GL - started working with client application
This commit is contained in:
parent
1cb880a66e
commit
b331ce1a1f
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@ -71,7 +71,7 @@
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||||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
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||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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||||||
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@ -79,7 +79,7 @@
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||||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
|
<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
|
||||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||||
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@ -87,7 +87,7 @@
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||||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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||||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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||||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
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||||||
</PropertyGroup>
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</PropertyGroup>
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||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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||||||
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@ -95,7 +95,7 @@
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||||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
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||||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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||||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
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||||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;</LibraryPath>
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<LibraryPath>$(SolutionDir)..\External\Lib\Input;$(SolutionDir)..\Bin\DLL;$(LibraryPath)</LibraryPath>
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||||||
<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
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<IncludePath>$(SolutionDir)..\External\Include\;$(IncludePath)</IncludePath>
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</PropertyGroup>
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</PropertyGroup>
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||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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@ -106,7 +106,7 @@
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -123,7 +123,7 @@
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<Optimization>Disabled</Optimization>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -142,7 +142,7 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -163,7 +163,7 @@
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DANBIAS_CLIENT;DANBIAS_GAME_DLL_EXPORT;WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<SDLCheck>true</SDLCheck>
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<SDLCheck>true</SDLCheck>
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<AdditionalIncludeDirectories>$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)OysterMath;$(SolutionDir)GameLogic;$(SolutionDir)Input;$(SolutionDir)OysterGraphics;$(SolutionDir)Misc;$(SolutionDir)OysterMath;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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</ClCompile>
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<Link>
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<Link>
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<SubSystem>Windows</SubSystem>
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<SubSystem>Windows</SubSystem>
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@ -178,9 +178,15 @@
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<ProjectReference Include="..\..\Input\Input.vcxproj">
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<ProjectReference Include="..\..\Input\Input.vcxproj">
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<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
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<Project>{7e3990d2-3d94-465c-b58d-64a74b3ecf9b}</Project>
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</ProjectReference>
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</ProjectReference>
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<ProjectReference Include="..\..\Misc\Misc.vcxproj">
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<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
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</ProjectReference>
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<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
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<ProjectReference Include="..\..\OysterGraphics\OysterGraphics.vcxproj">
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<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
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<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
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</ProjectReference>
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</ProjectReference>
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<ProjectReference Include="..\..\OysterMath\OysterMath.vcxproj">
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<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
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</ProjectReference>
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<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
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<ProjectReference Include="..\GameLogic\GameLogic.vcxproj">
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<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
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<Project>{b1195bb9-b3a5-47f0-906c-8dea384d1520}</Project>
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</ProjectReference>
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</ProjectReference>
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@ -188,9 +194,15 @@
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="DanBiasGame_Impl.cpp" />
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<ClCompile Include="DanBiasGame_Impl.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="DLLMain.cpp" />
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<ClCompile Include="GameClientState\GameClientState.cpp" />
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<ClCompile Include="GameClientState\GameState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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@ -1,6 +1,11 @@
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#define NOMINMAX
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#define NOMINMAX
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#include <Windows.h>
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#include <Windows.h>
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#include "Include\DanBiasGame.h"
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#include "Include\DanBiasGame.h"
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#include "DllInterfaces/GFXAPI.h"
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#include "GameClientState/GameClientState.h"
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#include "GameClientState\GameState.h"
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#include "GameClientState\LobbyState.h"
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namespace DanBias
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namespace DanBias
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{
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{
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@ -26,9 +31,11 @@ namespace DanBias
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}
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}
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public:
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public:
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Client::GameClientState* gameClientState;
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} data;
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} data;
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#pragma endregion
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#pragma endregion
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DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData();
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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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if( FAILED( InitDirect3D() ) )
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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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if( FAILED( InitGame() ) )
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if( FAILED( InitInput() ) )
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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cntsPerSec = 0;
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cntsPerSec = 0;
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prevTimeStamp = 0;
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prevTimeStamp = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
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// Start in lobby state
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m_data->gameClientState = new Client::LobbyState();
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m_data->gameClientState->Init();
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return DanBiasClientReturn_Sucess;
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return DanBiasClientReturn_Sucess;
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}
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}
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float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
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float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
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//render
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//render
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Update(dt);
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if(Update(dt) != S_OK)
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Render(dt);
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return DanBiasClientReturn_Error;
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if(Render(dt) != S_OK)
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return DanBiasClientReturn_Error;
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prevTimeStamp = currTimeStamp;
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prevTimeStamp = currTimeStamp;
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Init the input and the game
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// Init the input
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//-------------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------------
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HRESULT DanBiasGame::InitGame()
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HRESULT DanBiasGame::InitInput()
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{
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{
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inputObj = new InputClass;
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inputObj = new InputClass;
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if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
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if(!inputObj->Initialize(g_hInst, g_hWnd, 1024, 768))
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MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK);
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MessageBox(0, L"Could not initialize the input object.", 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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return S_OK;
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return S_OK;
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}
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}
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HRESULT DanBiasGame::Update(float deltaTime)
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HRESULT DanBiasGame::Update(float deltaTime)
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{
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{
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inputObj->Update();
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inputObj->Update();
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DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
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state = m_data->gameClientState->Update();
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if(state != Client::GameClientState::ClientState_Same)
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{
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m_data->gameClientState->Release();
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switch (state)
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{
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case Client::GameClientState::ClientState_Lobby:
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m_data->gameClientState = new Client::LobbyState();
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break;
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case Client::GameClientState::ClientState_Game:
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m_data->gameClientState = new Client::GameState();
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break;
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default:
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return E_FAIL;
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break;
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}
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m_data->gameClientState->Init();
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}
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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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isPressed = 1;
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isPressed = 1;
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}
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}
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Oyster::Graphics::API::NewFrame(Oyster::Math3D::Float4x4::null, Oyster::Math3D::Float4x4::null);
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//Oyster::Graphics::API::NewFrame(Oyster::Math3D::Float4x4::null, Oyster::Math3D::Float4x4::null);
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wchar_t title[255];
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wchar_t title[255];
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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SetWindowText(g_hWnd, title);
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SetWindowText(g_hWnd, title);
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Oyster::Graphics::API::EndFrame();
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m_data->gameClientState->Render();
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//Oyster::Graphics::API::EndFrame();
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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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@ -0,0 +1,12 @@
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#include "GameClientState.h"
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using namespace DanBias::Client;
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GameClientState::GameClientState(void)
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{
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}
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GameClientState::~GameClientState(void)
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{
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}
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@ -0,0 +1,26 @@
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#pragma once
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namespace DanBias
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{
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namespace Client
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{
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class GameClientState
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{
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public:
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enum ClientState
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{
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ClientState_Lobby,
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ClientState_Game,
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ClientState_Same,
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};
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public:
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GameClientState(void);
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virtual ~GameClientState(void);
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virtual bool Init() = 0;
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virtual ClientState Update() = 0;
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virtual bool Render() = 0;
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virtual bool Release() = 0;
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};
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};
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};
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@ -0,0 +1,30 @@
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#include "GameState.h"
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#include "DllInterfaces/GFXAPI.h"
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using namespace DanBias::Client;
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GameState::GameState(void)
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{
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}
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|
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GameState::~GameState(void)
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{
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}
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bool GameState::Init()
|
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{
|
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return true;
|
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}
|
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GameClientState::ClientState GameState::Update()
|
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{
|
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return ClientState_Same;
|
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}
|
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bool GameState::Render()
|
||||||
|
{
|
||||||
|
Oyster::Graphics::API::NewFrame(Oyster::Math3D::Float4x4::null, Oyster::Math3D::Float4x4::null);
|
||||||
|
|
||||||
|
Oyster::Graphics::API::EndFrame();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
bool GameState::Release()
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
|
@ -0,0 +1,18 @@
|
||||||
|
#pragma once
|
||||||
|
#include "GameClientState.h"
|
||||||
|
namespace DanBias
|
||||||
|
{
|
||||||
|
namespace Client
|
||||||
|
{
|
||||||
|
class GameState : public GameClientState
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
GameState(void);
|
||||||
|
~GameState(void);
|
||||||
|
bool Init();
|
||||||
|
GameClientState::ClientState Update();
|
||||||
|
bool Render();
|
||||||
|
bool Release();
|
||||||
|
};
|
||||||
|
};
|
||||||
|
};
|
|
@ -0,0 +1,51 @@
|
||||||
|
#include "LobbyState.h"
|
||||||
|
#include "DllInterfaces/GFXAPI.h"
|
||||||
|
#include "OysterMath.h"
|
||||||
|
using namespace DanBias::Client;
|
||||||
|
|
||||||
|
struct myData
|
||||||
|
{
|
||||||
|
Oyster::Math3D::Float4x4 view;
|
||||||
|
Oyster::Math3D::Float4x4 proj;
|
||||||
|
Oyster::Graphics::Model::Model *model;
|
||||||
|
}data;
|
||||||
|
|
||||||
|
|
||||||
|
LobbyState::LobbyState(void)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
LobbyState::~LobbyState(void)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
bool LobbyState::Init()
|
||||||
|
{
|
||||||
|
data.model = Oyster::Graphics::API::CreateModel(L"crate");
|
||||||
|
|
||||||
|
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1);
|
||||||
|
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
|
||||||
|
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 100);
|
||||||
|
data.view = Oyster::Math3D::ViewMatrix_LookAtDirection(dir, up, pos);
|
||||||
|
data.proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 10);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
GameClientState::ClientState LobbyState::Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
//if( startGame)
|
||||||
|
// return ClientState_Game;
|
||||||
|
return ClientState_Same;
|
||||||
|
}
|
||||||
|
bool LobbyState::Render()
|
||||||
|
{
|
||||||
|
Oyster::Graphics::API::NewFrame(data.view, data.proj);
|
||||||
|
Oyster::Graphics::API::RenderScene(data.model,1);
|
||||||
|
Oyster::Graphics::API::EndFrame();
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
bool LobbyState::Release()
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
|
@ -0,0 +1,19 @@
|
||||||
|
#pragma once
|
||||||
|
#include "GameClientState.h"
|
||||||
|
namespace DanBias
|
||||||
|
{
|
||||||
|
namespace Client
|
||||||
|
{
|
||||||
|
struct myData;
|
||||||
|
class LobbyState : public GameClientState
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
myData* privData;
|
||||||
|
public:
|
||||||
|
LobbyState(void);
|
||||||
|
~LobbyState(void);
|
||||||
|
bool Init();
|
||||||
|
ClientState Update();
|
||||||
|
bool Render();
|
||||||
|
bool Release();
|
||||||
|
};};};
|
|
@ -10,9 +10,10 @@
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
|
||||||
#include "DllInterfaces/GFXAPI.h"
|
|
||||||
#include "L_inputClass.h"
|
#include "L_inputClass.h"
|
||||||
|
|
||||||
|
|
||||||
namespace DanBias
|
namespace DanBias
|
||||||
{
|
{
|
||||||
extern "C"
|
extern "C"
|
||||||
|
@ -24,6 +25,8 @@ namespace DanBias
|
||||||
DanBiasClientReturn_Sucess,
|
DanBiasClientReturn_Sucess,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
struct DanBiasGameDesc
|
struct DanBiasGameDesc
|
||||||
{
|
{
|
||||||
//Stuff goes here...
|
//Stuff goes here...
|
||||||
|
@ -33,7 +36,7 @@ namespace DanBias
|
||||||
|
|
||||||
};
|
};
|
||||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||||
|
class DanBiasGamePrivateData;
|
||||||
class DANBIAS_GAME_DLL DanBiasGame
|
class DANBIAS_GAME_DLL DanBiasGame
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
@ -48,7 +51,7 @@ namespace DanBias
|
||||||
|
|
||||||
static HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow);
|
static HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow);
|
||||||
static HRESULT InitDirect3D();
|
static HRESULT InitDirect3D();
|
||||||
static HRESULT InitGame();
|
static HRESULT InitInput();
|
||||||
|
|
||||||
static HRESULT Update(float deltaTime);
|
static HRESULT Update(float deltaTime);
|
||||||
static HRESULT Render(float deltaTime);
|
static HRESULT Render(float deltaTime);
|
||||||
|
@ -60,6 +63,7 @@ namespace DanBias
|
||||||
static InputClass* inputObj;
|
static InputClass* inputObj;
|
||||||
static HINSTANCE g_hInst;
|
static HINSTANCE g_hInst;
|
||||||
static HWND g_hWnd;
|
static HWND g_hWnd;
|
||||||
|
static DanBiasGamePrivateData* m_data;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -110,7 +110,7 @@
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Windows</SubSystem>
|
<SubSystem>Windows</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
|
@ -126,7 +126,7 @@
|
||||||
<Link>
|
<Link>
|
||||||
<SubSystem>Windows</SubSystem>
|
<SubSystem>Windows</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName)D.dll;DanBiasGame_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>Input_$(PlatformShortName)D.lib;GameLogic_$(PlatformShortName)D.lib;DanBiasServer_$(PlatformShortName)D.lib;DanBiasGame_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
|
@ -146,7 +146,7 @@
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
<AdditionalDependencies>Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
|
@ -166,7 +166,7 @@
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<DelayLoadDLLs>GameLogic_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
<DelayLoadDLLs>DanBiasServer_$(PlatformShortName).dll;DanBiasGame_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||||
<AdditionalDependencies>Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
<AdditionalDependencies>Input_$(PlatformShortName).lib;GameLogic_$(PlatformShortName).lib;DanBiasServer_$(PlatformShortName).lib;DanBiasGame_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
|
|
|
@ -4,8 +4,8 @@
|
||||||
#define NOMINMAX
|
#define NOMINMAX
|
||||||
#include <Windows.h>
|
#include <Windows.h>
|
||||||
|
|
||||||
#define DANBIAS_SERVER
|
//#define DANBIAS_SERVER
|
||||||
//#define DANBIAS_CLIENT
|
#define DANBIAS_CLIENT
|
||||||
|
|
||||||
|
|
||||||
#if defined(DANBIAS_SERVER)
|
#if defined(DANBIAS_SERVER)
|
||||||
|
|
Loading…
Reference in New Issue