GL - fixed defines in headers - more structure for states

This commit is contained in:
Linda Andersson 2013-12-10 11:26:18 +01:00
parent 1f172b422a
commit f0181ad9f4
9 changed files with 196 additions and 52 deletions

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@ -57,6 +57,7 @@ Global
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Mixed Platforms.Build.0 = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -68,6 +69,7 @@ Global
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Mixed Platforms.Build.0 = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -79,6 +81,7 @@ Global
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Mixed Platforms.Build.0 = Release|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.ActiveCfg = Debug|Win32
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|Win32.Build.0 = Debug|Win32
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.ActiveCfg = Debug|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Debug|x64.Build.0 = Debug|x64
{4285BD3F-3C6C-4670-B7AF-A29AFEF5F6A8}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -90,6 +93,7 @@ Global
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Mixed Platforms.Build.0 = Release|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.ActiveCfg = Debug|Win32
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|Win32.Build.0 = Debug|Win32
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|x64.ActiveCfg = Debug|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Debug|x64.Build.0 = Debug|x64
{34D6295A-00DD-4B1A-8258-97DA2818EC26}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -101,6 +105,7 @@ Global
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Mixed Platforms.Build.0 = Release|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.ActiveCfg = Debug|Win32
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|Win32.Build.0 = Debug|Win32
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.ActiveCfg = Debug|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Debug|x64.Build.0 = Debug|x64
{35AEA3C0-E0A7-4E1E-88CD-514AA5A442B1}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -124,6 +129,7 @@ Global
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Release|Mixed Platforms.ActiveCfg = Release|x64
@ -168,6 +174,7 @@ Global
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.ActiveCfg = Release|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Mixed Platforms.Build.0 = Release|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.ActiveCfg = Debug|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|Win32.Build.0 = Debug|Win32
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.ActiveCfg = Debug|x64
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Debug|x64.Build.0 = Debug|x64
{104FA3E9-94D9-4E1D-A941-28A03BC8A095}.Release|Mixed Platforms.ActiveCfg = Release|Win32
@ -185,6 +192,7 @@ Global
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.ActiveCfg = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|Win32.Build.0 = Debug|Win32
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.ActiveCfg = Debug|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Debug|x64.Build.0 = Debug|x64
{2A1BC987-AF42-4500-802D-89CD32FC1309}.Release|Mixed Platforms.ActiveCfg = Release|Win32
@ -196,6 +204,7 @@ Global
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.ActiveCfg = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|Win32.Build.0 = Debug|Win32
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.ActiveCfg = Debug|x64
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Debug|x64.Build.0 = Debug|x64
{B1195BB9-B3A5-47F0-906C-8DEA384D1520}.Release|Mixed Platforms.ActiveCfg = Release|Win32
@ -207,6 +216,7 @@ Global
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.ActiveCfg = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|Win32.Build.0 = Debug|Win32
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.ActiveCfg = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Debug|x64.Build.0 = Debug|x64
{52380DAA-0F4A-4D97-8E57-98DF39319CAF}.Release|Mixed Platforms.ActiveCfg = Release|Win32
@ -218,6 +228,7 @@ Global
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Win32.ActiveCfg = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|Win32.Build.0 = Debug|Win32
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|x64.ActiveCfg = Debug|x64
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Debug|x64.Build.0 = Debug|x64
{8690FDDF-C5B7-4C42-A337-BD5243F29B85}.Release|Mixed Platforms.ActiveCfg = Release|Win32
@ -240,6 +251,7 @@ Global
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|Win32.ActiveCfg = Debug|Win32
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|Win32.Build.0 = Debug|Win32
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|x64.ActiveCfg = Debug|x64
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Debug|x64.Build.0 = Debug|x64
{DA2AA800-ED64-4649-8B3B-E7F1E3968B78}.Release|Mixed Platforms.ActiveCfg = Release|Win32

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@ -189,26 +189,26 @@
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="GameClientState\GameState\C_UIobject.cpp" />
<ClCompile Include="GameClientState\Obj\C_UIobject.cpp" />
<ClCompile Include="DanBiasGame_Impl.cpp" />
<ClCompile Include="DLLMain.cpp" />
<ClCompile Include="GameClientState\GameState\C_DynamicObj.cpp" />
<ClCompile Include="GameClientState\Obj\C_DynamicObj.cpp" />
<ClCompile Include="GameClientState\GameClientState.cpp" />
<ClCompile Include="GameClientState\GameState.cpp" />
<ClCompile Include="GameClientState\LobbyState.cpp" />
<ClCompile Include="GameClientState\GameState\C_Player.cpp" />
<ClCompile Include="GameClientState\GameState\C_StaticObj.cpp" />
<ClCompile Include="GameClientState\Obj\C_Player.cpp" />
<ClCompile Include="GameClientState\Obj\C_StaticObj.cpp" />
<ClCompile Include="GameClientState\C_Object.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="GameClientState\GameState\C_UIobject.h" />
<ClInclude Include="GameClientState\GameState\C_DynamicObj.h" />
<ClInclude Include="GameClientState\Obj\C_UIobject.h" />
<ClInclude Include="GameClientState\Obj\C_DynamicObj.h" />
<ClInclude Include="GameClientState\GameClientState.h" />
<ClInclude Include="GameClientState\GameState.h" />
<ClInclude Include="Include\DanBiasGame.h" />
<ClInclude Include="GameClientState\LobbyState.h" />
<ClInclude Include="GameClientState\GameState\C_Player.h" />
<ClInclude Include="GameClientState\GameState\C_StaticObj.h" />
<ClInclude Include="GameClientState\Obj\C_Player.h" />
<ClInclude Include="GameClientState\Obj\C_StaticObj.h" />
<ClInclude Include="GameClientState\C_Object.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -32,6 +32,7 @@ namespace DanBias
public:
Client::GameClientState* gameClientState;
// gameClient;
} data;
#pragma endregion
@ -174,6 +175,7 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime)
{
inputObj->Update();
DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same;
state = m_data->gameClientState->Update(deltaTime, inputObj);
@ -195,7 +197,7 @@ namespace DanBias
return E_FAIL;
break;
}
m_data->gameClientState->Init();
m_data->gameClientState->Init(); // send game client
}
return S_OK;
@ -209,17 +211,12 @@ namespace DanBias
isPressed = 1;
}
//Oyster::Graphics::API::NewFrame(Oyster::Math3D::Float4x4::null, Oyster::Math3D::Float4x4::null);
wchar_t title[255];
swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
SetWindowText(g_hWnd, title);
m_data->gameClientState->Render();
//Oyster::Graphics::API::EndFrame();
return S_OK;
}

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@ -1,4 +1,5 @@
#pragma once
#ifndef DANBIAS_CLIENT_COBJECT_H
#define DANBIAS_CLIENT_COBJECT_H
#include "DllInterfaces/GFXAPI.h"
namespace DanBias
{
@ -24,4 +25,4 @@ public:
virtual void Render() = 0;
virtual void Release() = 0;
};};};
#endif

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@ -1,4 +1,6 @@
#pragma once
#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define NOMINMAX
#include "L_inputClass.h"
@ -27,3 +29,4 @@ public:
};
};
};
#endif

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@ -1,6 +1,8 @@
#include "GameState.h"
#include "DllInterfaces/GFXAPI.h"
#include "GameState/C_Player.h"
#include "Obj/C_Player.h"
#include "Obj/C_DynamicObj.h"
using namespace DanBias::Client;
struct GameState::myData
@ -8,7 +10,9 @@ struct GameState::myData
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* player;
C_Object* object[3];
int modelCount;
gameStateState state;
}privData;
GameState::GameState(void)
@ -22,47 +26,100 @@ GameState::~GameState(void)
}
bool GameState::Init()
{
// load models
privData = new myData();
privData->state = gameStateState_loading;
privData->state = LoadGame();
return true;
}
GameState::gameStateState GameState::LoadGame()
{
LoadModels(L"map");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return gameStateState_playing;
}
bool GameState::LoadModels(std::wstring mapFile)
{
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"worldDummy";
// load models
privData = new myData();
privData->player = new C_Player;
privData->player->Init(modelData);
privData->object[0] = new C_Player();
privData->object[0]->Init(modelData);
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,5.4f));
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
modelData.world = modelData.world * translate;
modelData.modelPath = L"crate";
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
return true;
}
bool GameState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
{
switch (privData->state)
{
case gameStateState_loading:
// load map
// wait for all players
LoadGame();
privData->state = gameStateState_playing;
break;
case gameStateState_playing:
// read server data
// update objects
if(KeyInput->IsKeyPressed(DIK_L))
privData->state = GameState::gameStateState_end;
break;
case gameStateState_end:
return ClientState_Lobby;
break;
default:
break;
}
// send key input to server.
return ClientState_Same;
}
bool GameState::Render()
{
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::SetProjection(privData->proj);
Oyster::Graphics::API::NewFrame();
privData->player->Render();
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
Oyster::Graphics::API::EndFrame();
return true;
}
bool GameState::Release()
{
privData->player->Release();
delete privData->player;
privData->player = NULL;
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
delete privData;
privData = NULL;
return true;

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@ -1,12 +1,22 @@
#pragma once
#ifndef DANBIAS_CLIENT_GAMESTATE_H
#define DANBIAS_CLIENT_GAMESTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
namespace DanBias
{
namespace Client
{
class GameState : public GameClientState
{
enum gameStateState
{
gameStateState_loading,
gameStateState_playing,
gameStateState_end,
};
private:
struct myData;
myData* privData;
public:
@ -14,8 +24,13 @@ public:
~GameState(void);
bool Init();
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput);
bool LoadModels(std::wstring mapFile);
bool InitCamera(Oyster::Math::Float3 startPos);
gameStateState LoadGame();
bool Render();
bool Release();
};
};
};
#endif

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@ -1,8 +1,10 @@
#include "LobbyState.h"
#include "DllInterfaces/GFXAPI.h"
#include "OysterMath.h"
#include "GameState/C_Player.h"
#include "GameState/C_StaticObj.h"
#include "Obj/C_Player.h"
#include "Obj/C_StaticObj.h"
#include "Obj/C_DynamicObj.h"
using namespace DanBias::Client;
struct LobbyState::myData
@ -10,44 +12,74 @@ struct LobbyState::myData
myData(){}
Oyster::Math3D::Float4x4 view;
Oyster::Math3D::Float4x4 proj;
C_Object* object;
C_Object* object[2];
int modelCount;
// UI object
// game client*
}privData;
LobbyState::LobbyState(void)
{
}
LobbyState::~LobbyState(void)
{
}
bool LobbyState::Init()
{
privData = new myData();
// load models
LoadModels(L"UImodels.txt");
InitCamera(Oyster::Math::Float3(0,0,5.4f));
return true;
}
bool LobbyState::LoadModels(std::wstring file)
{
// open file
// read file
// init models
privData->modelCount = 2;
ModelInitData modelData;
modelData.world = Oyster::Math3D::Float4x4::identity;
modelData.visible = true;
modelData.modelPath = L"crate";
// load models
privData = new myData();
privData->object = new C_StaticObj();
privData->object[0] = new C_StaticObj();
privData->object[0]->Init(modelData);
privData->object->Init(modelData);
Oyster::Math3D::Float4x4 translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(2,2,2));
modelData.world = modelData.world * translate;
privData->object[1] = new C_DynamicObj();
privData->object[1]->Init(modelData);
return true;
}
bool LobbyState::InitCamera(Oyster::Math::Float3 startPos)
{
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj);
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,0,5.4f));
privData->view = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),startPos);
privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
return true;
}
GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* KeyInput)
{
// picking
// mouse events
// different menus
// play sounds
// update animation
// send data to server
// check data from server
if( KeyInput->IsKeyPressed(DIK_G))
return ClientState_Game;
@ -58,17 +90,31 @@ bool LobbyState::Render()
Oyster::Graphics::API::SetView(privData->view);
Oyster::Graphics::API::SetProjection( privData->proj);
Oyster::Graphics::API::NewFrame();
// render objects
privData->object->Render();
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Render();
}
// render effects
// render lights
Oyster::Graphics::API::EndFrame();
return true;
}
bool LobbyState::Release()
{
privData->object->Release();
delete privData->object;
privData->object = NULL;
for (int i = 0; i < privData->modelCount; i++)
{
privData->object[i]->Release();
delete privData->object[i];
privData->object[i] = NULL;
}
delete privData;
privData = NULL;
return true;

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@ -1,7 +1,9 @@
#ifndef DANBIAS_CLIENT_GAMECLIENTSTATE_H
#define DANBIAS_CLIENT_GAMECLIENTSTATE_H
#ifndef DANBIAS_CLIENT_LOBBYSTATE_H
#define DANBIAS_CLIENT_LOBBYSTATE_H
#include "GameClientState.h"
#include "OysterMath.h"
#include <string>
namespace DanBias
{
namespace Client
@ -16,7 +18,18 @@ public:
LobbyState(void);
~LobbyState(void);
bool Init();
bool LoadModels(std::wstring file);
bool InitCamera(Oyster::Math::Float3 startPos);
ClientState Update(float deltaTime, InputClass* KeyInput);
// create session lobby
// join session lobby
// set name
// set rules
// set map
// ready
// chat
// kick
bool Render();
bool Release();
};};};