some more of those overhauls

This commit is contained in:
Dander7BD 2014-02-12 09:49:08 +01:00
parent 8dc22c854c
commit 6bf7bc898e
6 changed files with 29 additions and 59 deletions

View File

@ -28,15 +28,9 @@ struct LanMenuState::myData
// game client* // game client*
} privData; } privData;
LanMenuState::LanMenuState() LanMenuState::LanMenuState() {}
{
} LanMenuState::~LanMenuState() {}
LanMenuState::~LanMenuState()
{
}
bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient) bool LanMenuState::Init(Oyster::Network::NetworkClient* nwClient)
{ {
@ -204,13 +198,3 @@ bool LanMenuState::Release()
return true; return true;
} }
void LanMenuState::Protocol(ProtocolStruct* protocolStruct)
{
if((PlayerName*)protocolStruct)
PlayerJoinProtocol((PlayerName*)protocolStruct);
}
void LanMenuState::PlayerJoinProtocol(PlayerName* name)
{
}

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@ -24,9 +24,6 @@ namespace DanBias
virtual bool Render(); virtual bool Render();
virtual bool Release(); virtual bool Release();
virtual void Protocol(ProtocolStruct* protocolStruct);
void PlayerJoinProtocol(PlayerName* name);
private: private:
Oyster::Network::NetworkClient* nwClient; Oyster::Network::NetworkClient* nwClient;

View File

@ -1,4 +1,4 @@
#include "LoginState.h" #include "MainState.h"
#include "DllInterfaces/GFXAPI.h" #include "DllInterfaces/GFXAPI.h"
#include "OysterMath.h" #include "OysterMath.h"
#include "C_obj/C_Player.h" #include "C_obj/C_Player.h"
@ -8,7 +8,7 @@
using namespace DanBias::Client; using namespace DanBias::Client;
struct LoginState::myData struct MainState::myData
{ {
myData(){} myData(){}
Oyster::Math3D::Float4x4 view; Oyster::Math3D::Float4x4 view;
@ -19,17 +19,11 @@ struct LoginState::myData
// game client* // game client*
} privData; } privData;
LoginState::LoginState(void) MainState::MainState(void) {}
{
} MainState::~MainState(void) {}
LoginState::~LoginState(void) bool MainState::Init(Oyster::Network::NetworkClient* nwClient)
{
}
bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
{ {
privData = new myData(); privData = new myData();
this->nwClient = nwClient; this->nwClient = nwClient;
@ -38,7 +32,8 @@ bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
InitCamera(Oyster::Math::Float3(0,0,5.4f)); InitCamera(Oyster::Math::Float3(0,0,5.4f));
return true; return true;
} }
bool LoginState::LoadModels(std::wstring file)
bool MainState::LoadModels(std::wstring file)
{ {
Oyster::Graphics::Definitions::Pointlight plight; Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = Oyster::Math::Float3(0,0,5); plight.Pos = Oyster::Math::Float3(0,0,5);
@ -69,7 +64,7 @@ bool LoginState::LoadModels(std::wstring file)
return true; return true;
} }
bool LoginState::InitCamera(Oyster::Math::Float3 startPos) bool MainState::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_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000); //privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
@ -79,7 +74,8 @@ bool LoginState::InitCamera(Oyster::Math::Float3 startPos)
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view); privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true; return true;
} }
GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* KeyInput)
GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput)
{ {
// picking // picking
// mouse events // mouse events
@ -122,7 +118,8 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
} }
return ClientState_Same; return ClientState_Same;
} }
bool LoginState::Render()
bool MainState::Render()
{ {
Oyster::Graphics::API::SetView(privData->view); Oyster::Graphics::API::SetView(privData->view);
@ -142,7 +139,8 @@ bool LoginState::Render()
Oyster::Graphics::API::EndFrame(); Oyster::Graphics::API::EndFrame();
return true; return true;
} }
bool LoginState::Release()
bool MainState::Release()
{ {
for (int i = 0; i < privData->modelCount; i++) for (int i = 0; i < privData->modelCount; i++)
{ {
@ -155,13 +153,4 @@ bool LoginState::Release()
privData = NULL; privData = NULL;
return true; return true;
} }
void LoginState::Protocol(ProtocolStruct* protocol)
{
if((PlayerName*)protocol)
PlayerJoinProtocol((PlayerName*)protocol);
}
void LoginState::PlayerJoinProtocol(PlayerName* name)
{
}

View File

@ -1,5 +1,5 @@
#ifndef DANBIAS_CLIENT_LOGINSTATE_H #ifndef DANBIAS_CLIENT_MAINSTATE_H
#define DANBIAS_CLIENT_LOGINSTATE_H #define DANBIAS_CLIENT_MAINSTATE_H
#include "GameClientState.h" #include "GameClientState.h"
#include "OysterMath.h" #include "OysterMath.h"
@ -9,16 +9,15 @@ namespace DanBias
{ {
namespace Client namespace Client
{ {
class MainState : public GameClientState
class LoginState : public GameClientState
{ {
private: private:
Oyster::Network::NetworkClient* nwClient; Oyster::Network::NetworkClient* nwClient;
struct myData; struct myData;
myData* privData; myData* privData;
public: public:
LoginState(void); MainState(void);
~LoginState(void); ~MainState(void);
bool Init(Oyster::Network::NetworkClient* nwClient); bool Init(Oyster::Network::NetworkClient* nwClient);
bool LoadModels(std::wstring file); bool LoadModels(std::wstring file);
bool InitCamera(Oyster::Math::Float3 startPos); bool InitCamera(Oyster::Math::Float3 startPos);
@ -26,8 +25,9 @@ namespace DanBias
bool Render(); bool Render();
bool Release(); bool Release();
void Protocol(ProtocolStruct* protocol)override;
void PlayerJoinProtocol(PlayerName* name);
};};}; void DataRecieved( ::Oyster::Network::NetEvent<NetworkClient*, ClientEventArgs> e );
};
}
}
#endif // ! DANBIAS_CLIENT_LOGINSTATE_H #endif // ! DANBIAS_CLIENT_LOGINSTATE_H