#include "LobbyState.h" #include "DllInterfaces/GFXAPI.h" #include "OysterMath.h" #include "C_obj/C_Player.h" #include "C_obj/C_StaticObj.h" #include "C_obj/C_DynamicObj.h" #include #include #include "EventHandler\EventHandler.h" #include "Buttons\ButtonRectangle.h" using namespace ::DanBias::Client; using namespace ::Oyster; using namespace ::Oyster::Network; using namespace ::Oyster::Event; using namespace ::Oyster::Math3D; struct LobbyState::MyData { MyData(){} GameClientState::ClientState nextState; NetworkClient *nwClient; InputClass *input; Graphics::API::Texture background; EventButtonCollection guiElements; } privData; void OnButtonInteract_Ready( Oyster::Event::ButtonEvent& e ); LobbyState::LobbyState(void) {} LobbyState::~LobbyState(void) { if( this->privData ) this->Release(); } bool LobbyState::Init( SharedStateContent &shared ) { privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; this->privData->nwClient = shared.network; this->privData->input = shared.input; this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); // create buttons ButtonRectangle *button; button = new ButtonRectangle( L"earth_md.png", L"Ready", Float4(1.0f), Float4(0.0f), Float4(0.0f), Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); this->privData->guiElements.AddButton( button ); // bind button collection to the singleton eventhandler EventHandler::Instance().AddCollection( &this->privData->guiElements ); return true; } GameClientState::ClientState LobbyState::Update( float deltaTime ) { // Wishlist: // picking // mouse events // different menus // play sounds // update animation // send data to server // check data from server MouseInput mouseState; { this->privData->input->GetMousePos( mouseState.x, mouseState.y ); mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); } EventHandler::Instance().Update( mouseState ); return this->privData->nextState; } bool LobbyState::Render( ) { Graphics::API::NewFrame(); Graphics::API::StartGuiRender(); Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) ); this->privData->guiElements.RenderTexture(); Graphics::API::StartTextRender(); this->privData->guiElements.RenderText(); Graphics::API::EndFrame(); return true; } bool LobbyState::Release() { privData = NULL; return true; } void LobbyState::ChangeState( ClientState next ) { if( next == GameClientState::ClientState_LobbyReady ) { // Send ready signal to server lobby this->ChangeState( GameClientState::ClientState_NetLoad ); } else this->privData->nextState = next; } using namespace ::Oyster::Network; void LobbyState::DataRecieved( NetEvent e ) { CustomNetProtocol data = e.args.data.protocol; short ID = data[0].value.netShort; // fetching the id data. // Block irrelevant messages. if( ProtocolIsLobby(ID) ) { switch(ID) { case protocol_Lobby_CreateGame: break; /** @todo TODO: implement */ case protocol_Lobby_StartGame: break; /** @todo TODO: implement */ case protocol_Lobby_JoinGame: break; /** @todo TODO: implement */ case protocol_Lobby_Login: break; /** @todo TODO: implement */ case protocol_Lobby_Refresh: break; /** @todo TODO: implement */ case protocol_Lobby_ClientData: break; /** @todo TODO: implement */ case protocol_Lobby_GameData: break; /** @todo TODO: implement */ default: break; } } else if( ProtocolIsGeneral(ID) ) { switch( ID ) { case protocol_General_Status: break; /** @todo TODO: implement */ case protocol_General_Text: break; /** @todo TODO: implement */ default: break; } } } void OnButtonInteract_Ready( Oyster::Event::ButtonEvent& e ) { switch( e.state ) { case ButtonState_Released: e.owner->ChangeState( GameClientState::ClientState_LobbyReady ); break; default: break; } }