#define NOMINMAX #include #include "Include\DanBiasGame.h" #include "DllInterfaces/GFXAPI.h" #include "GameClientState/GameClientState.h" #include "GameClientState\GameState.h" #include "GameClientState\LobbyState.h" #include "GameClientState\MainState.h" #include "GameClientState\LanMenuState.h" #include #include "NetworkClient.h" #include #include "../WindowManager/WindowShell.h" #include "L_inputClass.h" #include "WinTimer.h" #include "vld.h" #include "../Misc/EventHandler/EventHandler.h" using namespace ::Oyster::Event; using namespace Oyster::Network; using namespace ::Utility::DynamicMemory; void ClientEventFunction( NetEvent e ); namespace DanBias { #pragma region Game Data class DanBiasGamePrivateData { public: WindowShell* window; InputClass* inputObj; Utility::WinTimer timer; UniquePointer state; NetworkClient networkClient; bool serverOwner; float capFrame; DanBiasGamePrivateData() { this->capFrame = 0; } } data; #pragma endregion //-------------------------------------------------------------------------------------- // Interface API functions //-------------------------------------------------------------------------------------- DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc) { WindowShell::CreateConsoleWindow(); //if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC())) return DanBiasClientReturn_Error; if( FAILED( InitDirect3D() ) ) return DanBiasClientReturn_Error; if( FAILED( InitInput() ) ) return DanBiasClientReturn_Error; data.serverOwner = false; data.networkClient.SetMessagePump( ClientEventFunction ); // Start in main menu state data.state = new Client::MainState(); if( !data.state->Init( &data.networkClient ) ) return DanBiasClientReturn_Error; data.timer.reset(); return DanBiasClientReturn_Sucess; } DanBiasClientReturn DanBiasGame::Run() { // Main message loop while(data.window->Frame()) { float dt = (float)data.timer.getElapsedSeconds(); data.timer.reset(); ::Oyster::Graphics::API::Update( dt ); if(data.networkClient.IsConnected()) data.networkClient.Update(); data.capFrame += dt; if(data.capFrame > 0.03) { if(Update(dt) != S_OK) return DanBiasClientReturn_Error; if(Render() != S_OK) return DanBiasClientReturn_Error; data.capFrame = 0; } } return DanBiasClientReturn_Sucess; } void DanBiasGame::Release() { CleanUp(); } //-------------------------------------------------------------------------------------- // Create Direct3D with Oyster Graphics //-------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitDirect3D() { Oyster::Graphics::API::Option p; p.modelPath = L"..\\Content\\Models\\"; p.texturePath = L"..\\Content\\Textures\\"; Oyster::Graphics::API::SetOptions(p); if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) return E_FAIL; return S_OK; } //-------------------------------------------------------------------------------------- // Init the input //------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitInput() { data.inputObj = new InputClass; if(!data.inputObj->Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth())) { MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); return E_FAIL; } return S_OK; } HRESULT DanBiasGame::Update(float deltaTime) { data.inputObj->Update(); if(data.serverOwner) { DanBias::GameServerAPI::ServerUpdate(); } DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; state = data.state->Update( deltaTime, data.inputObj ); if(state != Client::GameClientState::ClientState_Same) { bool stateVal = false; data.state->Release(); switch (state) { case Client::GameClientState::ClientState_LobbyCreated: data.serverOwner = true; stateVal = true; case Client::GameClientState::ClientState_Lobby: data.state = new Client::LobbyState(); stateVal = true; break; case Client::GameClientState::ClientState_Game: break; default: return E_FAIL; break; } if(stateVal) { data.state->Init( &data.networkClient ); // send game client } else { } } return S_OK; } HRESULT DanBiasGame::Render( ) { data.state->Render(); return S_OK; } HRESULT DanBiasGame::CleanUp() { data.networkClient.Disconnect(); delete data.inputObj; Oyster::Event::EventHandler::Instance().Clean(); Oyster::Graphics::API::Clean(); GameServerAPI::ServerStop(); return S_OK; } } //End namespace DanBias void ClientEventFunction( NetEvent e ) { if( DanBias::data.state ) DanBias::data.state->DataRecieved( e ); }