Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
b3f8754f47
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@ -215,12 +215,15 @@
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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\GameStateUI.cpp" />
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<ClCompile Include="GameClientState\GamingUI.cpp" />
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<ClCompile Include="GameClientState\LanMenuState.cpp" />
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<ClCompile Include="GameClientState\LobbyAdminState.cpp" />
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<ClCompile Include="GameClientState\LobbyState.cpp" />
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<ClCompile Include="GameClientState\C_Object.cpp" />
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<ClCompile Include="GameClientState\MainState.cpp" />
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<ClCompile Include="GameClientState\NetLoadState.cpp" />
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<ClCompile Include="GameClientState\RespawnUI.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameClientState\Camera_Basic.h" />
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@ -238,10 +241,13 @@
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<ClInclude Include="GameClientState\C_obj\C_UIobject.h" />
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<ClInclude Include="GameClientState\GameClientState.h" />
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<ClInclude Include="GameClientState\GameState.h" />
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<ClInclude Include="GameClientState\GameStateUI.h" />
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<ClInclude Include="GameClientState\GamingUI.h" />
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<ClInclude Include="GameClientState\LanMenuState.h" />
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<ClInclude Include="GameClientState\LobbyAdminState.h" />
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<ClInclude Include="GameClientState\MainState.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\SharedStateContent.h" />
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<ClInclude Include="Include\GameClient.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ShowAllFiles>true</ShowAllFiles>
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<ShowAllFiles>false</ShowAllFiles>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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@ -35,7 +35,7 @@ namespace DanBias { namespace Client
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/******************************************************************
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* @param message of the event
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* @return message or GameClientState::event_processed.
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* @return message or a reference to GameClientState::event_processed.
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******************************************************************/
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virtual const NetEvent & DataRecieved( const NetEvent &message );
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};
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@ -0,0 +1,17 @@
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#include "GameStateUI.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Network;
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GameStateUI::GameStateUI()
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{
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this->nextState = GameStateUI::UIState_same;
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}
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GameStateUI::~GameStateUI() { /* Do nothing */ }
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const GameStateUI::NetEvent & GameStateUI::DataRecieved( const GameStateUI::NetEvent &message )
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{
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/* Do nothing */
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return message;
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}
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@ -0,0 +1,58 @@
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#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
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#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
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#include "Utilities.h"
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#include "NetworkClient.h"
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namespace DanBias { namespace Client
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{
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class GameStateUI
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{
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public:
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enum UIState
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{
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UIState_same,
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UIState_gaming,
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UIState_main_menu,
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UIState_shut_down
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};
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typedef ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> NetEvent;
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static const NetEvent event_processed;
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GameStateUI();
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virtual ~GameStateUI();
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virtual UIState Update( float deltaTime ) = 0;
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virtual bool HaveGUIRender() const = 0;
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virtual bool HaveTextRender() const = 0;
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virtual void RenderGUI() const = 0;
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virtual void RenderText() const = 0;
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virtual bool Release() = 0;
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/******************************************************************
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* @param message of the event
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* @return message or a reference to GameStateUI::event_processed.
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******************************************************************/
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virtual const NetEvent & DataRecieved( const NetEvent &message );
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protected:
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UIState nextState;
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};
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} }
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namespace Utility { namespace DynamicMemory
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{ // template specializationto allowuse of dynamicmemory tools
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template<>
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inline void SafeDeleteInstance( ::DanBias::Client::GameStateUI *dynamicInstance )
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{
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if( dynamicInstance )
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{
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dynamicInstance->Release();
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delete dynamicInstance;
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}
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}
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} }
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#endif
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@ -0,0 +1,153 @@
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#include "GamingUI.h"
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#include <Protocols.h>
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Network;
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using namespace ::GameLogic;
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GamingUI::GamingUI() :
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GameStateUI()
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{
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/* Should never be called! */
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this->input = nullptr;
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this->netClient = nullptr;
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this->camera = nullptr;
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}
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GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) :
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GameStateUI()
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{
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this->input = input;
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this->netClient = connection;
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this->camera = camera;
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}
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GamingUI::~GamingUI() { /* Do nothing */ }
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GameStateUI::UIState GamingUI::Update( float deltaTime )
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{
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return this->nextState;
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}
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bool GamingUI::HaveGUIRender() const
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{
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return false; // TODO: change to true when we want UI elements like a crosshair
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}
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bool GamingUI::HaveTextRender() const
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{
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return false; // TODO: change to true when we want UI elements like a chat window
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}
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void GamingUI::RenderGUI() const
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{
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// TODO: Render crosshairs and such here. Don't forget to adjust GamingUI::HaveGUIRender
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}
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void GamingUI::RenderText() const
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{
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// TODO: Render chattext and such here. Don't forget to adjust GamingUI::HaveGUIRender
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}
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bool GamingUI::Release()
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{
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// TODO: Release UI components here.
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return true;
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}
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void GamingUI::ReadKeyInput()
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{
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if( this->input->IsKeyPressed(DIK_W) )
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{
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this->netClient->Send( Protocol_PlayerMovementForward() );
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}
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if( this->input->IsKeyPressed(DIK_S) )
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{
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this->netClient->Send( Protocol_PlayerMovementBackward() );
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}
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if( this->input->IsKeyPressed(DIK_A) )
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{
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this->netClient->Send( Protocol_PlayerMovementLeft() );
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}
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if( this->input->IsKeyPressed(DIK_D) )
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{
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this->netClient->Send( Protocol_PlayerMovementRight() );
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}
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// if( this->input->IsKeyPressed(DIK_R) )
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// {
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// if( !this->key_Reload_Shaders )
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// {
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//#ifdef _DEBUG
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// Graphics::API::ReloadShaders();
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//#endif
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// this->key_Reload_Shaders = true;
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// }
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// }
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// else
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// this->key_Reload_Shaders = false;
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//send delta mouse movement
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{
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this->camera->YawRight( this->input->GetYaw() * 0.017f );
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this->camera->PitchDown( this->input->GetPitch() * 0.017f );
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this->camera->UpdateOrientation();
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this->netClient->Send( Protocol_PlayerLook(this->camera->GetLook(), this->camera->GetRight()) );
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}
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// shoot
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//if( this->input->IsKeyPressed(DIK_Z) )
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//{
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// if( !this->key_Shoot )
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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->netClient->Send( playerShot );
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// this->key_Shoot = true;
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// }
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//}
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//else
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// this->key_Shoot = false;
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//if( this->input->IsKeyPressed(DIK_X) )
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//{
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// if( !this->key_Shoot )
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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->netClient->Send( playerShot );
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// this->key_Shoot = true;
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// }
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//}
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//else
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// this->key_Shoot = false;
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//if( this->input->IsKeyPressed(DIK_C) )
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//{
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// if( !this->key_Shoot )
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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->netClient->Send( playerShot );
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// this->key_Shoot = true;
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// }
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//}
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//else
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// this->key_Shoot = false;
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// jump
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if( this->input->IsKeyPressed(DIK_SPACE) )
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{
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this->netClient->Send( Protocol_PlayerJump() );
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}
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}
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@ -0,0 +1,33 @@
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#ifndef DANBIAS_CLIENT_GAMING_UI_H
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#define DANBIAS_CLIENT_GAMING_UI_H
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#include "GameStateUI.h"
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#include "L_inputClass.h"
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#include "Camera_FPSV2.h"
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namespace DanBias { namespace Client
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{
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class GamingUI : public GameStateUI
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{
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public:
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GamingUI( InputClass *input, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera );
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virtual ~GamingUI();
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UIState Update( float deltaTime );
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bool HaveGUIRender() const;
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bool HaveTextRender() const;
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void RenderGUI() const;
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void RenderText() const;
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bool Release();
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private:
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InputClass *input;
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::Oyster::Network::NetworkClient *netClient;
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Camera_FPSV2 *camera;
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GamingUI();
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void ReadKeyInput();
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};
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} }
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#endif
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@ -0,0 +1,58 @@
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#include "RespawnUI.h"
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using namespace ::DanBias::Client;
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using namespace ::Oyster::Network;
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using namespace ::Utility::Value;
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RespawnUI::RespawnUI() :
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GameStateUI()
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{
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/* Should never be called! */
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this->netClient = nullptr;
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this->countDown = 0.0f;
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}
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RespawnUI::RespawnUI( NetworkClient *connection, float delay ) :
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GameStateUI()
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{
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this->netClient = connection;
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this->countDown = delay;
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}
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RespawnUI::~RespawnUI() { /* Do nothing */ }
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GameStateUI::UIState RespawnUI::Update( float deltaTime )
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{
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this->countDown = Max( this->countDown - deltaTime, 0.0f );
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return this->nextState;
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}
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bool RespawnUI::HaveGUIRender() const
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{
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return false; // TODO: change to true when we want UI elements like a crosshair
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}
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bool RespawnUI::HaveTextRender() const
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{
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return false; // TODO: change to true when we want UI elements like a chat window
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}
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void RespawnUI::RenderGUI() const
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{
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// TODO: We need?
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}
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void RespawnUI::RenderText() const
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{
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// TODO: Text countdown somewhere on screen would be nice
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}
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bool RespawnUI::Release()
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{
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// TODO: Release UI components here.
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return true;
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}
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@ -0,0 +1,29 @@
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#ifndef DANBIAS_CLIENT_RESPAWN_UI_H
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#define DANBIAS_CLIENT_RESPAWN_UI_H
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#include "GameStateUI.h"
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namespace DanBias { namespace Client
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{
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class RespawnUI : public GameStateUI
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{
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public:
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RespawnUI( ::Oyster::Network::NetworkClient *connection, float delay );
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virtual ~RespawnUI();
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UIState Update( float deltaTime );
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bool HaveGUIRender() const;
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bool HaveTextRender() const;
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void RenderGUI() const;
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void RenderText() const;
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bool Release();
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private:
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::Oyster::Network::NetworkClient *netClient;
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float countDown;
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RespawnUI();
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};
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} }
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#endif
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@ -7,6 +7,7 @@
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#ifndef _INPUTCLASS_H_
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#define _INPUTCLASS_H_
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#define NOMINMAX
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#define DIRECTINPUT_VERSION 0x0800
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#pragma comment(lib, "dinput8.lib")
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