Tweaks and a new state: NetLoadState
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c5c0047b5c
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@ -215,6 +215,7 @@
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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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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="GameClientState\Camera_Basic.h" />
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@ -237,6 +238,7 @@
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<ClInclude Include="GameClientState\LevelLoader\ParseFunctions.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="Include\DanBiasGame.h" />
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<ClInclude Include="GameClientState\LobbyState.h" />
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<ClInclude Include="GameClientState\C_Object.h" />
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@ -8,6 +8,7 @@
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#include "GameClientState\LobbyAdminState.h"
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#include "GameClientState\MainState.h"
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#include "GameClientState\LanMenuState.h"
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#include "GameClientState\NetLoadState.h"
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#include <Protocols.h>
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#include "NetworkClient.h"
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#include <GameServerAPI.h>
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@ -182,8 +183,8 @@ namespace DanBias
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switch (state)
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{
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case Client::GameClientState::ClientState_LobbyCreate:
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data.state = new Client::LobbyAdminState();
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case Client::GameClientState::ClientState_Main:
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data.state = new Client::MainState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_Lan:
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@ -194,10 +195,18 @@ namespace DanBias
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data.state = new Client::LobbyState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_LobbyCreate:
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data.state = new Client::LobbyAdminState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_Game:
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data.state = new Client::GameState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_NetLoad:
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data.state = new Client::NetLoadState();
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stateChanged = true;
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break;
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case Client::GameClientState::ClientState_Quit:
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data.state->Release();
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return Result_quit;
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@ -78,37 +78,36 @@ namespace DanBias { namespace Client
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{
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::Oyster::Math::Float lineStep = this->fontHeight + this->lineSpacing;
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::Oyster::Math::Float2 rowSize = ::Oyster::Math::Float2( this->size.x, this->fontHeight );
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::Oyster::Math::Float3 fieldTopLeft = this->pos - Float3( this->size * 0.25f, 0.0f );
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::Oyster::Math::Float3 topLeft = fieldTopLeft;
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if( this->isBottomAligned )
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{
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::Oyster::Math::Float3 topLeft = this->pos;
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topLeft.y += this->size.y - lineStep;
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auto line = this->lines.rbegin();
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for( ; line != this->lines.rend(); ++line )
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{
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if( topLeft.y - lineStep >= this->pos.y )
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{
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if( topLeft.y < fieldTopLeft.y )
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break;
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::Oyster::Graphics::API::RenderText( (*line), topLeft, rowSize, this->fontHeight, this->textColor );
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topLeft.y -= lineStep;
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}
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else break;
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}
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}
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else
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{
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::Oyster::Math::Float3 topLeft = this->pos;
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topLeft.y += this->lineSpacing;
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auto line = this->lines.begin();
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for( ; line != this->lines.end(); ++line )
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{
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if( topLeft.y + lineStep < this->size.y )
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{
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if( topLeft.y >= fieldTopLeft.y + this->size.y )
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break;
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::Oyster::Graphics::API::RenderText( (*line), topLeft, rowSize, this->fontHeight, this->textColor );
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topLeft.y += lineStep;
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}
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else break;
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}
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}
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}
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@ -12,11 +12,12 @@ namespace DanBias { namespace Client
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public:
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enum ClientState
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{
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ClientState_Login,
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ClientState_Main,
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ClientState_Lan,
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ClientState_Lobby,
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ClientState_LobbyCreate,
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ClientState_LobbyReady,
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ClientState_NetLoad,
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ClientState_Game,
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ClientState_Same,
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ClientState_Quit
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@ -42,7 +42,7 @@ bool GameState::Init(NetworkClient* nwClient)
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LoadGame();
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//tell server ready
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nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
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nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) );
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return true;
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}
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@ -36,6 +36,7 @@ struct LanMenuState::MyData
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} privData;
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void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e );
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void OnButtonInteract_Exit( Oyster::Event::ButtonEvent<LanMenuState*>& e );
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LanMenuState::LanMenuState() {}
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@ -55,19 +56,22 @@ bool LanMenuState::Init(Network::NetworkClient* nwClient)
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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// create guiElements
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ButtonRectangle<LanMenuState*> *guiElements;
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guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Connect", Float3(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( guiElements );
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this->privData->connectIP = new TextField<LanMenuState*>( L"earth_md.png", Float3(1.0f), this, Float3(0.1f, 0.2f, 0.5f), Float2(0.45f, 0.1f), ResizeAspectRatio_Width );
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this->privData->connectIP = new TextField<LanMenuState*>( L"earth_md.png", Float3(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
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this->privData->connectIP->ReserveLines( 1 );
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this->privData->connectIP->AppendText( L"127.0.0.1" );
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this->privData->connectIP->SetFontHeight( 0.1f );
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this->privData->connectIP->SetLineSpacing( 0.0f );
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this->privData->connectIP->SetFontHeight( 0.08f );
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this->privData->connectIP->SetLineSpacing( 0.005f );
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this->privData->connectIP->SetTopAligned();
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this->privData->guiElements.AddButton( this->privData->connectIP );
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ButtonRectangle<LanMenuState*> *guiElements;
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guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Connect", Float3(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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this->privData->guiElements.AddButton( guiElements );
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guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Exit", Float3(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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this->privData->guiElements.AddButton( guiElements );
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// bind guiElements collection to the singleton eventhandler
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EventHandler::Instance().AddCollection( &this->privData->guiElements );
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@ -136,3 +140,14 @@ void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e )
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default: break;
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}
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}
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void OnButtonInteract_Exit( Oyster::Event::ButtonEvent<LanMenuState*>& e )
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{
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switch( e.state )
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{
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case ButtonState_Released:
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e.owner->ChangeState( GameClientState::ClientState_Main );
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break;
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default: break;
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}
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}
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@ -102,7 +102,7 @@ void LobbyState::ChangeState( ClientState next )
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{
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if( next == GameClientState::ClientState_LobbyReady )
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{ // Send ready signal to server lobby
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this->ChangeState( GameClientState::ClientState_NetLoad );
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}
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else
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this->privData->nextState = next;
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