Patch
This commit is contained in:
parent
7395a0a495
commit
aa2518a4f6
|
@ -18,12 +18,15 @@
|
|||
#include "WinTimer.h"
|
||||
#include "vld.h"
|
||||
|
||||
#include "EventHandler/EventHandler.h"
|
||||
#include "../Misc/EventHandler/EventHandler.h"
|
||||
|
||||
#include "GameClientState\SharedStateContent.h"
|
||||
|
||||
using namespace ::Oyster;
|
||||
using namespace ::Oyster::Event;
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
using namespace ::DanBias::Client;
|
||||
|
||||
void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e );
|
||||
|
||||
|
@ -32,15 +35,17 @@ namespace DanBias
|
|||
#pragma region Game Data
|
||||
class DanBiasGamePrivateData
|
||||
{
|
||||
|
||||
public:
|
||||
WindowShell* window;
|
||||
InputClass* inputObj;
|
||||
InputClass inputObj;
|
||||
Utility::WinTimer timer;
|
||||
UniquePointer<Client::GameClientState> state;
|
||||
NetworkClient networkClient;
|
||||
bool serverOwner;
|
||||
|
||||
UniquePointer<Client::GameClientState> state;
|
||||
SharedStateContent sharedStateContent;
|
||||
NetworkClient networkClient;
|
||||
|
||||
|
||||
bool serverOwner;
|
||||
float capFrame;
|
||||
|
||||
DanBiasGamePrivateData()
|
||||
|
@ -72,10 +77,13 @@ namespace DanBias
|
|||
|
||||
data.networkClient.SetMessagePump( ClientEventFunction );
|
||||
|
||||
data.sharedStateContent.network = &data.networkClient;
|
||||
data.sharedStateContent.input = &data.inputObj;
|
||||
|
||||
// Start in main menu state
|
||||
data.state = new Client::MainState();
|
||||
|
||||
if( !data.state->Init( &data.networkClient ) )
|
||||
if( !data.state->Init( data.sharedStateContent ) )
|
||||
return DanBiasClientReturn_Error;
|
||||
|
||||
data.timer.reset();
|
||||
|
@ -140,8 +148,7 @@ namespace DanBias
|
|||
//-------------------------------------------------------------------------------------
|
||||
HRESULT DanBiasGame::InitInput()
|
||||
{
|
||||
data.inputObj = new InputClass;
|
||||
if(!data.inputObj->Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth()))
|
||||
if(!data.inputObj.Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth()))
|
||||
{
|
||||
MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
|
||||
return E_FAIL;
|
||||
|
@ -164,7 +171,7 @@ namespace DanBias
|
|||
float mouseNormalisedY = (float)(mousePos.y - windowVertex.top);
|
||||
mouseNormalisedY /= (float)(windowVertex.bottom - windowVertex.top);
|
||||
|
||||
data.inputObj->Update( mouseNormalisedX, mouseNormalisedY );
|
||||
data.inputObj.Update( mouseNormalisedX, mouseNormalisedY );
|
||||
}
|
||||
|
||||
if( data.serverOwner )
|
||||
|
@ -174,7 +181,7 @@ namespace DanBias
|
|||
|
||||
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
|
||||
|
||||
state = data.state->Update( deltaTime, data.inputObj );
|
||||
state = data.state->Update( deltaTime );
|
||||
|
||||
if( state != Client::GameClientState::ClientState_Same )
|
||||
{
|
||||
|
@ -217,7 +224,7 @@ namespace DanBias
|
|||
|
||||
if( stateChanged )
|
||||
{
|
||||
data.state->Init( &data.networkClient ); // send game client
|
||||
data.state->Init( data.sharedStateContent ); // send game client
|
||||
}
|
||||
}
|
||||
return Result_continue;
|
||||
|
@ -235,8 +242,6 @@ namespace DanBias
|
|||
if( data.networkClient.IsConnected() )
|
||||
data.networkClient.Disconnect();
|
||||
|
||||
delete data.inputObj;
|
||||
|
||||
data.state = nullptr;
|
||||
EventHandler::Instance().Clean();
|
||||
Graphics::API::Clean();
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
#ifndef DANBIAS_CLIENT_EVENT_BUTTON_GUI_H
|
||||
#define DANBIAS_CLIENT_EVENT_BUTTON_GUI_H
|
||||
|
||||
#include "EventHandler/EventButton.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "../Misc/EventHandler/EventButton.h"
|
||||
#include "../OysterGraphics/DllInterfaces/GFXAPI.h"
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -100,5 +100,9 @@ void C_Object::Render()
|
|||
}
|
||||
void C_Object::Release()
|
||||
{
|
||||
Oyster::Graphics::API::DeleteModel(model);
|
||||
if( this->model )
|
||||
{
|
||||
Oyster::Graphics::API::DeleteModel(model);
|
||||
this->model = nullptr;
|
||||
}
|
||||
}
|
|
@ -16,37 +16,55 @@ namespace DanBias
|
|||
bool visible;
|
||||
};
|
||||
|
||||
class C_Object
|
||||
class C_Object
|
||||
{
|
||||
private:
|
||||
Oyster::Math::Float4x4 world;
|
||||
Oyster::Math::Float3 position;
|
||||
Oyster::Math::Quaternion rotation;
|
||||
Oyster::Math::Float3 scale;
|
||||
|
||||
int id;
|
||||
void updateWorld();
|
||||
protected:
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
public:
|
||||
C_Object();
|
||||
virtual ~C_Object();
|
||||
virtual bool Init(ModelInitData modelInit);
|
||||
|
||||
void setWorld(Oyster::Math::Float4x4 world);
|
||||
Oyster::Math::Float4x4 getWorld() const;
|
||||
void setPos(Oyster::Math::Float3 newPos);
|
||||
Oyster::Math::Float3 getPos() const;
|
||||
void addPos(Oyster::Math::Float3 deltaPos);
|
||||
void setRot(Oyster::Math::Quaternion newRot);
|
||||
Oyster::Math::Quaternion getRotation() const;
|
||||
void addRot(Oyster::Math::Quaternion deltaRot);
|
||||
void setScale(Oyster::Math::Float3 newScale);
|
||||
void addScale(Oyster::Math::Float3 deltaScale);
|
||||
Oyster::Math::Float3 getScale() const;
|
||||
|
||||
virtual void Render();
|
||||
virtual void Release();
|
||||
virtual int GetId() const;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#include "Utilities.h"
|
||||
|
||||
namespace Utility { namespace DynamicMemory
|
||||
{
|
||||
private:
|
||||
Oyster::Math::Float4x4 world;
|
||||
Oyster::Math::Float3 position;
|
||||
Oyster::Math::Quaternion rotation;
|
||||
Oyster::Math::Float3 scale;
|
||||
template<>
|
||||
inline void SafeDeleteInstance( ::DanBias::Client::C_Object *dynamicInstance )
|
||||
{
|
||||
if( dynamicInstance )
|
||||
{
|
||||
dynamicInstance->Release();
|
||||
delete dynamicInstance;
|
||||
}
|
||||
}
|
||||
} }
|
||||
|
||||
int id;
|
||||
void updateWorld();
|
||||
protected:
|
||||
Oyster::Graphics::Model::Model *model;
|
||||
public:
|
||||
C_Object();
|
||||
virtual ~C_Object();
|
||||
virtual bool Init(ModelInitData modelInit);
|
||||
|
||||
void setWorld(Oyster::Math::Float4x4 world);
|
||||
Oyster::Math::Float4x4 getWorld() const;
|
||||
void setPos(Oyster::Math::Float3 newPos);
|
||||
Oyster::Math::Float3 getPos() const;
|
||||
void addPos(Oyster::Math::Float3 deltaPos);
|
||||
void setRot(Oyster::Math::Quaternion newRot);
|
||||
Oyster::Math::Quaternion getRotation() const;
|
||||
void addRot(Oyster::Math::Quaternion deltaRot);
|
||||
void setScale(Oyster::Math::Float3 newScale);
|
||||
void addScale(Oyster::Math::Float3 deltaScale);
|
||||
Oyster::Math::Float3 getScale() const;
|
||||
|
||||
virtual void Render();
|
||||
virtual void Release();
|
||||
virtual int GetId() const;
|
||||
};};};
|
||||
#endif
|
||||
|
|
|
@ -3,9 +3,9 @@
|
|||
using namespace DanBias::Client;
|
||||
using namespace ::Oyster::Network;
|
||||
|
||||
GameClientState::GameClientState(void) {}
|
||||
GameClientState::GameClientState() {}
|
||||
|
||||
GameClientState::~GameClientState(void) {}
|
||||
GameClientState::~GameClientState() {}
|
||||
|
||||
void GameClientState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
|
||||
{ /* do nothing */ }
|
|
@ -2,8 +2,7 @@
|
|||
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
|
||||
|
||||
#define NOMINMAX
|
||||
#include "L_inputClass.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "SharedStateContent.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
|
@ -24,10 +23,10 @@ namespace DanBias { namespace Client
|
|||
};
|
||||
|
||||
public:
|
||||
GameClientState(void);
|
||||
virtual ~GameClientState(void);
|
||||
virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0;
|
||||
virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0;
|
||||
GameClientState();
|
||||
virtual ~GameClientState();
|
||||
virtual bool Init( SharedStateContent &shared ) = 0;
|
||||
virtual ClientState Update( float deltaTime ) = 0;
|
||||
virtual bool Render() = 0;
|
||||
virtual bool Release() = 0;
|
||||
virtual void ChangeState( ClientState next ) = 0;
|
||||
|
|
|
@ -15,9 +15,10 @@ struct GameState::MyData
|
|||
MyData(){}
|
||||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
InputClass *input;
|
||||
} privData;
|
||||
|
||||
GameState::GameState(void)
|
||||
GameState::GameState()
|
||||
{
|
||||
key_forward = false;
|
||||
key_backward = false;
|
||||
|
@ -25,24 +26,25 @@ GameState::GameState(void)
|
|||
key_strafeLeft = false;
|
||||
}
|
||||
|
||||
GameState::~GameState(void)
|
||||
GameState::~GameState()
|
||||
{
|
||||
if( this->privData )
|
||||
this->Release();
|
||||
}
|
||||
|
||||
bool GameState::Init(NetworkClient* nwClient)
|
||||
bool GameState::Init( SharedStateContent &shared )
|
||||
{
|
||||
// load models
|
||||
privData = new MyData();
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = nwClient;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->input = shared.input;
|
||||
|
||||
LoadGame();
|
||||
|
||||
//tell server ready
|
||||
nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
|
||||
this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -180,7 +182,7 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
|
|||
camera.UpdateOrientation();
|
||||
}
|
||||
|
||||
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
||||
GameClientState::ClientState GameState::Update( float deltaTime )
|
||||
{
|
||||
//switch (privData->state)
|
||||
//{
|
||||
|
|
|
@ -25,8 +25,8 @@ namespace DanBias { namespace Client
|
|||
|
||||
GameState(void);
|
||||
~GameState(void);
|
||||
bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
||||
bool Init( SharedStateContent &shared );
|
||||
GameClientState::ClientState Update( float deltaTime ) override;
|
||||
|
||||
bool LoadModels(std::string mapFile);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||
|
|
|
@ -28,6 +28,7 @@ struct LanMenuState::MyData
|
|||
|
||||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
InputClass *input;
|
||||
Graphics::API::Texture background;
|
||||
EventButtonCollection guiElements;
|
||||
|
||||
|
@ -46,12 +47,13 @@ LanMenuState::~LanMenuState()
|
|||
this->Release();
|
||||
}
|
||||
|
||||
bool LanMenuState::Init(Network::NetworkClient* nwClient)
|
||||
bool LanMenuState::Init( SharedStateContent &shared )
|
||||
{
|
||||
this->privData = new MyData();
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = nwClient;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->input = shared.input;
|
||||
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
|
||||
|
@ -80,12 +82,12 @@ bool LanMenuState::Init(Network::NetworkClient* nwClient)
|
|||
return true;
|
||||
}
|
||||
|
||||
GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput)
|
||||
GameClientState::ClientState LanMenuState::Update( float deltaTime )
|
||||
{
|
||||
MouseInput mouseState;
|
||||
{
|
||||
KeyInput->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = KeyInput->IsMousePressed();
|
||||
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
||||
}
|
||||
|
||||
EventHandler::Instance().Update( mouseState );
|
||||
|
|
|
@ -14,8 +14,8 @@ namespace DanBias
|
|||
LanMenuState();
|
||||
virtual ~LanMenuState();
|
||||
|
||||
virtual bool Init(Oyster::Network::NetworkClient* nwClient);
|
||||
virtual ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||
bool Init( SharedStateContent &shared );
|
||||
virtual ClientState Update( float deltaTime );
|
||||
|
||||
virtual bool Render();
|
||||
virtual bool Release();
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Utilities.h"
|
||||
#include "../Misc/Utilities.h"
|
||||
#include "ObjectDefines.h"
|
||||
|
||||
namespace GameLogic
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
#include <string>
|
||||
#include <vector>
|
||||
#include "ObjectDefines.h"
|
||||
#include "Utilities.h"
|
||||
#include "../Misc/Utilities.h"
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#ifndef LOADER_H
|
||||
#define LOADER_H
|
||||
|
||||
#include "Resource\OysterResource.h"
|
||||
#include "..\Misc\Resource\OysterResource.h"
|
||||
#include <string>
|
||||
|
||||
namespace GameLogic
|
||||
|
|
|
@ -22,6 +22,7 @@ struct LobbyAdminState::MyData
|
|||
|
||||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
InputClass *input;
|
||||
Graphics::API::Texture background;
|
||||
EventButtonCollection guiElements;
|
||||
} privData;
|
||||
|
@ -36,12 +37,13 @@ LobbyAdminState::~LobbyAdminState(void)
|
|||
this->Release();
|
||||
}
|
||||
|
||||
bool LobbyAdminState::Init(NetworkClient* nwClient)
|
||||
bool LobbyAdminState::Init( SharedStateContent &shared )
|
||||
{
|
||||
privData = new MyData();
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = nwClient;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->input = shared.input;
|
||||
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
|
||||
|
@ -57,7 +59,7 @@ bool LobbyAdminState::Init(NetworkClient* nwClient)
|
|||
return true;
|
||||
}
|
||||
|
||||
GameClientState::ClientState LobbyAdminState::Update(float deltaTime, InputClass* KeyInput)
|
||||
GameClientState::ClientState LobbyAdminState::Update( float deltaTime )
|
||||
{
|
||||
// Wishlist:
|
||||
// picking
|
||||
|
@ -70,8 +72,8 @@ GameClientState::ClientState LobbyAdminState::Update(float deltaTime, InputClass
|
|||
|
||||
MouseInput mouseState;
|
||||
{
|
||||
KeyInput->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = KeyInput->IsMousePressed();
|
||||
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
||||
}
|
||||
|
||||
EventHandler::Instance().Update( mouseState );
|
||||
|
|
|
@ -24,8 +24,8 @@ namespace DanBias
|
|||
LobbyAdminState();
|
||||
~LobbyAdminState();
|
||||
|
||||
bool Init( Oyster::Network::NetworkClient* nwClient );
|
||||
ClientState Update( float deltaTime, InputClass* KeyInput );
|
||||
bool Init( SharedStateContent &shared );
|
||||
ClientState Update( float deltaTime );
|
||||
bool Render();
|
||||
bool Release();
|
||||
void ChangeState( ClientState next );
|
||||
|
|
|
@ -22,6 +22,7 @@ struct LobbyState::MyData
|
|||
|
||||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
InputClass *input;
|
||||
Graphics::API::Texture background;
|
||||
EventButtonCollection guiElements;
|
||||
} privData;
|
||||
|
@ -36,12 +37,13 @@ LobbyState::~LobbyState(void)
|
|||
this->Release();
|
||||
}
|
||||
|
||||
bool LobbyState::Init(NetworkClient* nwClient)
|
||||
bool LobbyState::Init( SharedStateContent &shared )
|
||||
{
|
||||
privData = new MyData();
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = nwClient;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->input = shared.input;
|
||||
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
|
||||
|
@ -57,7 +59,7 @@ bool LobbyState::Init(NetworkClient* nwClient)
|
|||
return true;
|
||||
}
|
||||
|
||||
GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* KeyInput)
|
||||
GameClientState::ClientState LobbyState::Update( float deltaTime )
|
||||
{
|
||||
// Wishlist:
|
||||
// picking
|
||||
|
@ -70,8 +72,8 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
|
|||
|
||||
MouseInput mouseState;
|
||||
{
|
||||
KeyInput->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = KeyInput->IsMousePressed();
|
||||
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
||||
}
|
||||
|
||||
EventHandler::Instance().Update( mouseState );
|
||||
|
|
|
@ -23,11 +23,11 @@ namespace DanBias
|
|||
class LobbyState : public GameClientState
|
||||
{
|
||||
public:
|
||||
LobbyState(void);
|
||||
~LobbyState(void);
|
||||
LobbyState();
|
||||
~LobbyState();
|
||||
|
||||
bool Init( Oyster::Network::NetworkClient* nwClient );
|
||||
ClientState Update( float deltaTime, InputClass* KeyInput );
|
||||
bool Init( SharedStateContent &shared );
|
||||
ClientState Update( float deltaTime );
|
||||
bool Render();
|
||||
bool Release();
|
||||
void ChangeState( ClientState next );
|
||||
|
|
|
@ -24,6 +24,7 @@ struct MainState::MyData
|
|||
|
||||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
InputClass *input;
|
||||
Graphics::API::Texture background;
|
||||
EventButtonCollection guiElements;
|
||||
};
|
||||
|
@ -32,20 +33,21 @@ void OnButtonInteract_Create( Oyster::Event::ButtonEvent<MainState*>& e );
|
|||
void OnButtonInteract_Join( Oyster::Event::ButtonEvent<MainState*>& e );
|
||||
void OnButtonInteract_Quit( Oyster::Event::ButtonEvent<MainState*>& e );
|
||||
|
||||
MainState::MainState(void) {}
|
||||
MainState::MainState() {}
|
||||
|
||||
MainState::~MainState(void)
|
||||
MainState::~MainState()
|
||||
{
|
||||
if( this->privData )
|
||||
this->Release();
|
||||
}
|
||||
|
||||
bool MainState::Init( NetworkClient* nwClient )
|
||||
bool MainState::Init( SharedStateContent &shared )
|
||||
{
|
||||
this->privData = new MyData();
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = nwClient;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->input = shared.input;
|
||||
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
|
||||
|
@ -67,12 +69,12 @@ bool MainState::Init( NetworkClient* nwClient )
|
|||
return true;
|
||||
}
|
||||
|
||||
GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput)
|
||||
GameClientState::ClientState MainState::Update( float deltaTime )
|
||||
{
|
||||
MouseInput mouseState;
|
||||
{
|
||||
KeyInput->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = KeyInput->IsMousePressed();
|
||||
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
||||
}
|
||||
|
||||
EventHandler::Instance().Update( mouseState );
|
||||
|
|
|
@ -11,18 +11,18 @@ namespace DanBias
|
|||
{
|
||||
class MainState : public GameClientState
|
||||
{
|
||||
private:
|
||||
struct MyData;
|
||||
::Utility::DynamicMemory::UniquePointer<MyData> privData;
|
||||
public:
|
||||
MainState(void);
|
||||
~MainState(void);
|
||||
bool Init( Oyster::Network::NetworkClient* nwClient );
|
||||
ClientState Update(float deltaTime, InputClass* KeyInput);
|
||||
MainState();
|
||||
~MainState();
|
||||
bool Init( SharedStateContent &shared );
|
||||
ClientState Update( float deltaTime );
|
||||
|
||||
bool Render();
|
||||
bool Release();
|
||||
void ChangeState( ClientState next );
|
||||
private:
|
||||
struct MyData;
|
||||
::Utility::DynamicMemory::UniquePointer<MyData> privData;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,6 +13,7 @@ struct NetLoadState::MyData
|
|||
|
||||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
Graphics::API::Texture background;
|
||||
bool loading;
|
||||
};
|
||||
|
||||
|
@ -24,28 +25,36 @@ NetLoadState::~NetLoadState(void)
|
|||
this->Release();
|
||||
}
|
||||
|
||||
bool NetLoadState::Init( NetworkClient* nwClient )
|
||||
bool NetLoadState::Init( SharedStateContent &shared )
|
||||
{
|
||||
this->privData = new MyData();
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = nwClient;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
this->privData->loading = false;
|
||||
|
||||
// we may assume that nwClient is properly connected to the server
|
||||
// signals querry to server for loading instructions
|
||||
nwClient->Send( Protocol_QuerryGameType() );
|
||||
this->privData->nwClient->Send( Protocol_QuerryGameType() );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
GameClientState::ClientState NetLoadState::Update(float deltaTime, InputClass* KeyInput)
|
||||
GameClientState::ClientState NetLoadState::Update( float deltaTime )
|
||||
{
|
||||
return this->privData->nextState;
|
||||
}
|
||||
|
||||
bool NetLoadState::Render()
|
||||
{
|
||||
Graphics::API::NewFrame();
|
||||
Graphics::API::StartGuiRender();
|
||||
|
||||
Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) );
|
||||
|
||||
Graphics::API::EndFrame();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -14,8 +14,8 @@ namespace DanBias
|
|||
NetLoadState( );
|
||||
virtual ~NetLoadState( );
|
||||
|
||||
bool Init( Oyster::Network::NetworkClient* nwClient );
|
||||
ClientState Update( float deltaTime, InputClass* KeyInput );
|
||||
bool Init( SharedStateContent &shared );
|
||||
ClientState Update( float deltaTime );
|
||||
|
||||
bool Render();
|
||||
bool Release();
|
||||
|
|
|
@ -0,0 +1,28 @@
|
|||
/********************************************************************
|
||||
* Created by Dan Andersson, 2014
|
||||
* Contains a shared memory struct.
|
||||
* Whihc reference passed seamlessly between the game states
|
||||
* at their Init calls.
|
||||
********************************************************************/
|
||||
|
||||
#ifndef SHAREDSTATECONTENT_H
|
||||
#define SHAREDSTATECONTENT_H
|
||||
|
||||
#include <map>
|
||||
#include "Utilities.h"
|
||||
#include "C_Object.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "L_inputClass.h"
|
||||
|
||||
namespace DanBias { namespace Client
|
||||
{
|
||||
struct SharedStateContent
|
||||
{
|
||||
public:
|
||||
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> scene;
|
||||
::Oyster::Network::NetworkClient *network;
|
||||
InputClass* input;
|
||||
};
|
||||
} }
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue