#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\LoginState.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 "GameClientRecieverFunc.h" namespace DanBias { #pragma region Game Data class DanBiasGamePrivateData { public: DanBiasGamePrivateData() { } ~DanBiasGamePrivateData() { } public: WindowShell* window; InputClass* inputObj; Utility::WinTimer timer; GameRecieverObject* recieverObj; bool serverOwner; } data; #pragma endregion DanBiasGamePrivateData* DanBiasGame::m_data = new DanBiasGamePrivateData(); float DanBiasGame::capFrame = 0; //-------------------------------------------------------------------------------------- // Interface API functions //-------------------------------------------------------------------------------------- DanBiasClientReturn DanBiasGame::Initiate(DanBiasGameDesc& desc) { WindowShell::CreateConsoleWindow(); if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) return DanBiasClientReturn_Error; if( FAILED( InitDirect3D() ) ) return DanBiasClientReturn_Error; if( FAILED( InitInput() ) ) return DanBiasClientReturn_Error; m_data->recieverObj = new GameRecieverObject; m_data->serverOwner = false; // Start in lobby state m_data->recieverObj->gameClientState = new Client::LoginState(); if(!m_data->recieverObj->gameClientState->Init(m_data->recieverObj)) return DanBiasClientReturn_Error; m_data->timer.reset(); return DanBiasClientReturn_Sucess; } DanBiasClientReturn DanBiasGame::Run() { // Main message loop while(m_data->window->Frame()) { float dt = (float)m_data->timer.getElapsedSeconds(); m_data->timer.reset(); capFrame += dt; if(capFrame > 0.03) { if(Update(dt) != S_OK) return DanBiasClientReturn_Error; if(Render(dt) != S_OK) return DanBiasClientReturn_Error; capFrame = 0; } } return DanBiasClientReturn_Sucess; } void DanBiasGame::Release() { CleanUp(); } //-------------------------------------------------------------------------------------- // Create Direct3D with Oyster Graphics //-------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitDirect3D() { if(Oyster::Graphics::API::Init(m_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() { m_data->inputObj = new InputClass; if(!m_data->inputObj->Initialize(m_data->window->GetHINSTANCE(), m_data->window->GetHWND(), m_data->window->GetHeight(), m_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) { if(m_data->recieverObj->IsConnected()) m_data->recieverObj->Update(); m_data->inputObj->Update(); if(m_data->serverOwner) { DanBias::GameServerAPI::ServerUpdate(); } 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_LobbyCreated: m_data->serverOwner = true; case Client::GameClientState::ClientState_Lobby: m_data->recieverObj->gameClientState = new Client::LobbyState(); break; case Client::GameClientState::ClientState_Game: if(m_data->serverOwner) DanBias::GameServerAPI::GameStart(); m_data->recieverObj->gameClientState = new Client::GameState(); if(m_data->serverOwner) ((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(2); else ((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(3); break; default: return E_FAIL; break; } m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // 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(m_data->window->GetHWND(), 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->Disconnect(); delete m_data->recieverObj; delete m_data->inputObj; delete m_data; Oyster::Graphics::API::Clean(); return S_OK; } } //End namespace DanBias