#include "GamingUI.h" #include #include "Utilities.h" using namespace ::DanBias::Client; using namespace ::Oyster::Network; using namespace ::GameLogic; using namespace ::Utility::Value; using namespace ::Input; GamingUI::GamingUI() : GameStateUI() { /* Should never be called! */ this->mouseInput = nullptr; this->keyboardInput = nullptr; this->netClient = nullptr; this->camera = nullptr; } GamingUI::GamingUI( Mouse *mouseInput, Keyboard *keyboardInput, NetworkClient *connection, Camera_FPSV2 *camera ) : GameStateUI() { this->mouseInput = mouseInput; this->keyboardInput = keyboardInput; this->netClient = connection; this->camera = camera; } GamingUI::~GamingUI() { /* Do nothing */ } GameStateUI::UIState GamingUI::Update( float deltaTime ) { return this->nextState; } bool GamingUI::HaveGUIRender() const { return false; // TODO: change to true when we want UI elements like a crosshair } bool GamingUI::HaveTextRender() const { return false; // TODO: change to true when we want UI elements like a chat window } void GamingUI::RenderGUI() const { // TODO: Render crosshairs and such here. Don't forget to adjust GamingUI::HaveGUIRender } void GamingUI::RenderText() const { // TODO: Render chattext and such here. Don't forget to adjust GamingUI::HaveGUIRender } bool GamingUI::Release() { // TODO: Release UI components here. return true; } 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() ); } // if( this->input->IsKeyPressed(DIK_R) ) // { // if( !this->key_Reload_Shaders ) // { //#ifdef _DEBUG // Graphics::API::ReloadShaders(); //#endif // this->key_Reload_Shaders = true; // } // } // else // this->key_Reload_Shaders = false; //send delta mouse movement { static const float mouseSensitivity = Radian( 1.0f ); this->camera->PitchDown( this->input->GetPitch() * mouseSensitivity ); this->netClient->Send( Protocol_PlayerLeftTurn(this->input->GetYaw() * mouseSensitivity) ); } // 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) ) { this->netClient->Send( Protocol_PlayerJump() ); } }