InGame keys: Go to mainMenu with M. Exit client with ESC. Fix drop in drop out correctly.

This commit is contained in:
Linda Andersson 2014-02-26 11:53:33 +01:00
parent 16ca665311
commit 934bc80b62
2 changed files with 20 additions and 5 deletions

View File

@ -153,19 +153,28 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
GameClientState::ClientState GameState::Update( float deltaTime )
{
GameStateUI::UIState UIstate = this->currGameUI->Update( deltaTime );
GameStateUI::UIState UIstate = this->gameUI->Update( deltaTime );
switch (UIstate)
{
case DanBias::Client::GameStateUI::UIState_shut_down:
{
this->privData->nextState = ClientState_Quit;
// disconnect
}
break;
case DanBias::Client::GameStateUI::UIState_same:
break;
case DanBias::Client::GameStateUI::UIState_gaming:
break;
case DanBias::Client::GameStateUI::UIState_main_menu:
//this->privData->nextState =
break;
case DanBias::Client::GameStateUI::UIState_shut_down:
this->privData->nextState = ClientState_Quit;
{
this->privData->nextState = ClientState_Main;
// disconnect
}
break;
default:
break;
}

View File

@ -17,6 +17,7 @@ GamingUI::GamingUI() :
this->camera = nullptr;
this->plane = nullptr;
this->text = nullptr;
this->nextState = GameStateUI::UIState_same;
}
GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) :
@ -25,6 +26,7 @@ GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *
this->input = input;
this->netClient = connection;
this->camera = camera;
this->nextState = GameStateUI::UIState_same;
}
GamingUI::~GamingUI() { /* Do nothing */ }
@ -169,6 +171,10 @@ void GamingUI::ReadKeyInput()
{
this->nextState = GameStateUI::UIState_shut_down;
}
if( this->input->IsKeyPressed(DIK_M) )
{
this->nextState = GameStateUI::UIState_main_menu;
}
// !DEGUG KEYS
// TODO: implement sub-menu
}