Merge branch 'Input' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
e954180e22
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@ -166,6 +166,7 @@ namespace DanBias
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DanBiasGame::Result DanBiasGame::Update(float deltaTime)
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{
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{ // updating mouse input
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// TODO: Is obosolete when Dennis's input system is wired in
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POINT mousePos;
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GetCursorPos( &mousePos );
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@ -179,7 +180,7 @@ namespace DanBias
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mouseNormalisedY /= (float)(windowVertex.bottom - windowVertex.top);
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data.inputObj.Update( mouseNormalisedX, mouseNormalisedY );
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}
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}
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if( data.serverOwner )
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{
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@ -79,9 +79,10 @@ GameClientState::ClientState MainState::Update( float deltaTime )
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{
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bool test = this->privData->input->IsMousePressed();
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if(test)
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{
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{ // HACK: debug trap still in use?
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int i = 0;
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};
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this->privData->input->GetMousePos( mouseState.x, mouseState.y );
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mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
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}
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@ -0,0 +1,22 @@
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/////////////////////////////////////////////////////////////////////
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// Created by [Dan Andersson] [2014]
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/////////////////////////////////////////////////////////////////////
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#ifndef INPUT_APPLICATION_KEBOARD_H
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#define INPUT_APPLICATION_KEBOARD_H
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#include "InputObject.h"
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#include <vector>
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namespace Input
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{
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class AplicationKeyboard : public InputObject
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{
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public:
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protected:
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AplicationKeyboard();
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~AplicationKeyboard();
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};
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}
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#endif // !INPUT_KEBOARD_H
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@ -0,0 +1,24 @@
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/////////////////////////////////////////////////////////////////////
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// Created by [Dan Andersson] [2014]
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/////////////////////////////////////////////////////////////////////
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#ifndef INPUT_WIN32_APPLICATION_KEBOARD_H
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#define INPUT_WIN32_APPLICATION_KEBOARD_H
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#include "..\ApplicationKeyboard.h"
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//#include <Windows.h>
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namespace Input
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{
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class Win32ApplicationKeyboard :public AplicationKeyboard
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{
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public:
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Win32ApplicationKeyboard();
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~Win32ApplicationKeyboard();
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private:
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};
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}
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#endif // !INPUT_WIN32_APPLICATION_KEBOARD_H
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@ -224,7 +224,7 @@ namespace Oyster
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#else
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API::State API::ReloadShaders()
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{
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return API::State::Sucsess;
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}
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void API::StartRenderWireFrame()
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@ -38,7 +38,7 @@ namespace Oyster
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typedef void* Texture;
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static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
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#ifdef _DEBUG
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static State ReloadShaders();
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//should be called after rendered normal models, before GUI or Text rendering
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@ -51,7 +51,6 @@ namespace Oyster
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static void RenderDebugSphere(Math::Matrix world);
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static void StartRenderFullModel();
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#endif
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//! @todo Memory Leaks
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