright = 1;
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Oyster::Graphics::API::AddLight(plight);
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// open file
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// read file
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// init models
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privData->modelCount = 2;
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ModelInitData modelData;
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.visible = true;
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modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
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// load models
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privData->object[0] = new C_StaticObj();
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privData->object[0]->Init(modelData);
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Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
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modelData.world = modelData.world * translate;
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privData->object[1] = new C_DynamicObj();
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privData->object[1]->Init(modelData);
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return true;
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}
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bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
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{
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
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privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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}
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GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
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{
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// create game
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if( KeyInput->IsKeyPressed(DIK_C))
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{
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DanBias::GameServerAPI::ServerInitDesc desc;
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DanBias::GameServerAPI::ServerInitiate(desc);
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DanBias::GameServerAPI::ServerStart();
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// my ip
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nwClient->Connect(15151, "127.0.0.1");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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// join game
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if( KeyInput->IsKeyPressed(DIK_J))
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{
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// game ip
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nwClient->Connect(15151, "194.47.150.56");
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if (!nwClient->IsConnected())
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{
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// failed to connect
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return ClientState_Same;
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}
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return ClientState_Lobby;
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}
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return ClientState_Same;
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}
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bool LanMenuState::Render()
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{
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Oyster::Graphics::API::SetView(privData->view);
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Oyster::Graphics::API::SetProjection( privData->proj);
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Oyster::Graphics::API::NewFrame();
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// render objects
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Render();
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}
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// render effects
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// render lights
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Oyster::Graphics::API::EndFrame();
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return true;
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}
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bool LanMenuState::Release()
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{
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for (int i = 0; i < privData->modelCount; i++)
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{
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privData->object[i]->Release();
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delete privData->object[i];
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privData->object[i] = NULL;
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}
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delete privData;
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privData = NULL;
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return true;
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}
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void LanMenuState::Protocol(ProtocolStruct* protocolStruct)
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{
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if((PlayerName*)protocolStruct)
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PlayerJoinProtocol((PlayerName*)protocolStruct);
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}
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void LanMenuState::PlayerJoinProtocol(PlayerName* name)
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{
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}
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@ -0,0 +1,37 @@
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#ifndef LAN_MENU_STATE_H
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#define LAN_MENU_STATE_H
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#include "GameClientState.h"
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#include "OysterMath.h"
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namespace DanBias
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{
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namespace Client
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{
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class LanMenuState : public GameClientState
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{
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public:
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LanMenuState();
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virtual ~LanMenuState();
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virtual bool Init(Oyster::Network::NetworkClient* nwClient);
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virtual ClientState Update(float deltaTime, InputClass* KeyInput);
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bool LoadModels(std::wstring file);
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bool InitCamera(Oyster::Math::Float3 startPos);
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virtual bool Render();
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virtual bool Release();
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virtual void Protocol(ProtocolStruct* protocolStruct);
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void PlayerJoinProtocol(PlayerName* name);
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private:
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Oyster::Network::NetworkClient* nwClient;
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struct myData;
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myData* privData;
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};
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}
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}
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#endif
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