#include "GamingUI.h" #include #include "Utilities.h" using namespace ::DanBias::Client; using namespace ::Oyster::Network; using namespace ::GameLogic; using namespace ::Utility::Value; using namespace ::Oyster::Math; GamingUI::GamingUI() : GameStateUI() { /* Should never be called! */ this->input = nullptr; this->netClient = nullptr; this->camera = nullptr; this->plane = nullptr; this->text = nullptr; } GamingUI::GamingUI( InputClass *input, NetworkClient *connection, Camera_FPSV2 *camera ) : GameStateUI() { this->input = input; this->netClient = connection; this->camera = camera; } GamingUI::~GamingUI() { /* Do nothing */ } bool GamingUI::Init() { // z value should be between 0.5 - 0.9 so that it will be behind other states // add textures and text this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f)); this->text = new Text_UI(L"hej", Float3(0.3f,0.0f,0.1f), Float2(0.1f,0.1f)); return true; } GameStateUI::UIState GamingUI::Update( float deltaTime ) { ReadKeyInput(); return this->nextState; } bool GamingUI::HaveGUIRender() const { return true; } bool GamingUI::HaveTextRender() const { return true; } void GamingUI::RenderGUI() const { this->plane->RenderTexture(); } void GamingUI::RenderText() const { this->text->RenderText(); } bool GamingUI::Release() { // TODO: Release UI components here. if(this->plane) delete this->plane; if(this->text) delete this->text; return true; } void GamingUI::SetHPtext( std::wstring hp ) { this->text->setText(hp); } void GamingUI::ReadKeyInput() { if( this->input->IsKeyPressed(DIK_W) ) { this->netClient->Send( Protocol_PlayerMovementForward() ); } if( this->input->IsKeyPressed(DIK_S) ) { this->netClient->Send( Protocol_PlayerMovementBackward() ); } if( this->input->IsKeyPressed(DIK_A) ) { this->netClient->Send( Protocol_PlayerMovementLeft() ); } if( this->input->IsKeyPressed(DIK_D) ) { this->netClient->Send( Protocol_PlayerMovementRight() ); } //send delta mouse movement { static const float mouseSensitivity = Radian( 1.0f ); this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity ); float yaw = this->input->GetYaw(); //if( yaw != 0.0f ) //This made the camera reset to a specific rotation. { this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity,camera->GetLook()) ); } } // shoot if( this->input->IsKeyPressed(DIK_Z) ) { if( !this->key_Shoot ) { Protocol_PlayerShot playerShot; playerShot.primaryPressed = true; playerShot.secondaryPressed = false; playerShot.utilityPressed = false; this->netClient->Send( playerShot ); this->key_Shoot = true; } } else this->key_Shoot = false; if( this->input->IsKeyPressed(DIK_X) ) { if( !this->key_Shoot ) { Protocol_PlayerShot playerShot; playerShot.primaryPressed = false; playerShot.secondaryPressed = true; playerShot.utilityPressed = false; this->netClient->Send( playerShot ); this->key_Shoot = true; } } else this->key_Shoot = false; if( this->input->IsKeyPressed(DIK_C) ) { if( !this->key_Shoot ) { Protocol_PlayerShot playerShot; playerShot.primaryPressed = false; playerShot.secondaryPressed = false; playerShot.utilityPressed = true; this->netClient->Send( playerShot ); this->key_Shoot = true; } } else this->key_Shoot = false; // jump if( this->input->IsKeyPressed(DIK_SPACE) ) { if(!this->key_Jump) { this->netClient->Send( Protocol_PlayerJump() ); this->key_Jump = true; } } else this->key_Jump = false; if( this->input->IsKeyPressed(DIK_ESCAPE) ) { this->nextState = GameStateUI::UIState_shut_down; } // !DEGUG KEYS // TODO: implement sub-menu }