implementations
This commit is contained in:
parent
ab70cb53c4
commit
ac492b413b
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@ -21,19 +21,21 @@
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#include "GameClientState/SharedStateContent.h"
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#include "GameClientState/SharedStateContent.h"
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#include "Win32/Win32ApplicationKeyboard.h"
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#include "Win32/Win32ApplicationKeyboard.h"
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#include "Utilities.h"
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using namespace ::Oyster;
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using namespace ::Oyster;
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using namespace ::Oyster::Event;
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using namespace ::Oyster::Event;
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using namespace ::Oyster::Network;
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using namespace ::Oyster::Network;
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using namespace ::Utility::DynamicMemory;
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using namespace ::Utility::DynamicMemory;
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using namespace ::DanBias::Client;
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using namespace ::DanBias::Client;
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using namespace ::Utility::DynamicMemory;
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LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam );
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LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam );
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void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e );
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void ClientEventFunction( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e );
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#pragma region Game Data
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namespace DanBias
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namespace DanBias
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{
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{
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#pragma region Game Data
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class DanBiasGamePrivateData
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class DanBiasGamePrivateData
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{
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{
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public:
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public:
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@ -51,13 +53,27 @@ namespace DanBias
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DanBiasGamePrivateData()
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DanBiasGamePrivateData()
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{
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{
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this->sharedStateContent.network = nullptr;
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this->sharedStateContent.mouseDevice = nullptr;
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this->sharedStateContent.keyboardDevice_raw = nullptr;
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this->sharedStateContent.keyboardDevice_application =
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this->keyboardDevice_application = new ::Input::Win32ApplicationKeyboard();
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this->serverOwner = false;
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this->capFrame = 0;
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this->capFrame = 0;
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}
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}
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} data;
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~DanBiasGamePrivateData()
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{
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SafeDeleteInstance( this->sharedStateContent.mouseDevice );
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SafeDeleteInstance( this->sharedStateContent.keyboardDevice_raw );
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SafeDeleteInstance( this->sharedStateContent.keyboardDevice_application );
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}
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} data;
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}
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#pragma endregion
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#pragma endregion
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namespace DanBias
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{
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Interface API functions
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// Interface API functions
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -74,10 +90,10 @@ namespace DanBias
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if(! data.window->CreateWin(winDesc) )
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if(! data.window->CreateWin(winDesc) )
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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if( FAILED( InitDirect3D() ) )
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if( FAILED( InitInput(data.window->GetHWND()) ) )
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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if( FAILED( InitInput(&desc.hinst) ) )
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if( FAILED( InitDirect3D() ) )
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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data.serverOwner = false;
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data.serverOwner = false;
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@ -138,7 +154,6 @@ namespace DanBias
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitDirect3D()
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HRESULT DanBiasGame::InitDirect3D()
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{
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{
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Oyster::Graphics::API::Option p;
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Oyster::Graphics::API::Option p;
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p.modelPath = L"..\\Content\\Models\\";
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p.modelPath = L"..\\Content\\Models\\";
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p.texturePath = L"..\\Content\\Textures\\";
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p.texturePath = L"..\\Content\\Textures\\";
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@ -154,44 +169,23 @@ namespace DanBias
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Init the input
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// Init the input
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//-------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitInput( HINSTANCE *handle )
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HRESULT DanBiasGame::InitInput( HWND handle )
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{
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{
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data.sharedStateContent.mouseDevice = (Input::Mouse*)::Input::InputManager::Instance()->CreateDevice( Input::Enum::SAIType_Mouse, handle );
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data.sharedStateContent.mouseDevice = dynamic_cast<Input::Mouse*>( ::Input::InputManager::Instance()->CreateDevice(Input::Enum::SAIType_Mouse, handle) );
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if( !data.sharedStateContent.mouseDevice )
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if( !data.sharedStateContent.mouseDevice )
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{
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{
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data.sharedStateContent.mouseDevice = nullptr;
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MessageBox( 0, L"Could not initialize the mouseDevice.", L"Error", MB_OK );
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MessageBox( 0, L"Could not initialize the mouseDevice.", L"Error", MB_OK );
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return E_FAIL;
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return E_FAIL;
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}
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}
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data.sharedStateContent.mouseDevice->Disable();
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data.sharedStateContent.keyboardDevice_raw = (Input::Keyboard*)::Input::InputManager::Instance()->CreateDevice( Input::Enum::SAIType_Keyboard, handle );
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data.sharedStateContent.keyboardDevice_raw = dynamic_cast<Input::Keyboard*>( ::Input::InputManager::Instance()->CreateDevice(Input::Enum::SAIType_Keyboard, handle) );
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if( !data.sharedStateContent.keyboardDevice_raw )
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if( !data.sharedStateContent.keyboardDevice_raw )
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{
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{
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delete data.sharedStateContent.mouseDevice;
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data.sharedStateContent.mouseDevice = nullptr;
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data.sharedStateContent.keyboardDevice_raw = nullptr;
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MessageBox( 0, L"Could not initialize the raw keyboard device.", L"Error", MB_OK );
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MessageBox( 0, L"Could not initialize the raw keyboard device.", L"Error", MB_OK );
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return E_FAIL;
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return E_FAIL;
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}
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}
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data.keyboardDevice_application = (Input::Win32ApplicationKeyboard*)::Input::InputManager::Instance()->CreateDevice( Input::Enum::SAIType_ApplicationKeyboard, handle );
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data.sharedStateContent.keyboardDevice_application = data.keyboardDevice_application;
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if( !data.sharedStateContent.keyboardDevice_application )
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{
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delete data.sharedStateContent.mouseDevice;
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data.sharedStateContent.mouseDevice = nullptr;
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delete data.sharedStateContent.keyboardDevice_raw;
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data.sharedStateContent.keyboardDevice_raw = nullptr;
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data.sharedStateContent.keyboardDevice_application = data.keyboardDevice_application = nullptr;
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MessageBox( 0, L"Could not initialize the application keyboard device.", L"Error", MB_OK );
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return E_FAIL;
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}
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data.keyboardDevice_application->Disable();
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data.keyboardDevice_application->Disable();
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return S_OK;
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return S_OK;
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}
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}
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@ -267,10 +261,7 @@ namespace DanBias
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data.networkClient.Disconnect();
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data.networkClient.Disconnect();
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data.state = nullptr;
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data.state = nullptr;
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delete data.sharedStateContent.network;
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SafeDeleteInstance( data.sharedStateContent.network );
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delete data.sharedStateContent.mouseDevice;
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delete data.sharedStateContent.keyboardDevice_raw;
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delete data.sharedStateContent.keyboardDevice_application;
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EventHandler::Instance().Clean();
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EventHandler::Instance().Clean();
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Graphics::API::Clean();
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Graphics::API::Clean();
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@ -284,26 +275,23 @@ namespace DanBias
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LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam )
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LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam )
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{
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{
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PAINTSTRUCT ps;
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//PAINTSTRUCT ps;
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HDC hdc;
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//HDC hdc;
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switch ( message )
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switch ( message )
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{
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{
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case WM_PAINT:
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//case WM_PAINT:
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hdc = BeginPaint( handle, &ps );
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// hdc = BeginPaint( handle, &ps );
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EndPaint( handle, &ps );
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// EndPaint( handle, &ps );
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break;
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//break;
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case WM_DESTROY:
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case WM_DESTROY:
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PostQuitMessage( 0 );
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PostQuitMessage( 0 );
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break;
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break;
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default:
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case WM_KEYDOWN:
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if( DanBias::data.keyboardDevice_application->IsActive() )
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switch( wParam )
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{
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{
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case VK_ESCAPE:
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DanBias::data.keyboardDevice_application->CaptureText( message, wParam );
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PostQuitMessage( 0 );
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break;
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}
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}
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break;
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break;
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}
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}
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<ClInclude Include="GameClientState\NetLoadState.h" />
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<ClInclude Include="GameClientState\NetLoadState.h" />
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<ClInclude Include="GameClientState\RespawnUI.h" />
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<ClInclude Include="GameClientState\RespawnUI.h" />
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<ClInclude Include="GameClientState\SharedStateContent.h" />
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<ClInclude Include="GameClientState\SharedStateContent.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="Include\GameClient.h" />
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<ClInclude Include="Include\GameClient.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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this->privData->lights = &shared.lights;
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this->privData->lights = &shared.lights;
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this->privData->keyboardInput_app->Deactivate();
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this->privData->keyboardInput_app->Deactivate();
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this->privData->mouseInput->Enable();
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Graphics::API::Option gfxOp = Graphics::API::GetOption();
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Graphics::API::Option gfxOp = Graphics::API::GetOption();
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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}
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}
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// create UI states
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// create UI states
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this->gameUI = new GamingUI(this->privData->input, this->privData->nwClient, &this->privData->camera);
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this->gameUI = new GamingUI(this->privData->mouseInput, this->privData->keyboardInput_raw, this->privData->nwClient, &this->privData->camera);
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this->respawnUI = new RespawnUI(this->privData->nwClient, 20);
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this->respawnUI = new RespawnUI(this->privData->nwClient, 20);
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this->currGameUI = gameUI;
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this->currGameUI = gameUI;
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((GamingUI*)gameUI)->Init();
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((GamingUI*)gameUI)->Init();
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Graphics::API::Option o = Graphics::API::GetOption();
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Graphics::API::Option o = Graphics::API::GetOption();
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if( privData )
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if( privData )
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{
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{
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this->privData->mouseInput->Disable();
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auto staticObject = this->privData->staticObjects->begin();
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auto staticObject = this->privData->staticObjects->begin();
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
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{
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{
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void GameState::ReadKeyInput()
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void GameState::ReadKeyInput()
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{
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{
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_W) )
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{ // move forward
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this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
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this->privData->key_forward = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_S) )
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{ // move backward
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this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
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this->privData->key_backward = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_A) )
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{ // strafe left
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this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
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this->privData->key_strafeLeft = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_D) )
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{ // strafe right
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this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
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this->privData->key_strafeRight = true;
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}
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if( this->privData->keyboardInput_raw->IsKeyDown(::Input::Enum::SAKI_Space) )
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{ // jump
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this->privData->nwClient->Send( Protocol_PlayerJump() );
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this->privData->key_Jump = true;
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}
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//send delta mouse movement
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{
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static const float mouseSensitivity = Radian( 1.0f );
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::Input::Struct::SAIPoint2D deltaPos;
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this->privData->mouseInput->GetDeltaPosition( deltaPos );
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this->privData->camera.PitchDown( deltaPos.y * mouseSensitivity );;
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//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
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{
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this->privData->nwClient->Send( Protocol_PlayerLeftTurn(deltaPos.x * mouseSensitivity) );
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}
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}
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}
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// shoot
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if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = true;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = false;
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this->privData->nwClient->Send( playerShot );
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this->privData->key_Shoot = true;
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}
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else if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = true;
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playerShot.utilityPressed = false;
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this->privData->nwClient->Send( playerShot );
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this->privData->key_Shoot = true;
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}
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else if( this->privData->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
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{
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Protocol_PlayerShot playerShot;
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playerShot.primaryPressed = false;
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playerShot.secondaryPressed = false;
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playerShot.utilityPressed = true;
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this->privData->nwClient->Send( playerShot );
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this->privData->key_Shoot = true;
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}
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#ifdef _DEBUG // DEGUG KEYS
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#ifdef _DEBUG // DEGUG KEYS
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// Reload shaders
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// Reload shaders
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@ -79,39 +79,39 @@ bool GamingUI::Release()
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void GamingUI::ReadKeyInput()
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void GamingUI::ReadKeyInput()
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{
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{
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if( this->input->IsKeyPressed(DIK_W) )
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if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_W) )
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{
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{ // move forward
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this->netClient->Send( Protocol_PlayerMovementForward() );
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this->netClient->Send( Protocol_PlayerMovementForward() );
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}
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}
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if( this->input->IsKeyPressed(DIK_S) )
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if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_S) )
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{
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{ // move backward
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this->netClient->Send( Protocol_PlayerMovementBackward() );
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this->netClient->Send( Protocol_PlayerMovementBackward() );
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}
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}
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if( this->input->IsKeyPressed(DIK_A) )
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if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_A) )
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{
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{ // strafe left
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this->netClient->Send( Protocol_PlayerMovementLeft() );
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this->netClient->Send( Protocol_PlayerMovementLeft() );
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}
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}
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if( this->input->IsKeyPressed(DIK_D) )
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if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_D) )
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{
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{ // strafe right
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this->netClient->Send( Protocol_PlayerMovementRight() );
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this->netClient->Send( Protocol_PlayerMovementRight() );
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}
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}
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//send delta mouse movement
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if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_Space) )
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{ // jump
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if(!this->key_Jump)
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{
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{
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static const float mouseSensitivity = Radian( 1.0f );
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this->netClient->Send( Protocol_PlayerJump() );
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this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity );
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this->key_Jump = true;
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float yaw = this->input->GetYaw();
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//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
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{
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this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
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}
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}
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}
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}
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else
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this->key_Jump = false;
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// shoot
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// shoot
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if( this->input->IsKeyPressed(DIK_Z) )
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if( this->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
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{
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{
|
||||||
if( !this->key_Shoot )
|
if( !this->key_Shoot )
|
||||||
{
|
{
|
||||||
|
@ -125,7 +125,8 @@ void GamingUI::ReadKeyInput()
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
this->key_Shoot = false;
|
this->key_Shoot = false;
|
||||||
if( this->input->IsKeyPressed(DIK_X) )
|
|
||||||
|
if( this->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
|
||||||
{
|
{
|
||||||
if( !this->key_Shoot )
|
if( !this->key_Shoot )
|
||||||
{
|
{
|
||||||
|
@ -139,7 +140,8 @@ void GamingUI::ReadKeyInput()
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
this->key_Shoot = false;
|
this->key_Shoot = false;
|
||||||
if( this->input->IsKeyPressed(DIK_C) )
|
|
||||||
|
if( this->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
|
||||||
{
|
{
|
||||||
if( !this->key_Shoot )
|
if( !this->key_Shoot )
|
||||||
{
|
{
|
||||||
|
@ -154,23 +156,22 @@ void GamingUI::ReadKeyInput()
|
||||||
else
|
else
|
||||||
this->key_Shoot = false;
|
this->key_Shoot = false;
|
||||||
|
|
||||||
// jump
|
//send delta mouse movement
|
||||||
if( this->input->IsKeyPressed(DIK_SPACE) )
|
|
||||||
{
|
{
|
||||||
if(!this->key_Jump)
|
static const float mouseSensitivity = Radian( 1.0f );
|
||||||
{
|
::Input::Struct::SAIPoint2D deltaPos;
|
||||||
this->netClient->Send( Protocol_PlayerJump() );
|
this->mouseInput->GetDeltaPosition( deltaPos );
|
||||||
this->key_Jump = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
this->key_Jump = false;
|
|
||||||
|
|
||||||
if( this->input->IsKeyPressed(DIK_ESCAPE) )
|
this->camera->PitchDown( deltaPos.y * mouseSensitivity );;
|
||||||
|
//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
|
||||||
|
{
|
||||||
|
this->netClient->Send( Protocol_PlayerLeftTurn(deltaPos.x * mouseSensitivity) );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_Escape) )
|
||||||
{
|
{
|
||||||
this->nextState = GameStateUI::UIState_shut_down;
|
this->nextState = GameStateUI::UIState_shut_down;
|
||||||
}
|
}
|
||||||
// !DEGUG KEYS
|
|
||||||
// TODO: implement sub-menu
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -55,7 +55,7 @@ namespace DanBias
|
||||||
};
|
};
|
||||||
|
|
||||||
static HRESULT InitDirect3D();
|
static HRESULT InitDirect3D();
|
||||||
static HRESULT InitInput( HINSTANCE *handle );
|
static HRESULT InitInput( HWND handle );
|
||||||
|
|
||||||
static Result Update(float deltaTime);
|
static Result Update(float deltaTime);
|
||||||
static HRESULT Render();
|
static HRESULT Render();
|
||||||
|
|
Loading…
Reference in New Issue