GL - Added LanMenuState

This commit is contained in:
Pontus Fransson 2014-01-30 23:23:37 +01:00
parent 3b8a8e9c09
commit 3c1eed0f3f
4 changed files with 204 additions and 0 deletions

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@ -204,6 +204,7 @@
<ClCompile Include="DLLMain.cpp" />
<ClCompile Include="GameClientState\GameClientState.cpp" />
<ClCompile Include="GameClientState\GameState.cpp" />
<ClCompile Include="GameClientState\LanMenuState.cpp" />
<ClCompile Include="GameClientState\LobbyState.cpp" />
<ClCompile Include="GameClientState\C_Object.cpp" />
<ClCompile Include="GameClientState\LoginState.cpp" />
@ -217,6 +218,7 @@
<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
<ClInclude Include="GameClientState\GameClientState.h" />
<ClInclude Include="GameClientState\GameState.h" />
<ClInclude Include="GameClientState\LanMenuState.h" />
<ClInclude Include="GameClientState\LoginState.h" />
<ClInclude Include="Include\DanBiasGame.h" />
<ClInclude Include="GameClientState\LobbyState.h" />

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@ -6,6 +6,7 @@
#include "GameClientState\GameState.h"
#include "GameClientState\LobbyState.h"
#include "GameClientState\LoginState.h"
#include "GameClientState\LanMenuState.h"
#include <Protocols.h>
#include "NetworkClient.h"

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@ -0,0 +1,164 @@
#include "LanMenuState.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_StaticObj.h"
#include "C_obj/C_DynamicObj.h"
#include "DllInterfaces/GFXAPI.h"
#include <GameServerAPI.h>
using namespace DanBias::Client;
struct LanMenuState::myData
{
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* object[2];
int modelCount;
// UI object
// game client*
}privData;
LanMenuState::LanMenuState()
{
}
LanMenuState::~LanMenuState()
{
}
bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient)
{
privData = new myData();
this->nwClient = nwClient;
// load models
LoadModels(L"UImodels.txt");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return true;
}
bool LanMenuState::LoadModels(std::wstring file)
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(-2,3,0);
plight.Color = Oyster::Math::Float3(0,1,0);
plight.Radius = 10;
plight.Bright = 1;
Oyster::Graphics::API::AddLight(plight);
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"..\\Content\\Models\\box_2.dan";
// load models
privData->object[0] = new C_StaticObj();
privData->object[0]->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-2,-2,-2));
modelData.world = modelData.world * translate;
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
return true;
}
bool LanMenuState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
{
// create game
if( KeyInput->IsKeyPressed(DIK_C))
{
DanBias::GameServerAPI::ServerInitDesc desc;
DanBias::GameServerAPI::ServerInitiate(desc);
DanBias::GameServerAPI::ServerStart();
// my ip
nwClient->Connect(15151, "127.0.0.1");
if (!nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
return ClientState_Lobby;
}
// join game
if( KeyInput->IsKeyPressed(DIK_J))
{
// game ip
nwClient->Connect(15151, "194.47.150.56");
if (!nwClient->IsConnected())
{
// failed to connect
return ClientState_Same;
}
return ClientState_Lobby;
}
return ClientState_Same;
}
bool LanMenuState::Render()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::NewFrame();
// render objects
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
// render effects
// render lights
Oyster::Graphics::API::EndFrame();
return true;
}
bool LanMenuState::Release()
{
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
delete privData;
privData = NULL;
return true;
}
void LanMenuState::Protocol(ProtocolStruct* protocolStruct)
{
if((PlayerName*)protocolStruct)
PlayerJoinProtocol((PlayerName*)protocolStruct);
}
void LanMenuState::PlayerJoinProtocol(PlayerName* name)
{
}

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#ifndef LAN_MENU_STATE_H
#define LAN_MENU_STATE_H
#include "GameClientState.h"
#include "OysterMath.h"
namespace DanBias
{
namespace Client
{
class LanMenuState : public GameClientState
{
public:
LanMenuState();
virtual ~LanMenuState();
virtual bool Init(Oyster::Network::NetworkClient* nwClient);
virtual ClientState Update(float deltaTime, InputClass* KeyInput);
bool LoadModels(std::wstring file);
bool InitCamera(Oyster::Math::Float3 startPos);
virtual bool Render();
virtual bool Release();
virtual void Protocol(ProtocolStruct* protocolStruct);
void PlayerJoinProtocol(PlayerName* name);
private:
Oyster::Network::NetworkClient* nwClient;
struct myData;
myData* privData;
};
}
}
#endif