This commit is contained in:
Dander7BD 2014-02-13 15:21:02 +01:00
parent d705e73dc5
commit cccaf68672
2 changed files with 52 additions and 20 deletions

View File

@ -0,0 +1,30 @@
/********************************************************************
* Created by Dan Andersson, 2014
********************************************************************/
#include <string>
#include "EventButtonGUI.h"
#include "OysterMath.h"
#ifndef DANBIAS_CLIENT_TEXT_FIELD_H
#define DANBIAS_CLIENT_TEXT_FIELD_H
namespace DanBias { namespace Client
{
template <typename Owner>
class TextField : public EventButtonGUI<Owner>
{
public:
::std::wstring text;
TextField( std::wstring textureName, Owner owner, ::Oyster::Math::Float3 centerPos, ::Oyster::Math::Float2 size );
TextField();
private:
::Oyster::Math::Float3 center;
::Oyster::Math::Float2 reach;
};
} }
#endif

View File

@ -10,18 +10,36 @@
#include "C_obj/C_DynamicObj.h"
#include "C_obj/C_StaticObj.h"
#include "DynamicArray.h"
namespace DanBias
{
namespace Client
namespace DanBias { namespace Client
{
class GameState : public GameClientState
{
public:
enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
GameState(void);
~GameState(void);
bool Init(Oyster::Network::NetworkClient* nwClient);
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::string mapFile);
bool InitCamera(Oyster::Math::Float3 startPos) ;
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;
void ChangeState( ClientState next );
void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
private:
struct MyData;
::Utility::DynamicMemory::UniquePointer<MyData> privData;
@ -39,22 +57,6 @@ namespace Client
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
public:
GameState(void);
~GameState(void);
bool Init(Oyster::Network::NetworkClient* nwClient);
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
bool LoadModels(std::string mapFile);
bool InitCamera(Oyster::Math::Float3 startPos) ;
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
void readKeyInput(InputClass* KeyInput);
bool Render()override;
bool Release()override;
void ChangeState( ClientState next );
void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
};
}
}
} }
#endif