premerge
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/********************************************************************
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* Created by Dan Andersson, 2014
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********************************************************************/
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#include <string>
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#include "EventButtonGUI.h"
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#include "OysterMath.h"
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#ifndef DANBIAS_CLIENT_TEXT_FIELD_H
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#define DANBIAS_CLIENT_TEXT_FIELD_H
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namespace DanBias { namespace Client
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{
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template <typename Owner>
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class TextField : public EventButtonGUI<Owner>
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{
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public:
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::std::wstring text;
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TextField( std::wstring textureName, Owner owner, ::Oyster::Math::Float3 centerPos, ::Oyster::Math::Float2 size );
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TextField();
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private:
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::Oyster::Math::Float3 center;
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::Oyster::Math::Float2 reach;
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};
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} }
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#endif
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#include "C_obj/C_DynamicObj.h"
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#include "C_obj/C_StaticObj.h"
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#include "DynamicArray.h"
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namespace DanBias
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{
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namespace Client
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namespace DanBias { namespace Client
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{
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class GameState : public GameClientState
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{
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public:
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enum gameStateState
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{
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gameStateState_loading,
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gameStateState_playing,
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gameStateState_end,
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};
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GameState(void);
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~GameState(void);
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bool Init(Oyster::Network::NetworkClient* nwClient);
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GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
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bool LoadModels(std::string mapFile);
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
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gameStateState LoadGame();
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void readKeyInput(InputClass* KeyInput);
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bool Render()override;
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bool Release()override;
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void ChangeState( ClientState next );
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void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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private:
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struct MyData;
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::Utility::DynamicMemory::UniquePointer<MyData> privData;
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@ -39,22 +57,6 @@ namespace Client
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
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Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
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//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
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public:
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GameState(void);
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~GameState(void);
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bool Init(Oyster::Network::NetworkClient* nwClient);
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GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
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bool LoadModels(std::string mapFile);
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bool InitCamera(Oyster::Math::Float3 startPos) ;
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void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
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gameStateState LoadGame();
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void readKeyInput(InputClass* KeyInput);
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bool Render()override;
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bool Release()override;
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void ChangeState( ClientState next );
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void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e );
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};
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}
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}
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} }
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#endif
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