#define NOMINMAX #include #include "Include\DanBiasGame.h" #include "DllInterfaces/GFXAPI.h" #include "GameClientState/GameClientState.h" #include "GameClientState\GameState.h" #include "GameClientState\LobbyState.h" #include "PlayerProtocols.h" #include "NetworkClient.h" #include "L_inputClass.h" //#include "vld.h" namespace DanBias { __int64 DanBiasGame::cntsPerSec = 0; __int64 DanBiasGame::prevTimeStamp = 0; float DanBiasGame::secsPerCnt = 0; HINSTANCE DanBiasGame::g_hInst = NULL; HWND DanBiasGame::g_hWnd = NULL; #pragma region Game Data struct MyRecieverObject :public Oyster::Network::ProtocolRecieverObject { Oyster::Network::NetworkClient* nwClient; Client::GameClientState* gameClientState; void ProtocolRecievedCallback(Oyster::Network::CustomNetProtocol& p) override { int pType = p[0].value.netInt; //Client::GameClientState::ProtocolStruct* protocolData; switch (pType) { case protocol_Gamplay_PlayerNavigation: { Client::GameClientState::KeyInput* protocolData = new Client::GameClientState::KeyInput; for(int i = 0; i< 6; i++) { protocolData->key[i] = p[i+1].value.netBool; } ((Client::GameState*)gameClientState)->Protocol(protocolData); delete protocolData; protocolData = NULL; } break; case protocol_Gamplay_PlayerPosition: { Client::GameClientState::PlayerPos* protocolData = new Client::GameClientState::PlayerPos; for(int i = 0; i< 3; i++) { protocolData->playerPos[i] = p[i].value.netFloat; } //if(dynamic_cast(gameClientState)) gameClientState->Protocol(protocolData); delete protocolData; protocolData = NULL; } break; case protocol_Gamplay_ObjectPosition: { Client::GameClientState::ObjPos* protocolData = new Client::GameClientState::ObjPos; protocolData->object_ID = p[1].value.netInt; for(int i = 0; i< 16; i++) { protocolData->worldPos[i] = p[i+2].value.netFloat; } gameClientState->Protocol(protocolData); delete protocolData; protocolData = NULL; } break; default: break; } } }; class DanBiasGamePrivateData { public: DanBiasGamePrivateData() { } ~DanBiasGamePrivateData() { } public: //Client::GameClientState* gameClientState; InputClass* inputObj; MyRecieverObject* recieverObj; } data; #pragma endregion DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData(); //-------------------------------------------------------------------------------------- // Interface API functions //-------------------------------------------------------------------------------------- DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc) { if( FAILED( InitWindow( desc.hinst, desc.nCmdShow ) )) return DanBiasClientReturn_Error; if( FAILED( InitDirect3D() ) ) return DanBiasClientReturn_Error; if( FAILED( InitInput() ) ) return DanBiasClientReturn_Error; cntsPerSec = 0; QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec); secsPerCnt = 1.0f / (float)cntsPerSec; prevTimeStamp = 0; QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp); m_data->recieverObj = new MyRecieverObject; m_data->recieverObj->nwClient = new Oyster::Network::NetworkClient(m_data->recieverObj, Oyster::Network::NetworkProtocolCallbackType_Object); m_data->recieverObj->nwClient->Connect(desc.port, desc.IP); if (!m_data->recieverObj->nwClient->IsConnected()) { // failed to connect return DanBiasClientReturn_Error; } // Start in lobby state m_data->recieverObj->gameClientState = new Client::LobbyState(); m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); return DanBiasClientReturn_Sucess; } DanBiasClientReturn DanBiasGame::Run() { // Main message loop MSG msg = {0}; while(WM_QUIT != msg.message) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { __int64 currTimeStamp = 0; QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp); float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt; //render if(Update(dt) != S_OK) return DanBiasClientReturn_Error; if(Render(dt) != S_OK) return DanBiasClientReturn_Error; prevTimeStamp = currTimeStamp; } } return DanBiasClientReturn_Sucess; } void DanBiasGame::Release() { CleanUp(); } //-------------------------------------------------------------------------------------- // Register class and create window //-------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitWindow( HINSTANCE hInstance, int nCmdShow ) { // Register class WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = 0; wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = NULL; wcex.lpszClassName = L"BTH_D3D_Template"; wcex.hIconSm = 0; if( !RegisterClassEx(&wcex) ) return E_FAIL; // Adjust and create window g_hInst = hInstance; RECT rc = { 0, 0, 1024, 768 }; AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); if(!(g_hWnd = CreateWindow( L"BTH_D3D_Template", L"BTH - Direct3D 11.0 Template", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL))) { return E_FAIL; } ShowWindow( g_hWnd, nCmdShow ); return S_OK; } //-------------------------------------------------------------------------------------- // Create Direct3D with Oyster Graphics //-------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitDirect3D() { if(Oyster::Graphics::API::Init(g_hWnd, false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) return E_FAIL; return S_OK; } //-------------------------------------------------------------------------------------- // Init the input //------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitInput() { m_data->inputObj = new InputClass; if(!m_data->inputObj->Initialize(g_hInst, g_hWnd, 1024, 768)) { MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); return E_FAIL; } return S_OK; } HRESULT DanBiasGame::Update(float deltaTime) { m_data->inputObj->Update(); DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; state = m_data->recieverObj->gameClientState->Update(deltaTime, m_data->inputObj); if(state != Client::GameClientState::ClientState_Same) { m_data->recieverObj->gameClientState->Release(); delete m_data->recieverObj->gameClientState; m_data->recieverObj->gameClientState = NULL; switch (state) { case Client::GameClientState::ClientState_Lobby: m_data->recieverObj->gameClientState = new Client::LobbyState(); break; case Client::GameClientState::ClientState_Game: m_data->recieverObj->gameClientState = new Client::GameState(); break; default: return E_FAIL; break; } m_data->recieverObj->gameClientState->Init(m_data->recieverObj->nwClient); // send game client } return S_OK; } HRESULT DanBiasGame::Render(float deltaTime) { int isPressed = 0; if(m_data->inputObj->IsKeyPressed(DIK_A)) { isPressed = 1; } wchar_t title[255]; swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed)); SetWindowText(g_hWnd, title); m_data->recieverObj->gameClientState->Render(); return S_OK; } HRESULT DanBiasGame::CleanUp() { m_data->recieverObj->gameClientState->Release(); delete m_data->recieverObj->gameClientState; m_data->recieverObj->nwClient->Disconnect(); delete m_data->recieverObj->nwClient; delete m_data->recieverObj; delete m_data->inputObj; delete m_data; Oyster::Graphics::API::Clean(); return S_OK; } //-------------------------------------------------------------------------------------- // Called every time the application receives a message //-------------------------------------------------------------------------------------- LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) { PAINTSTRUCT ps; HDC hdc; switch (message) { case WM_PAINT: hdc = BeginPaint(hWnd, &ps); EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; case WM_KEYDOWN: switch(wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } } //End namespace DanBias