#ifndef DANBIAS_CLIENT_NETLOADSTATE_H #define DANBIAS_CLIENT_NETLOADSTATE_H #include "GameClientState.h" #include "NetworkClient.h" namespace DanBias { namespace Client { class NetLoadState : public GameClientState { public: NetLoadState( ); virtual ~NetLoadState( ); bool Init( Oyster::Network::NetworkClient* nwClient ); ClientState Update( float deltaTime, InputClass* KeyInput ); bool Render(); bool Release(); void ChangeState( ClientState next ); void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e ); private: struct MyData; ::Utility::DynamicMemory::UniquePointer privData; }; } } #endif // ! DANBIAS_CLIENT_LOGINSTATE_H